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Improving/Tweaking MGs

2 Jul 2014, 03:55 AM
#1
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

I think there are some changes everyone would like to see apply. Some are more doable than others.

ALL:

1- Option to manually reload the MG.
A- Or being able to ground fire which would let you stop when reloading and even making to face the direction you want when garrisoned.

2- Increase the speed by 50-100% of remanning and shooting an MG after the gunner it´s killed.

WE all hate cases 1 and 2. Getting a lucky crit, specially when blobing from the front, making MG being unable to lay fire in time.

It would be utopic if this applies unless it´s sniper fire/explosives.


FACTION SPECIFIC:

OH:
3- MG42 (+Mortar): Would you prefer recrewing with 2 or 3 guys? It would be cool if it was dynamic (3 man recrews with 2) but if i have to choose i would say 2 guys.

SU:

4- Maxim (+Mortar): since my 2nd point is a HUGE buff for it, this are my propose changes.
Slight width increase of cone of fire, slight increase of setup time, 5 man (maybe not) and the dark magic of teleportation of german MGs.


WFA: i haven´t heard complains about the american one, and the complains about MG34 seems a bit similar to the MG42.


TL;DR: manual reload, decrease time of not firing when gunner is killed, make OH recrew with 2 guys and some little changes to maxims.
2 Jul 2014, 08:31 AM
#2
avatar of What Doth Life?!
Patrion 27

Posts: 1664

+1 Manual reload for sure, and I would also like to see a slight buff in re-maning time when the gunner dies as well as Maxims being able to retreat and teleport the Maxim like an MG42.
2 Jul 2014, 11:07 AM
#3
avatar of OZtheWiZARD

Posts: 1439

Make MG42 and 34 a bit more effective in crowd control. I don't care about damage. I want faster suppression.
2 Jul 2014, 11:17 AM
#4
avatar of armatak

Posts: 170

Hmmmm is it me or am I the only one that has the impression that there is nothing wrong with MG42 atm? I am using it with great effeciency against US blobs. You just need to be careful in how you position it and not to get flanked.

MG34 is like most OKW units and becomes a real beast once it gets vetted. You just need to play it smart and move it up to front lines all the time to get max xp.
2 Jul 2014, 11:21 AM
#5
avatar of Hambone

Posts: 58

What if the MG42 loses some of it's cone width in favor of a slightly longer range. With a second unit providing sight that will allow the MG42 to react faster without taking as much direct rifle fire.
2 Jul 2014, 12:05 PM
#6
avatar of spajn
Donator 11

Posts: 928

MG42 needs more damage, it feels more like a heavy bolter from dow2 than mg42 from vcoh... guess which one is better/more fun?
2 Jul 2014, 12:15 PM
#7
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post2 Jul 2014, 12:05 PMspajn
MG42 needs more damage, it feels more like a heavy bolter from dow2 than mg42 from vcoh... guess which one is better/more fun?


http://www.twitch.tv/vonivan/b/543339356?t=58m15s

Sure it does :loco:
2 Jul 2014, 18:40 PM
#8
avatar of Mr. Someguy

Posts: 4928

http://www.twitch.tv/vonivan/b/543339356?t=58m15s

Sure it does :loco:


Veterancy 3. Now lets try the same with a Vet 0 MG 42, those Riflemen would have torn it to shreds.

As far as Machine Guns go, the MG 34 and MG 42 have the lowest damage in the game.
2 Jul 2014, 18:57 PM
#9
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Statwise, MG are fine. Some little mechanics are what bother me greatly, specially not being able to retreat after getting the gunner killed.

It´s easy to focus fire the gunner (LMG gren or PG) and keep killing the maxim crew (even if he retreats with time).
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