Ostheer - MG42
Posts: 2470
Posts: 2561
There are better ways to fix it.
Posts: 2470
Posts: 183
because MGs are infantry hardcounters. infantry should never be more than softcounters to them. against infantry, an MG should be worth several squads. of course they're supposed to have their own hard counters (mortars); how well they're preforming right now is another question.
Depends on what you mean by hard-counter. The aim of mgs is to suppress which they all do quite quickly, not what you get angry at is the squad then crawling and throwing a grenade. However the mg had done it's job, it suppressed the infantry squad and was then loyally waiting for you to follow up with another squad of your own infantry to engage (which will keep the squad suppressed) and your mg can relocate.
Pinning is not the goal of mgs, it's suppression. Mgs don't hard-counter infantry by damage it's by suppression making those squads very vulnerable to your own infantry.
Posts: 1304 | Subs: 13
Depends on what you mean by hard-counter. The aim of mgs is to suppress which they all do quite quickly, not what you get angry at is the squad then crawling and throwing a grenade. However the mg had done it's job, it suppressed the infantry squad and was then loyally waiting for you to follow up with another squad of your own infantry to engage (which will keep the squad suppressed) and your mg can relocate.
Pinning is not the goal of mgs, it's suppression. Mgs don't hard-counter infantry by damage it's by suppression making those squads very vulnerable to your own infantry.
Big problem is that a lot of infantry get increased grenade range with veterency(grens are really noticeable, but so are vet 3 USF rifles with bulletins) so in later stages of the game you don't need to get that far into an MGs arc before you can let fly and kill a good portion of the crew. Yes we should scout for them but it's not always possible, especially when you're trying to get back onto the field, last thing you want is to set-up your MG, realize you're out of range and be forced to pack it up and move it up which sees the MG being not that far behind the main line.
Suppression should at least drastically reduce grenade ranges for all inf.
Posts: 183
Big problem is that a lot of infantry get increased grenade range with veterency(grens are really noticeable, but so are vet 3 USF rifles with bulletins) so in later stages of the game you don't need to get that far into an MGs arc before you can let fly and kill a good portion of the crew. Yes we should scout for them but it's not always possible, especially when you're trying to get back onto the field, last thing you want is to set-up your MG, realize you're out of range and be forced to pack it up and move it up which sees the MG being not that far behind the main line.
Suppression should at least drastically reduce grenade ranges for all inf.
I'll agree on halving grenade range... However if trying to get back onto the field as I said the mg should be half a screen behind your main troops and ready to setup when your infantry see the enemy. Doesn't always work but nothing does in this game.
Posts: 419
When the MG42 could up it's suppression with the bulletin. It was widely accepted as OP. Why would that change now?Those same people are the ones saying how great and fine it is now.
There are better ways to fix it.
It doesn't kill well and it doesn't work well for crowd control, and can barely suppress one charging unit before that units gets close enough to destroy it.
On top of that every aspect of its movement is penalized. the traverse time is ludicrous. The insane pack up animation is wtf. Get off the mg, pick up the mg, fold the legs, put the gun over the shoulder, then pivot and stop then run home. You can't dodge a satchel even if you pack up right before it is thrown.
It is not a support unit it is a unit that needs babysitting.
The mg is supposed to be a force multiplier, but in it's current form you need more units than the enemy. 1 mg and gren vs 2 rifles will 90 percent of the time mean you retreat or die.
Posts: 2470
Depends on what you mean by hard-counter. The aim of mgs is to suppress which they all do quite quickly, not what you get angry at is the squad then crawling and throwing a grenade. However the mg had done it's job, it suppressed the infantry squad and was then loyally waiting for you to follow up with another squad of your own infantry to engage (which will keep the squad suppressed) and your mg can relocate.
Pinning is not the goal of mgs, it's suppression. Mgs don't hard-counter infantry by damage it's by suppression making those squads very vulnerable to your own infantry.
on a cost to cost basis MGs should beat more than their value in infantry. if an MG catches a unit (or units, depending on the situation) in its arc it should kill/force to retreat.
pinning is generally a negligible gameplay mechanic, it basically tells the player that they've left their infantry squad in a suppression area for too long and prevents some units from crawling all the way up to throw a grenade.
the only MG the preforms anything like that is the maxim, which on a 1 to 1 basis hard counters all infantry other than obers but can also hard counter them. on a group basis maxims are less powerful but still preform pretty well.
Posts: 978
You can either chose to cripple your mobility with a hardly useful unit, or having a chance to overwhelm the enemy with a unit that´s mobile, doesn´t get flanked and can at least put out some dps. The MG42 offers less effect for more micro. I prefer building Grens and blob. It´s more relaxing.
I´ve changed my Ostheer build from Gren, MG, Gren, Mg to 4x Gren. And since then I win games. I love when people (who btw think that the MG42 is great) complain about me blobbing Grens.
Is that how the game is supposed to be played? No? Then better fix MGs.
Posts: 2470
Posts: 17914 | Subs: 8
If you want unit that will allow your grens to fall back without giving up all map control, get MG42 and put it behind grens, not instead of them.
Posts: 2470
Posts: 1605 | Subs: 1
Enough of theories. Let's take a look on some examples. Then we'll see.
Posts: 183
Still no vids or replays of situation, where MG (in opinion of poster) is underperforming.
Enough of theories. Let's take a look on some examples. Then we'll see.
Yes I would be interested in analysing the situations in which the mg fails to suppress units (yellow, green cover etc.)
Posts: 204
Permanently BannedPosts: 1144 | Subs: 7
Why is the MG34 better in game then the MG42, which was build to replace it.. xd
It's not... in terms of stats they are identical except for the fact the mg34 has a lower rate of fire which in turn means it suppresses slower
Posts: 2470
Posts: 1116 | Subs: 1
Permanently BannedPosts: 1605 | Subs: 1
The mg34 one of the worlds most advanced machine gun in the world. Worse than a maxim. I don't understand why its 210 manpower and made out to be a piece of shit. Increase cost to 240-50 and give it stats of current mg42 stats. Then buff mg42 significantly and increase cost to 280-300 manpower.
MG-42 costing more would mean that you will have 1 less squad to protect it, which means that this precious "buffed" machinegun will turn against you, upgraded to 6-man squad.
Still waiting for vids with MG-42 underperforming.
Posts: 150
Livestreams
2 | |||||
2 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.653231.739+13
- 2.839223.790+2
- 3.35057.860+15
- 4.592234.717-1
- 5.278108.720+29
- 6.306114.729+2
- 7.645.928+5
- 8.922406.694+1
- 9.1120623.643+1
- 10.265138.658+2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
0 post in the last week
28 posts in the last month
Welcome our newest member, praptitourism
Most online: 2043 users on 29 Oct 2023, 01:04 AM