LMG Aim time
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That will be nerf to grenadiers first of all
needed one. lmg must be similar to mg not alowing to a move with no skill
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With the coming patch, every faction will have nondoctrinal heavy machine guns that counter A-moving blobs.
with that this will be mortar camping every game - noobs dream. Such a shit patch.
Sweepers can now be removed from axis since they wont use them any way, as well as all non-guards docs also safe to be removed as non usable
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with that this will be mortar camping every game - noobs dream. Such a shit patch.
Soooooooooooo players will use more combined arms and more reactionary gameplay instead of going for cookie-cutter builds. Tell me, how is this a bad thing?
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That will be nerf to grenadiers first of all, do you know that?
I think G43 should be stock for grenadier, so they have a choice of mobility or firepower. The G43 upgrade can then be change to something else, maybe unlock an upgrade to 5th man for grenadier squad.
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Wouldn't that put lmg grens and lmg obersoldaten in a bad place?
Well obersoldaten dont need to set up their MG to fire, but it would also nerf (harder IMO) 2xbrens and 2x1919s.
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- Or make LMGs a downgrade for short distances
- Or retain LMG damage profile, but make its performance degrade significantly between ranges 30-35 (that way, a-moving will make your troops halt at a sub-optimal distance)
Well. There certainly needs to be some downside to LMGs rather than making them the no-brainer weapons than they currently are.
On the other hand, OST and Brits only have stock access to LMGs to begin with (thus they have no competing options). That, plus the fact that Tommies having terrible moving accuracy (Funny tidbit: a 5-man Vet3 Tommy squad has lower DPS on the move than a 4-man Soviet Combat engineer squad)
Note that one thing that might happen if we increase LMG aiming time by too much is that when you close the distance enough, it will be possible to circle-strafe the lmg-holding model without allowing it to fire back.
Think of this as what happens to snipers when you want them to wipe "that last retreating model" and they keep turning and readjusting. (for comparison the aim time for LMGs is between 0.25 - 0.5 secs, and the aim time for the sniper is ~1.5 secs)
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Well. There certainly needs to be some downside to LMGs rather than making them the no-brainer weapons than they currently are.
Did you know that lmg42, lmg34, bren, dp28 and m1919 have weaker close range dps than long range dps? They reduce/keep same close range dps but increase long range, so it's already trade off.
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- Or make LMGs a downgrade for short distances
...
Some Lmgs already use a reverse weapon profiles losing DPS at near ranges. The gren Lmg is not that much better than K98 at point blank ranges. I have made some comment in this type of issues in a thread about small arm fire.
https://www.coh2.org/topic/52782/suggested-improvements-to-small-arms-weapons
Imo LMG upgrade should also come at the price of utility. For instance no more grenades, smoke grenades rifle grenades or AT snares.
Another change implemented could be introducing defensive stance for LMG units (like what riflemen had, but without the suppression) and making LMG effective only in defensive stance. This change not only will stop A moving LMG blob but would also make these unit vulnerable to grenades and mortars.
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Did you know that lmg42, lmg34, bren, dp28 and m1919 have weaker close range dps than long range dps? They reduce/keep same close range dps but increase long range, so it's already trade off.
I know that LMGs have better long-range DPS than short-range DPS. However, LMG upgrades also have better short-range DPS than the short-range DPS of the weapons they upgrade. Thus, the upgrade becomes a no-brainer.
I am talking about giving LMGs a pre-buff Conscript PPSh trade-off here.
Some Lmgs already use a reverse weapon profiles losing DPS at near ranges. The gren Lmg is not that much better than K98 at point blank ranges. I have made some comment in this type of issues in a thread about small arm fire.
https://www.coh2.org/topic/52782/suggested-improvements-to-small-arms-weapons
I noticed the thread, but I'm not that well informed to actually contribute anything useful there
Imo LMG upgrade should also come at the price of utility. For instance no more grenades, smoke grenades rifle grenades or At snares.
Trading utility for weapon upgrades would probably solve 99% of the balance complaints in the game.
OKW: A Schreckblob would be reduced to nothingness without flame/infiltration nades.
USF: There would finally be a reason to consider going for airborne LMGs over Riflemen LMGs.
OST: It's either LMG snipe or rifle-nade to counter those MGs, not both.
UKF: Well; Tommies had no utility to begin with, but the other armies are losing their utility.
SOV: Similar to UKF
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Well obersoldaten dont need to set up their MG to fire, but it would also nerf (harder IMO) 2xbrens and 2x1919s.
Dual Brens for tommies actually grant similar improvement in DPS as single LMG42, because it replaces default rifle, which already is pretty strong at long range.
So if there is one LMG that is actually balanced upgrade, its the Tommie brens as 2 of them add ~8 DPS while single LMG42 adds 6, M1919 adds little less then that and costs 10 more muni.
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Dual Brens for tommies actually grant similar improvement in DPS as single LMG42, because it replaces default rifle, which already is pretty strong at long range.
So if there is one LMG that is actually balanced upgrade, its the Tommie brens as 2 of them add ~8 DPS while single LMG42 adds 6, M1919 adds little less then that and costs 10 more muni.
You number are seem to be abit off, this is dps of tommies are according to firespaks:
2 brens+2 enf 18.2 19.0 19.6 20.2 20.8 21.5 21.8 21.6
4 Endfields 19.1 18.4 17.1 15.9 14.9 13.9 12.7 11.6
2 Brens according to firesparks give 10 DPS not 8.
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