50. Cal and Vickers vs OKW
Posts: 708 | Subs: 1
If this thing gets ap rounds that can pen luchs than it will be fine.
Posts: 311
Posts: 345
If 50 cal and vickers were to become as good at suppression as the mg42, you make it extremely difficult for okw to fight mgs. Unless you want to give volks grenadiers smoke nades that is.
So sad you lose every game where a MG42 is stolen by a UKF or USF player....lol.
Anyway, smoke?? why not??? if spios and kubel is not enough for you to flank an machinge gun that in case of USF came after teching, sure, give them smoke.....I hope you want that smoke to be researched too as USF does, but anyway, sure, give smoke to them, and give properties of MG42 to vickers and .50 cal.
if you think that smoke will be better than fast luch, yeah, research your smoke to fight that one or two .50 cal that you will face one out of five games....no problem.
What I see in your post, is that for you, mg42 is plain better than .50 cal and vikers coz you don´t need smoke to fight actual .50 cal or vikers but you want it in case of facing a mg42 with OKW.
Posts: 621
Posts: 284
ok then don´t buff it, just copy-paste from MG42 and set same price than MG42...It seems by answers in this forum that no one is better than the other one, they are only different from each other, yet, it seems most people complaining here want the vickers to be more similar to MG-42....
SO, win-win for all, vickers not buffed but changed to be more similar to mg42 as others are asking for.
maybe a good solution???? just asking, I have no level or skills to forsee problems with this change.
I think MGs are good as they are. Indeed they are different. Vickers have better damage, their vet+garrison range bonus is great. Sure they have less suppression than MG42, but no one said those two should be the same. So i think no change needed at all.
Posts: 3602 | Subs: 1
fast setup time. > use it offensively. > abuse A-move it combined with a spotter so it setup fast and suppress.
Posts: 1930
In the early game when ever model loss counts towards setting the pace of the rest of the game, I find the Vickers very advantageous since it's capable of forcing mg42s off in a green vs green fight or structure vs structure
The vicker sniper model a bit better. Even assuming that's true it's still worst at suppressing than the mg42. It's better in certain situation but worst in other, so it should cost the same at best.
I think MGs are good as they are. Indeed they are different. Vickers have better damage, their vet+garrison range bonus is great. Sure they have less suppression than MG42, but no one said those two should be the same. So i think no change needed at all.
as best it's different, yet the vicker is more expensive. At least lower the price to 260 if the vicker is not actually superior.
If I'm paying 20 mp more for a hmg, I expect it to be better.
If 50 cal and vickers were to become as good at suppression as the mg42, you make it extremely difficult for okw to fight mgs. Unless you want to give volks grenadiers smoke nades that is.
the .50cal arrive much later than the other mg. The OKW can comfortably get a LeIG at around the same time as the USF get their .50cal.
The OKW have vastly better mobility over the british. It's basically the classic US vs Wehr scenario.
Posts: 2396 | Subs: 1
Every MG in the game should do its job.
Posts: 1144 | Subs: 7
Now why the heck mgs are not working properly like, I don't know, VCOH?!?
Every MG in the game should do its job.
vcoh and coh2 are very different games. vcoh infantry squads run quite significantly faster than in coh2, units are much better shooting on the go, and there is no vaulting, so its very easy for mgs to set up at choke points.
Posts: 3103 | Subs: 1
vcoh and coh2 are very different games. vcoh infantry squads run quite significantly faster than in coh2, units are much better shooting on the go, and there is no vaulting, so its very easy for mgs to set up at choke points.
I think it technically might be more that combat is faster so the moving penalties become all the more severe in practice, but I don't actually know the CoH1 numbers...
Posts: 783
Posts: 344
vcoh and coh2 are very different games. vcoh infantry squads run quite significantly faster than in coh2, units are much better shooting on the go, and there is no vaulting, so its very easy for mgs to set up at choke points.
Infantry units' default movement speed is 3 m/s in vCoH. In CoH2, infantry units* clock in at an astounding 3 m/s movement speed, quite a difference actually. /s
The CoH2 animations are significantly improved and it LOOKS like the infantry run faster; in fact it's just the animation of the models and not how quick they actually move. Plus, the proliferation of sprinting abilities on practically every infantry unit, be it by default, through vet, or through some sort of aura or doctrinal buff.
*with the exception of 45 mm 53K crewmen who snort crack and run around at 3.6 m/s
Posts: 1930
it's the grenade range.
grenade in coh1 typically have a throw range of 15 meters, and mg range is 45 meter.
in coh2 grenade throw are generally 20 meters while the mg range remain at 45.
Posts: 665
Now why the heck mgs are not working properly like, I don't know, VCOH?!?
Every MG in the game should do its job.
It was the same situation in vCOH. The US .30 cal was literally never built because it dealt almost no suppression and was supposed to "deal damage". Problem is, an MG that can't suppress is just an immobile infantry squad that you can easily flank and kill no matter how much damage it deals. The model simply doesn't work unless you go the Maxim route and make it setup in half a second.
It's also why the MG42 is the best in both games by a significant margin, unless we're talking about building vs building scenario which is niche enough not to really matter. That's not a problem, but there's really no reason for the Vickers to be 280 mp and the .50 cal to require teching IMO.
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