Ostheer HMG too strong now
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Permanently BannedPosts: 923
Im just wondering what those people think of the Mg-42.
(Yes I mostly agree with the mg-42 changes, Im just curious what the different fanboy factions are doing now)
Posts: 589
Guys guys guys.. do you remember when Maxim was (correctly) nerfed and the Wehraboo crowd defended this action with "a 240 mp squad should not win over a 1000mp group". (Silly argument I know)
Im just wondering what those people think of the Mg-42.
(Yes I mostly agree with the mg-42 changes, Im just curious what the different fanboy factions are doing now)
Read any page on this thread, and you're golden.
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Posts: 515
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A well designed RTS game will include units that punish unit blobbing and therefore poor play. Just look at starcraft. One high templar could kill 50 marines (50 min/150 gas templar vs 2500 min of marines) but no one would say templar is OP. They'd just say get good and learn to micro.
Guess this doesn't apply to this game then. It's obviously badly designed (in your own implication).
Having only the 50% of the factions have an early game unit capable of stopping the kind of play you describe, is not shedding a very good light on coh2.
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Posts: 1116 | Subs: 1
Permanently Bannedthe problem is okw can still blob but not allies, what's the point? bolb is late game not early game. relic can buff rocketsTrouble with blobs? Thats a L2P issue, not a balance issue.
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The MG actually deals with blobs of cons, and somewhat rifles (they still have smoke) I am thankful for the new buff. It needed it to cut down on infantry spammers which were a majority of Allied players. Good change.
YES
Posts: 432
Flank MG-> Get ready to wipe it-> Realize there is another MG covering the one you flanked -> Notice that there is also sniper who snipes your rifles :foreveralone"
Von, can you upload your 7MGs strat?
It's not about how hard is to smoke. It's about how much micro and resources it requires to counter just MG, while OST can simply throw rifle nade vs 50cal.
Placing MG does not require any skills, but dealing with it with Rifles requires at least some skills, yet you cannot be sure you will flank it, since there may be another MG behind.
It's all about mortar for USF and OKW.
By the way, best HMG, best mortar, best sniper, best at gun,... What's next?
Not trying to be a dick, but you could have doctrinally and non-doctrinally scouted the area before trying to close on that MG to wipe it. Might have avoided that whole "pinned by another MG covering the first" mess that you got yourself into.
Posts: 1617
Not trying to be a dick, but you could have doctrinally and non-doctrinally scouted the area before trying to close on that MG to wipe it. Might have avoided that whole "pinned by another MG covering the first" mess that you got yourself into.
Not trying to be a dick but having recon throught the whole stage of the game isnt a thing.
On topic: Mg-42s are fine against Soviets as they have plenty of tool to counter them. USF suffers from the MG-42s because it shuts down T0 and T1 (with AP rounds + tellers); having zero recon and early indirect fire is the biggest setback for USF. Also the huge sight on the pios prevent most of the flanks.
For those who say L2P;. show us your master skill
Posts: 432
Not trying to be a dick but having recon throught the whole stage of the game isnt a thing.
On topic: Mg-42s are fine against Soviets as they have plenty of tool to counter them. USF suffers from the MG-42s because it shuts down T0 and T1 (with AP rounds + tellers); having zero recon and early indirect fire is the biggest setback for USF. Also the huge sight on the pios prevent most of the flanks.
For those who say L2P;. show us your master skill
If I'm not mistake there are doctrinal abilities that increase the USF Riflemen's line of sight exponentially as well as provide flares for riflemen to use.
There's also the 0-CP Dodge WC-51 that people forgo. It may not be the hottest piece of garbage on wheels, but it is still something and can transport rifles through MG fire, and behind the thing. There's also the Greyhound which can put a hurting on MG heavy strats.
Posts: 156
A well designed RTS game will include units that punish unit blobbing and therefore poor play. Just look at starcraft. One high templar could kill 50 marines (50 min/150 gas templar vs 2500 min of marines) but no one would say templar is OP. They'd just say get good and learn to micro.
Templar come out late as fuck, are a heavy resource investment, and are risky if you don't know what you are doing.
None of that is the case with the new MG42.
Posts: 515
Templar come out late as fuck, are a heavy resource investment, and are risky if you don't know what you are doing.
None of that is the case with the new MG42.
Then think about banelings punishing shitty micro. Banelings require baneling nest. MG42 requires T1 building. Is that a close enough comparison for you?
Posts: 550 | Subs: 1
Remember snares don't work against full health vehicles now; so it's not hard to rush past a gren squad to get at a sniper.
An at snare does 100 damage. The critical is applied if the vehicle drops below 75% of it's health pool. The check is done after the damage of the at snare is applied. This means all light vehicles (m3, stuart, luchs, m20, scott, greyhound, su76, etc.) will receive a damaged engine with the current system.
Only mediums and heavies do not receive engine damage if they are at full health.
If I'm not mistake there are doctrinal abilities that increase the USF Riflemen's line of sight exponentially as well as provide flares for riflemen to use.
The doctrinal feature you're referring to is the recon package (part of the recon commander). The bonus is 20% (if I recall correctly), which isn't exponentially or any good either on a unit that doesn't have a good line of sight. The ability is also bugged as it is bound to one entity. Should that entity ever be killed the squad loses the ability indefinitely. The ability is also so restictive that it will hardly ever come into play when trying to avoid an mg since it requires:
- in cover
- not moving
- not in combat
Posts: 156
Then think about banelings punishing shitty micro. Banelings require baneling nest. MG42 requires T1 building. Is that a close enough comparison for you?
Getting there. Except catching mass banelings with a helli push into fast expand with good micro will win you the game.
As USF you don't have the equivalent of that. You get Rifles upon rifles upon rifles, yay!
Posts: 4951 | Subs: 1
An at snare does 100 damage. The critical is applied if the vehicle drops below 75% of it's health pool. The check is done after the damage of the at snare is applied. This means all light vehicles (m3, stuart, luchs, m20, scott, greyhound, su76, etc.) will receive a damaged engine with the current system.
Only mediums and heavies do not receive engine damage if they are at full health.
I keep forgetting that the snare change isn't exactly the one that was in the Alpha
Posts: 515
Getting there. Except catching mass banelings with a helli push into fast expand with good micro will win you the game.
As USF you don't have the equivalent of that. You get Rifles upon rifles upon rifles, yay!
Agreed that it is shitty for Americans having only access to riflemen for the first few minutes of the game. Maybe we need to think of some new strats as a community though. Mechanized assualt for the early jeep car thingy that I never used maybe? With nades, tech to stuart, who knows what kind of stuff will work if people change their playstyles
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