Viable Strategy(?): Waiting for MG42 to reload
Posts: 24
Permanently BannedAnd I'm wondering if this is a good strategy not just for USF, but for Allies too. I'm not sure how long the MG42 takes to reload in COH2 but it does seem like it's more than enough to close in and frag/molotov the gun, or even flank around it. This would especially be good for Conscripts too to ura and lob a molotov.
I guess the biggest problem with this is that you have to be aware when the MG42 is reloading. And given the chaotic battles and skirmishes going on at multiple spots in COH2, I think it can be hard to be that aware. Plus it doesn't help that Grenadiers & vehicles also play the same MG42 audio clip, which further confuses player whether it's the HMG or not.
And yes, as USF I am aware in that scenario I could have fired a smoke grenade. But I think that would have given away my plan on fragging the MG, in which he would exit out and move to another building. And finally this was early game so you get about only 1 or 2 frags before you run out of ammunition.
Posts: 188
Posts: 24
Permanently BannedShould be - but it would be hard to tell when, hopefully this is something they could work into COH3
Yeah, I would love some notification, even through dialogue like: "Hey! They're reloading!" or "Finally! They're reloading, comrades!"
But often it won't just be one Machinegun suppressing you but rather at least 2 in team games, so that would be hard to design/program. Perhaps the German crew members would say "Scheisse! Reloading!" and if you pick it up, you would act upon that.
Visual indicators like a "Reloading" text next to the MG squad might be too blatant :b
Posts: 34
Posts: 24
Permanently BannedWay easier to just flank it.
Easier said than done, given the MG42s WIDE WIDE firing arc :B
I know, it depends on the map, location, etc. but more often than not they got the flanks secured either by infantry or more MG42s
Posts: 34
Posts: 264
Posts: 24
Permanently BannedRun two squads simultaneously at the MG42, each one at the edge of the arc and one will get through because the MG42 can't swap targets fast enough. Or the play has to micro it himself which most dont.
I always wondered if that was possible. I dont know if the MG42 had a fast enough turn rate so i often dont risk putting two squads in harms way. And it does depend on the map i suppose.
But yeah, thanks for the info, i'll try that
Posts: 264
Posts: 24
Permanently BannedIf you continue to have issues, equip the USF grenade bulletins too, 7% x 3.. 21% nade throw range. I know the pain though, you set back your teching to throw nades, you set back equipping weapons to throw nades.. You just wish you had an easier way to crack them out of the buildings. Although if you manage to capture one, nothing is scarier than a USF player with a good MG...
I used to have the farther frag throw perk but the current loadout im going with is: 10% faster production and reinforcing for Riflemen, 10% faster riflemen veterancy, and I think I might have a 3% accuracy for Riflemen since I want to squad wipe retreating soldiers.
I guess I could swap the last one for the 7% farther grenade throw
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Posts: 1891
Posts: 24
Permanently BannedThat'll be hard to keep in mind, especially after the 5 minute mark Thanks for the info
@BeefSurge
As much as I often want to use US HMGs, I always find that by the time I manage to get them in, either the blobs are too much for an HMG to handle D: Or they have Leigs, mortars, vehicles, and etc that wipe out my HMG.
I wish the unit was buffed or at least given some better ability than just 'Sprint' >_<
I mean, arent there supposed to be a lot of different types of ammunition?
https://en.wikipedia.org/wiki/.50_BMG
So far I see some incendiary and armor piercing rounds.
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