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Great, they switch the MG spamfest to Ostheer

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12 Jul 2013, 11:47 AM
#21
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

it should be rewarded i do agree, but molotovs arent like grenades. Also you dont want to risk to loose too much mp.. the flanks should be made with caution.
12 Jul 2013, 11:48 AM
#22
avatar of Mauser

Posts: 255

I re-iterate: It IS rewarded if you flank correctly against one mg.
Two mg's: you need some form of m3/mortar/sniper. You can also just avoid it and go elsewhere.

Remember germans are forced to do stuff all the time too - if soviet gets m3 germans have to get scoutcar 222.

You can't expect flanking to always work in every scenario especially not when he has 2 mg's
12 Jul 2013, 11:50 AM
#23
avatar of hubewa

Posts: 928

The beautiful thing about VCoH was that if a rifle flank was properly executed, it could quickly mop up an MG42 team.

Now, you can barely get units close to an MG team and even then, it would take 10 - 15 seconds to kill everyone on the MG.

If that's not ridiculous, I don't know what is.
12 Jul 2013, 11:52 AM
#24
avatar of Mauser

Posts: 255

jump backJump back to quoted post12 Jul 2013, 11:50 AMhubewa
The beautiful thing about VCoH was that if a rifle flank was properly executed, it could quickly mop up an MG42 team.

Now, you can barely get units close to an MG team and even then, it would take 10 - 15 seconds to kill everyone on the MG.

If that's not ridiculous, I don't know what is.


It will take alot less time if you use a molotov which is quite cheap?
12 Jul 2013, 12:00 PM
#25
avatar of Porygon

Posts: 2779

jump backJump back to quoted post12 Jul 2013, 11:52 AMMauser


It will take alot less time if you use a molotov which is quite cheap?


molotov is more useless than nades against good players
12 Jul 2013, 12:01 PM
#26
avatar of Shazz

Posts: 194

The only reason I think MG spam was ever truly viable is because of the new capping system. If you could area cap with a set up MG42 in CoH1 you would have seen a lot more of them I am guessing.

In either event, the changes to MG42 I don't find really change much. The core issue remains in small arms fire being lackluster across the board. I think I could bludgeon someone to death faster with a Mosin than conscripts shoot to death.
12 Jul 2013, 12:07 PM
#27
avatar of Mauser

Posts: 255

jump backJump back to quoted post12 Jul 2013, 12:00 PMPorygon


molotov is more useless than nades against good players


it will force the mg to pack up, insta-kill one squad member. giving time to keep damaging it and or to get behind it. If the player re-positions before the molotov hits, yes he is very good and deserves to win the engagement because he must have started moving it even before the flank began in anticipation.
12 Jul 2013, 12:20 PM
#28
avatar of Porygon

Posts: 2779

jump backJump back to quoted post12 Jul 2013, 12:07 PMMauser


it will force the mg to pack up, insta-kill one squad member. giving time to keep damaging it and or to get behind it. If the player re-positions before the molotov hits, yes he is very good and deserves to win the engagement because he must have started moving it even before the flank began in anticipation.


I think it is basic :P
12 Jul 2013, 12:51 PM
#29
avatar of Mauser

Posts: 255

Basic as in you agree?
12 Jul 2013, 13:31 PM
#30
avatar of Champism

Posts: 32

agree Gren and conscript should do more dmg off the bat
12 Jul 2013, 13:48 PM
#31
avatar of Marxist

Posts: 60

jump backJump back to quoted post12 Jul 2013, 12:07 PMMauser


it will force the mg to pack up, insta-kill one squad member. giving time to keep damaging it and or to get behind it. If the player re-positions before the molotov hits, yes he is very good and deserves to win the engagement because he must have started moving it even before the flank began in anticipation.


You can dodge molotovs 100% of the time with a MG42 with good micro; they are completely obvious. Also that's assuming the scripts even get in range to throw them.
12 Jul 2013, 13:59 PM
#32
avatar of Cryptacide

Posts: 63

Soviet T2 vs Ostheer MGs still has an equal fighting chance. Mortar Fire WILL force an MG to reposition. The AT gun can still barrage an MG team as well. It is munition heavy, but hey, Ostheer feels your pain. I believe this will encourage more strategic play from the Soviets. Rather than spam conscripts, completely overwhelming a weak MG team, or set up a maxim right in front of an MG...come on. This was a good move.
12 Jul 2013, 14:02 PM
#33
avatar of Mauser

Posts: 255

jump backJump back to quoted post12 Jul 2013, 13:48 PMMarxist


You can dodge molotovs 100% of the time with a MG42 with good micro; they are completely obvious. Also that's assuming the scripts even get in range to throw them.


Well, a good flank will force a retreat that's all im sayin
12 Jul 2013, 14:09 PM
#34
avatar of Porygon

Posts: 2779

jump backJump back to quoted post12 Jul 2013, 14:02 PMMauser


Well, a good flank will force a retreat that's all im sayin


Not really
12 Jul 2013, 14:16 PM
#35
avatar of starwolf64

Posts: 44

Just for the record according to this thread; http://www.coh2.org/topic/4806/list-of-infantry-weapons-by-dps , contrary to popular belief conscripts do not do more damage than grenadiers, especially not at close range. At long range they both do 6.6dps, while at short range grenadiers do 14dps and conscripts 12dps. If someone believes the chart is wrong post in that thread and let them know.
12 Jul 2013, 14:19 PM
#36
avatar of von_manstein1939

Posts: 29

Starwolf64: Those stats are per unit not per squad AFIAK.
12 Jul 2013, 14:28 PM
#37
avatar of Mauser

Posts: 255

jump backJump back to quoted post12 Jul 2013, 14:09 PMPorygon


Not really


Agreed to disagree :bananadance:
12 Jul 2013, 14:30 PM
#38
avatar of starwolf64

Posts: 44

jump backJump back to quoted post12 Jul 2013, 14:09 PMPorygon


Not really


Well both mg weapon teams should have way less health than they do currently, they shouldn't really be in direct fire for long in the first place. I think what makes flanks a lot harder than it did in coh1 is MG crews now prioritize the closest squad so an mg42 is self sufficient against more than 1 squad coming into it's 90 firing angle so I wouldn't jump into the conclusion that a maxim is harder to flank because their firing angle is only about 30. Giving a mg42 more hp wasn't what they needed what they needed was an ability to suppress a maxim squad that attacked them head on, not have a war of attrition by getting extra crew members.
12 Jul 2013, 14:31 PM
#39
avatar of starwolf64

Posts: 44

Starwolf64: Those stats are per unit not per squad AFIAK.


Yes I already did the math for you guys. But double check in case I'm wrong.
12 Jul 2013, 14:35 PM
#40
avatar of Porygon

Posts: 2779



Well both mg weapon teams should have way less health than they do currently, they shouldn't really be in direct fire for long in the first place. I think what makes flanks a lot harder than it did in coh1 is MG crews now prioritize the closest squad so an mg42 is self sufficient against more than 1 squad coming into it's 90 firing angle so I wouldn't jump into the conclusion that a maxim is harder to flank because their firing angle is only about 30. Giving a mg42 more hp wasn't what they needed what they needed was an ability to suppress a maxim squad that attacked them head on, not have a war of attrition by getting extra crew members.


Dunno about health but the damage of Kar98 and Mosin are way too low
I expect the damage of a new Gren is somewhere like what a G43 squad now, and G43 squad should be even more deadly
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