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Ostheer HMG too strong now

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27 Jun 2015, 10:07 AM
#201
avatar of Porygon

Posts: 2779

jump backJump back to quoted post27 Jun 2015, 09:55 AMppsh41
the most frustrating thing now is to kill a hmg in house. hard to close and take ages to kill.


Killing MG42 / MG34 in house isn't hard.
Maxim in house is a bitch to kill.

It teleports from windows to windows. :guyokay:
27 Jun 2015, 10:16 AM
#202
avatar of Aerohank

Posts: 2693 | Subs: 1

jump backJump back to quoted post27 Jun 2015, 10:07 AMPorygon


Killing MG42 / MG34 in house isn't hard.
Maxim in house is a bitch to kill.

It teleports from windows to windows. :guyokay:


Wasn't there a patch a long time ago that made both HMGs re position at the same speed when in buildings?
27 Jun 2015, 10:32 AM
#203
avatar of Tatatala

Posts: 589

Best thing about the MG42 is stealing it as allies. This should be every Allied players objective, because once you do, the game gets very easy from this point onward.
27 Jun 2015, 10:44 AM
#204
avatar of Porygon

Posts: 2779



Wasn't there a patch a long time ago that made both HMGs re position at the same speed when in buildings?


Never happened, not even in :sealed:

27 Jun 2015, 11:52 AM
#205
avatar of Kronosaur0s

Posts: 1701

you mean vikers? o.0
27 Jun 2015, 12:10 PM
#206
avatar of achpawel

Posts: 1351

Hi
Coming back to the topic. For me saying whether mg42 is OP or not is a bit too soon. In 1v1 USF could attack it frontally and win and it was a serious problem. One thing I could never understand is why all balance changes revolve around making mgs stronger or weaker. To me if it turns out it's too powerful they should consider making it more expensive (say 280 manpower maybe even 300 or more) rather than reduce its impact. What do you think?
27 Jun 2015, 12:16 PM
#207
avatar of carloff

Posts: 301



Pro tip from Relic. Seems fair for me - 3 squads for 1 mg, 6 for 2, 9 for 3.
27 Jun 2015, 12:31 PM
#208
avatar of AchtAchter

Posts: 1604 | Subs: 3

jump backJump back to quoted post27 Jun 2015, 12:16 PMcarloff


Pro tip from Relic. Seems fair for me - 3 squads for 1 mg, 6 for 2, 9 for 3.


It says use "free" squads to flank, not three.
27 Jun 2015, 12:42 PM
#209
avatar of Aladdin

Posts: 959

jump backJump back to quoted post25 Jun 2015, 09:41 AMroarr
no more yolo rush towards hmg :D


+1
27 Jun 2015, 12:48 PM
#210
avatar of spajn
Donator 11

Posts: 927

Game is so much more fun now :bananadance:
27 Jun 2015, 12:57 PM
#211
avatar of carloff

Posts: 301



It says use "free" squads to flank, not three.

Yep, my bad. Thanks.
27 Jun 2015, 13:13 PM
#212
avatar of Porygon

Posts: 2779



It says use "free" squads to flank, not three.


Possibly because of campaign, they have free squads.
27 Jun 2015, 13:33 PM
#213
avatar of Thunderhun

Posts: 1617

jump backJump back to quoted post27 Jun 2015, 10:07 AMPorygon


Killing MG42 / MG34 in house isn't hard.
Maxim in house is a bitch to kill.

It teleports from windows to windows. :guyokay:


Try killing maxim in house with OKW ^^
27 Jun 2015, 13:54 PM
#214
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post27 Jun 2015, 10:07 AMPorygon


Killing MG42 / MG34 in house isn't hard.
Maxim in house is a bitch to kill.

It teleports from windows to windows. :guyokay:


What if I told you there was a patch couple of MONTHS ago that made all MGs equal in window jumping? :snfBarton:
27 Jun 2015, 14:41 PM
#215
avatar of Jorad

Posts: 209

This thread bacame and Axis "come and make fun of everyone else" thread.
27 Jun 2015, 15:25 PM
#216
avatar of Porygon

Posts: 2779

jump backJump back to quoted post27 Jun 2015, 13:54 PMKatitof


What if I told you there was a patch couple of MONTHS ago that made all MGs equal in window jumping? :snfBarton:


bullshit
27 Jun 2015, 16:19 PM
#217
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post27 Jun 2015, 15:25 PMPorygon


bullshit


Let me help you by quoting Relic from last October.


All team weapons which can be garrisoned within a building now share the same setup/re-position time of 4 seconds. This means a MG42 will take 4 seconds to switch windows and begin firing, as opposed to their old functionality which relied on their reload time. This creates more consistent behavior between team weapons and prevents some weapons from having delays as high as 6 or 7 seconds.


Glad to see you are as well versed in the game mechanics as always.
27 Jun 2015, 16:42 PM
#218
avatar of Katitof

Posts: 17914 | Subs: 8

27 Jun 2015, 17:43 PM
#219
avatar of JohnnyB

Posts: 2396 | Subs: 1



Try killing maxim in house with OKW ^^


Two squads. One draws suppression, the other one is the kicker. Preferably sturmpio both and shooting from upclose.
OR: run around the house and shoot. You will kil it eventualy :D :D :D
Or: use scavange or special ops. Cover the building in grenades. Building falls, no survivors.

I'm stopping here, I'm to lazy to remember them all...and just had 2 beers.
27 Jun 2015, 19:30 PM
#220
avatar of Kronosaur0s

Posts: 1701

jump backJump back to quoted post27 Jun 2015, 17:43 PMJohnnyB


Two squads. One draws suppression, the other one is the kicker. Preferably sturmpio both and shooting from upclose.
OR: run around the house and shoot. You will kil it eventualy :D :D :D
Or: use scavange or special ops. Cover the building in grenades. Building falls, no survivors.

I'm stopping here, I'm to lazy to remember them all...and just had 2 beers.


The only valid one is the Special Ops option, those grenades are good to destroy a WOOD building. But they are not a reliable counter as Flame pios >.<
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