The unlockable upgrade went to the IR STG44 with 47% of the vote
http://www.coh2.org/topic/25090/fantasy-faction-i-builder-units
http://www.coh2.org/topic/25222/fantasy-faction-ii-core-infantry
http://www.coh2.org/topic/25382/fantasy-faction-iii-elite-infantry
http://www.coh2.org/topic/25584/fantasy-faction-iv-elite-infantry
Builder Unit: Sturmpioneers OKW 58%
Core Infantry: Grenadiers Ostheer 32%
Elite Infantry: Obersoldaten 28%
Unlockable Upgrade: IR STG 44 47%
Faction now looks like this:
T0: Sturmpioneers
T1: Grenadiers
T4: Obersoldaten
CP3: IR STG
We are unable to build caches, but Grenadiers can build bunkers and Sturms can salvage
I had thought about putting this on hold while we wait for the patch, however MGs are not changed in that it seems, only bug fixed
So:
Fantasy Faction V: Machine Guns
- This thread is locked
25 Oct 2014, 16:17 PM
#1
Posts: 3552 | Subs: 2
25 Oct 2014, 17:44 PM
#2
Posts: 74
Maxim(T2) looks like the easy choice on paper, but people need to realize this fantasy faction techs like Ostheer, so MG 42 would hit the field a lot sooner therefore should be preferable.
25 Oct 2014, 18:03 PM
#3
Posts: 3552 | Subs: 2
Tech structure is deliberately loose
At the moment I have in my head a hybrid of Sov and OKH
You need T1 or T2 to access T3 and T4, but it is intended that you can get all buildings at some point without deliberately excessive tech cost
At the moment I have in my head a hybrid of Sov and OKH
You need T1 or T2 to access T3 and T4, but it is intended that you can get all buildings at some point without deliberately excessive tech cost
25 Oct 2014, 18:32 PM
#4
Posts: 74
Tech structure is deliberately loose
At the moment I have in my head a hybrid of Sov and OKH
You need T1 or T2 to access T3 and T4, but it is intended that you can get all buildings at some point without deliberately excessive tech cost
Okay, that's not what you put down in the first thread, I had no idea it changed:
Tech structure will be similar to OKH in that it has to be linear
Certainly makes Maxims more viable.But you would still be forgoing Grenadier faust and be weak to M20/M3/222(as you don't have guards).
25 Oct 2014, 18:55 PM
#5
Posts: 3552 | Subs: 2
Okay, that's not what you put down in the first thread, I had no idea it changed:
Certainly makes Maxims more viable.But you would still be forgoing Grenadier faust and be weak to M20/M3/222(as you don't have guards).
You are correct sorry
Glad to see someone is paying attention because I am not
25 Oct 2014, 20:50 PM
#6
Posts: 2070
Well we already have amazing infantry DPS. We don't need Maxim because we have stuff that deals a lot of damage. I voted MG42 because of its high suppression. This will make our infantry units have more time to pwn the enemy
26 Oct 2014, 03:20 AM
#7
Posts: 1963 | Subs: 1
I chose MG42 for being awesome when I use them.
26 Oct 2014, 04:32 AM
#8
Posts: 1144 | Subs: 7
50cal cus its stats-wise is the best mg overall except for firing arc.
26 Oct 2014, 05:07 AM
#9
Posts: 1042
I rarely play OH because the waiting times are horrible, but when I do, I never have any complaints about the MG42, you just plonk it down and it'll suppress all you want.
26 Oct 2014, 05:32 AM
#10
Posts: 351
Seeing as the way the .50cal moves is being fixed in the patch, and that it would be in a fast t1 for this faction, it's a no brainer for me. M2hb is like an mg-42 that sets up and tears down like a maxim. M2HB all the way!
7 Nov 2014, 09:48 AM
#11
Posts: 3293
locked poll at user request.
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