20 mp difference between Mg42 and Maxim.
Posts: 174
So, can it get a proper cone now that its no longer a spam machine?
it's 13/14 the cost (+ teching), and has:
-worse suppression
-less killing power
-no jesus bullets
-death loop
-now nerfed mobility/setup
-1/2 cone size
Posts: 5279
Still a faster set up
Fights smaller squads
Jesus sprint (lol)
Its absolutely inferior where it matters, but its not all one sided either
Posts: 556
Posts: 174
6 man squad
Still a faster set up
Fights smaller squads
Jesus sprint (lol)
Its absolutely inferior where it matters, but its not all one sided either
Is the faster setup even half a second at this point?
Sprint is useless thanks to deathloop.
I'm fine with maxims being worse (they are cheaper after all), but when they are roughly the same cost, they should absolutely perform relative to cost "where it matters".
Otherwise it's just Penal squads all over again.
The maxim is neither an offensive weapon or effective defensive weapon. They nerfed the spam (GOOD!), but gutted its intended function as well as an offensive MG platform. So, if it is now intended to be a defensive support tool, like other MGs, it needs to be made as such.
Posts: 1276
If changing the set up time would help people complain less why not just give them the vickers and copy pasta Mg42 stats for suppression and decrease damage. The maxim is an overpriced odd unit that is somewhere between wanting to be cons and an mg. Give Solvs a real suppression platform pls
Posts: 174
Posts: 174
Don't forget the USF .50 cal is a 4-man, 280 MP HMG that's better than the MG42 or Maxim at...?
Setup, rotation, penetration (in patch), cone of fire...
Posts: 3145 | Subs: 2
Setup, rotation, penetration (in patch), cone of fire...
Sadly all that goes out of the window because of it's non-existent durability, as far as I know those debuffs still apply to all USF weapon crews of received accuracy so...
Posts: 1124
Posts: 543
So, can it get a proper cone now that its no longer a spam machine?
it's 13/14 the cost (+ teching), and has:
-worse suppression
-less killing power
-no jesus bullets
-death loop
-now nerfed mobility/setup
-1/2 cone size
I'm all for higher cost and pop cap, but keeping old setup speed. Death loop solution would be a plus.
Posts: 174
Death loop happens when you fail to retreat your maximums at a proper time.
Or you know, any situation where you have to relocate them under fire...
What about when you retreat ANY other MG at the wrong time.. Oh yeah, magic magnets n shit.
Posts: 5279
I'm all for higher cost and pop cap, but keeping old setup speed. Death loop solution would be a plus.
dethloop fix is a mush, if you risk losing your 260mp everytime a volks sneezes fire at it (less likely to dodge on a flank now but a bit m,ore durable head on) when other machine guns can continue on their way the 6 man squad becomes a cheap way to extend your pain by having to watch them die 1 by 1 as you can do nothing
6 man squad cant be an excuse for worse "mg" stats if being able to negate the bonus of the 6 man squad is possible and improving the "mg" stats isnt
(by mg stats i mean actual crowd control capability like arc and suppression and AoE suppression)
Posts: 368
Posts: 354
Posts: 543
(...) 6 man squad becomes a cheap way to extend your pain by having to watch them die 1 by 1 as you can do nothing (...)
"The horror... The horror..."
Posts: 556
Posts: 2561
Well now grens can't just walk into it and throw rifle nades, so that's a pretty big buff to it's survivability. That was basically how i lose 75% of my MGs.
Sadly all that goes out of the window because of it's non-existent durability, as far as I know those debuffs still apply to all USF weapon crews of received accuracy so...
Posts: 1930
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