.50 cal
Posts: 3423 | Subs: 1
Furthermore, both axis mainline infantry come with great counters to the .50, being the flame nade and RG. Allied mainlines need to tech to theirs, and the molotov is a shell of what the flame nade is, since it takes so long to throw and has a shorter range. Smokes and frags are great, no dispute there but it still requires consistently more effort to dislodge an mg42 than a .50.
Posts: 392
The .50 cal is still under performing in my opinion. It doesn't suppress as quickly as the mg42 due to the .50s slow ROF, yet it costs 20mp more and is locked behind tech. Stealing an mg42 as the US is a gift from the gods, cause it means you don't have to waste more money on something less effective. The sprint ability is worthless and should be replaced with something a lot better. There's no reason for the .50 cal to have a crappy ability while the cheaper and earlier mg42 gets one of the best abilities in the game.
Furthermore, both axis mainline infantry come with great counters to the .50, being the flame nade and RG. Allied mainlines need to tech to theirs, and the molotov is a shell of what the flame nade is, since it takes so long to throw and has a shorter range. Smokes and frags are great, no dispute there but it still requires consistently more effort to dislodge an mg42 than a .50.
i like to use the .50cal since if i dont i get swarmed by blobs most of the time
its beastly,both in damage and suppression the problem it has is its durability,only that
i hate it when lmg weapons can decrew it and thanks to many nerfs to LMG units the .50cal is kinda more durable then it used to
Rifle grenade is also crazy powerful against it BUT without it you cant really kill it(see how the british fair without such a grenade)
Flame grenades are not a problem in the open(even if they land)duo to the fast setup time,in buildings its another story
if anything should be done is not to buff its suppression further BUT to increase abit its durability
Posts: 1664
Just last night one of my mates and I were gushing about how solid the .50 is now and how it's on par with MG42 so I don't agree with you OP.
Also I love the sprint ability on this MG specifically.
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Posts: 1891
Posts: 1890 | Subs: 1
Damage and suppression on it are good when you take into account it's short set-up time which allows you to quickly reposition if needed and fully utilize USF mobility.
Posts: 3423 | Subs: 1
the only thing the .50 needs now is a fifth crew member for survivability or less received accuracy.
Just last night one of my mates and I were gushing about how solid the .50 is now and how it's on par with MG42 so I don't agree with you OP.
I would be fine with nothing but a survivability buff, but how can you think that its on par with the mg42 while also supporting the .50 getting a fifth man? They're both four man squads, and if one needs the extra man it while the other does not, than one of them is performing worse. The US have better infantry to defend their mgs, so theoretically it should survive better if the two are on par.
I'm not saying the .50 blows, but the mg42 is the better of the two IMO and it is most certainly cheaper.
Posts: 1664
+25% damage, +50% max range penetration, -55% set up time,
+40% weapon rotation speed
Posts: 93
Also give it AP rounds like the dska or the mg 42 to deter light vehicles and add soft AT to USF tier 1. Don't know why they chose sprint instead of AP rounds...... Would like to see someone from relic pick up a .50 and tripod together and sprint 50 meters......
Posts: 3423 | Subs: 1
I dunno about needing more penetration. Here are the vet 2 stats:
+25% damage, +50% max range penetration, -55% set up time,
+40% weapon rotation speed
Well if it needs more survivability like you suggested, than getting it to vet 2 is harder than it should be.
Posts: 615
This way it serves as a counter to light vehicles. It's 280 MP and its a .50 cal, cmon
Posts: 3103 | Subs: 1
I dunno about needing more penetration. Here are the vet 2 stats:
+25% damage, +50% max range penetration, -55% set up time,
+40% weapon rotation speed
It's X1.5 max-range penetration on a weapon that has 3/2/1 penetration, though. 1 penetration being the exact same as every other handheld bullet-firing weapon, and less than every heavy machine gun team's weapon. So I'd regard that part of it as a strange and unjustified exception.
TL;DR, M2HB needs vet 2 to actually have more pen than rifles and SMGs at max range like other HMGs
Posts: 1891
It's more representative of a .30 cal than a .50 for sure.
Posts: 279
Posts: 2561
I'd be down for .50 cal having light AT capabilities to make up for the fact that you forsake the AT gun by going LT (at least for a while). Right now going LT is a death sentence against OKWYeah luitenent tier is so unused because it's really restrictive without any AT. Pretty much forces you to go Jackson asap or else you'll get run over by tanks. Atleast soviet T1 provides a cheap tank destroyer at T3, USF has to wait all the way til major and zooks by no means stops any real armor alone.
Posts: 174
Yeah luitenent tier is so unused because it's really restrictive without any AT. Pretty much forces you to go Jackson asap or else you'll get run over by tanks. Atleast soviet T1 provides a cheap tank destroyer at T3, USF has to wait all the way til major and zooks by no means stops any real armor alone.
Hence why moving the ATG to T0 and unlocking when either CPT or LT hit the field was a pretty good solution to opening up USF roster / build order / strategies / play style, wasn't it?
Posts: 1891
If it's any cheaper you could just build 3 50 cals and A-move around the map, killing everything.
But by then raising the price you restrict USF players who just want an anti-infantry HMG.
Posts: 1664
Hence why moving the ATG to T0 and unlocking when either CPT or LT hit the field was a pretty good solution to opening up USF roster / build order / strategies / play style, wasn't it?
It was definitely better than nothing. The 57mm is already not very strong until it gets veterancy.
Posts: 708 | Subs: 1
I dunno about needing more penetration. Here are the vet 2 stats:
+25% damage, +50% max range penetration, -55% set up time,
+40% weapon rotation speed
I would prefer + 40% accuracy instead of 25% damage. Also veterancy don't gives more supression. Vet 3 is lackluster.
Posts: 2561
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