It s not one rifle nade that is op, it is the rifle nade killing 3 models and the next gunner getting killed every time they try to grab the gun.
How does this even make any sense?
Posts: 752
It s not one rifle nade that is op, it is the rifle nade killing 3 models and the next gunner getting killed every time they try to grab the gun.
Posts: 976
Maxim has a lot of weakness.
1. Mortor
2. Sniper
3. Scout car
4. Flame pio with mortar smoke.
5. Flanking panzer grenadiers with bundle nade.
It s not one rifle nade that is op, it is the rifle nade killing 3 models and the next gunner getting killed every time they try to grab the gun. Also people comparing Molotov to rifle nade is a joke. You can fire a nade from extreme distances and over house, hedges with zero risk. Swap rifle nade for molotov any day.
Posts: 1063
Ok, then is one of these 2:
1. I realy need L2P - in hundreds of german plays I still don't know how to play with germans and how to shoot a rifle grenade, though I used it hundreds of times until now;
2. What you say it's not true, I NEVER shaved 5 models in one shot after last patch, and the average is 2 models not 3.
Posts: 807
Exactly !
Posts: 807
http://www.coh2.org/replay/18666/puma-%3E%3E%3E-t-34
Feel free to check, Rifle nade can squad wipe or force retreat regurlarly. Just don't shoot at the lone model sitting out of cover or full health squad.
Posts: 1637
This is so subjective. If I keep my maxim squad bunched up a squad wipe may occur. The average kill with a rifle grenade shot is 2 models, anyone can tell you that.
Posts: 2307 | Subs: 4
Maxim has a lot of weakness.
1. Mortor
2. Sniper
3. Scout car
4. Flame pio with mortar smoke.
5. Flanking panzer grenadiers with bundle nade.
It s not one rifle nade that is op, it is the rifle nade killing 3 models and the next gunner getting killed every time they try to grab the gun. Also people comparing Molotov to rifle nade is a joke. You can fire a nade from extreme distances and over house, hedges with zero risk. Swap rifle nade for molotov any day.
Posts: 1637
Snip.
Posts: 2307 | Subs: 4
Let us not forget the DPS for Ost is scaled to deal with 6 models. This only helps with AOE and fire. T2 soviet support teams received no buffs when the damage profiles were changed. This is why a Pgren behind a Maxim is an insta-whipe where before the lethality increase they could easily escape.
Posts: 976
Watch out, you quoted a player with ZERO games as German, and a few soviets games played - search for his player card and you'll see. Or you are in the same situation?
Posts: 8154 | Subs: 2
The same can't be said about the Maxim that can keep firing after being riflenaded
How does this even make any sense?
Posts: 752
When you issue a retreat order, if the MG42 gunner is killed, it teleports to another crew member. When a soviet support weapon gunner is killed, another crew member has to run into the weapon. Combine that with high DPS, and your chances of wiping, even with a quick retreat are high (if the german know what he is doing).
Posts: 807
Thanks for your opinion.
We played only custom games between ourselves and computer stomps. Mostly 4vs4 or 2vs2.
Also some of our group also play on the ladder when there is none of our group are online.
Our clan consist only of player with a minimum of 6 years playing the CoH family. And none of us are below 40 year old. We been playing COH2 since the beta.
We feel that part of the game is imbalance, killing the fun factor. There is no risk associate using those nades, so the damage must be tone down a bit. The munition cost is always a good investment when you are nearly always killing your target easily.
Rest of the game feel balanced enough for us.
Thanks you.
Posts: 4301 | Subs: 2
And I respect your opinion. But still, while using maxims myself, compared to Mg42 I observed something bothering: I can take one, two rifle nades and still remaining on place and keep firing (with a 2 models left manning the maxim). Still suppressing, still combat effective. An Mg42, if it takes a molotov, it needs to change position instantly = no more firing, no more supressing resulting in soviet infantry advance. So let me doubt. I find maxims being more reliable while taking a rifle nade hit than an MG42 taking a molotov down its throath.
Posts: 1705
Posts: 8154 | Subs: 2
And this is different from MG crew roasting in a Molotov how, exactly?
Infact the RNade trajectory time is so long, that you can just about de-setup the Maxim before it even hits.
Posts: 2307 | Subs: 4
^I won´t see with bad eyes if maxim gets higher penalties when supressed. I´m also wondering if that statements it´s completely true.
I guess you haven´t read the part where i said that even if you get hit by a molotov you can retreat because the MG42 teleports to the crew member vs crew member having to run to man the weapon and die (and die...) even when he is on retreat ?
I still have to see on this patch and the previous one (Praying to the RNG gods) a FULL or almost full health MG42 getting roasted by a single molotov.
You are comparing an ability which has "almost" constant results based on YOUR accuracy with the usage of it vs a CQ area denial ability heavily based on crits (just like all flame weapons). I´ll add that MG42 spread their crew in comparison to maxim which tend to be bunched up.
Posts: 1637
Posts: 4928
Posts: 807
except in most cases, two rifle nade is more than enough to make maxim combat ineffective. either your maxim squad was spread out every time you used it or the guys you were playing didn't know how to use rifle nade effectively... all of them.
and unless your mg42 is alone, it is so easy to spot a conscripts trying to molotov you. you ever wonder why they are oorahing in the cone of mg42 fire while closing in?
if you get hit by a molotov, in most cases, it's your fault. there are clear signals that tells you that it's coming.
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