MG-42 4 man squad
Posts: 1006
I personally think it's a bit too hard to kill them.
Posts: 14
4 man just wasnt needed, imo.
I would have liked to see russian mgs and mortars, at guns + sniper go to axis size of 3 man .
It feels a bit spammy with this big teams.
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Posts: 49
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Posts: 642
Germans still have no equivalent. If I put a Maxim inside a building early game (say, a cutoff or munitions point), there is literally very little you can do to kick me out of it. Sure, you can get a flamer (I just delayed your Flamer HT and potentially disrupted your munitions for fausts), and my maxim WILL kill your flamer before it kills my Machine Gun.... you'll dance around the house and kill it maybe, with good micro...
Meanwhile, my troops took the rest of the map.
As a Soviet you can still molotov those guys or satchel them (you can get penal battalions VERY early).
Snipers, for both sides, are not worth the investment that early on...
Posts: 604
Not until they fix infantry damage against supportweapons (overall, soviet and ostheer alike).
Impossible without target tables or deviating from their "all infantry = 80 HP" (except snipers) agenda. And even that could be circumvented by recrewing.
If MG-42s really prove to be the balance problem some are already painting them to be, they could increase the damage modifiers of the molotov and molotov DoTs from 0.75 vs. garrison cover to 1.0 or so.
However, it seems like Soviets are now experiencing the exact same problem Germans had and still has... I guess garrison cover might be the problem after all. They could just increase the modifiers for nearly all weapons vs. garrisons. Many streamers and shoutcasters have already said on video that buildings feel a bit too strong.
Posts: 1006
I think there should be a huge delay for units changing firing direction in buildings and what would be even nicer is if you could select the direction of fire when in buildings.
Posts: 247
Especially the russians are bad, as leaving Maxim og mortar outflanked is never really punished. Worst case it will have to retreat, most times it can hold its ground, and continue to bombard, untill reinforcements are brought up.
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Permanently BannedAside from that, MGs survival is now harmonised to the same as Maxims, in the Ostheer way.
Posts: 101
the other option as people have stated is to lower the soviet squads size. i used to agree with this but i think i prefer more HP overall in the game rather than less. i like units being able to stay alive and vet rather than die simply because of one flank and molotov.
Posts: 1006
like I said I would really like a big delay for switching window and being able to select which side of house to attack from
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Posts: 928
the other option as people have stated is to lower the soviet squads size. i used to agree with this but i think i prefer more HP overall in the game rather than less. i like units being able to stay alive and vet rather than die simply because of one flank and molotov.
Um, this is what happened in COH1, and I think it is a good mechanic. It forces people to more carefully pick where their support units go. If they do a bad job/if the MG/mortar/ATG is outflanked, it should be killed outright.
This is what kept the COH1 infantry battles fluid - support teams which had a large influence, but weren't dominant.
Posts: 73
They just don't do enough damage to the squad members so that a flank without flames/nades does not really give you that much advantage.
Yes, you will probably force a retreat or a reposition of the weapon-team, but placing your weapon teams at the wrong spot should make it vulnerable.
The only way of doing it without them getting to vulnerable to AoE is increasing the infantry rifle damage across the board (maybe SMGs too but they already kill fast).
As german you are forced to get the LMG42 to be able to kill weapon-teams while flanking them, or else it takes ages.
But it is almost the same for conscripts without PPSHs, they also take long to kill the weapon team.
I would bring down russian mortar and AT-gun to 4 men and both Maxim and MG42 to 3 men.
Or as i said, increase the rifle damage across the board. (Will lead to faster battles between basic infantry too though)
Posts: 2779
Posts: 101
Um, this is what happened in COH1, and I think it is a good mechanic. It forces people to more carefully pick where their support units go. If they do a bad job/if the MG/mortar/ATG is outflanked, it should be killed outright.
This is what kept the COH1 infantry battles fluid - support teams which had a large influence, but weren't dominant.
this to me is what ruined vcoh. bad players will always lose units, but making the game so that one mistake costs you major setbacks (lost mg42, russian recrews with 6 man squad, need to pay 240 mp to get another mg42 or lose map control, fall behind in tech...) because my 3 man squad had a molotov thrown on them which killed them outright instead of forcing retreat (retreat meaning that territory is now my opponents and i have to retake it. smaller loss and allows for more tactical gameplay).
when i start losing whole units in 1-2 shots, i feel like i'm playing a coh/sc2 hybrid which is a horrible thought
edit: if i remember correctly support teams had alot more armor (pak did for sure) and there were less flame weapons. meaning the extra hp was not near as necessary
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