Login

russian armor

mg34 need Rate of fire bulltine

20 Jul 2016, 19:29 PM
#41
avatar of skemshead

Posts: 611



I thought the game was balanced around 1v1 and 2v2, my bad.

-.-



Some Armies are reliant on their T0 MGs such as the Axis in this game and the British, if it wasn't so WHY in Hell's name was the MG42 and Vickers made T0? The MG42 should have been kept in T1 then and Relic should have moved the Grenadiers in T0.

The Sappers could have been made T0 while the Vickers T1 same goes for the Brits, why not? Well hell I don't know, I'm not balancing this game, if I was, there would be a hell of a lot less stupid senseless bullshit for sure and yes I can support that and have proof in the form of my unreleased and unfinished mods.


No faction can have access to a cq unit and an mg at very beginning of the game unless they give something up. It would be ridiculously easy for okw to pump out 2 cheap mgs and push allied cutoff then tech to a luchs. GG.


Yes ost can go for ass grens and mgs and tech staight to t2 but they are giving up fausts and t1 unit and this start is mp heavey and does not gaoin significant map control.

Your argument is based around what you believe is a game design flaw and a personal desire for your favourite faction. It is not based around balancing the game and I doubt you will find too many top level players who plays all factions will support you.
20 Jul 2016, 19:45 PM
#42
avatar of skemshead

Posts: 611

jump backJump back to quoted post18 Jul 2016, 19:38 PMArclyte
Because OKW isn't supposed to have literally everything.

Ost has to have some kind of advantage people. I know you love playing your faux SS division, but try to think of the bigger picture here.


+1.

Mgs have been ost's strength and a key characteristic of the faction that is support team orientated.

Okw is largely orientated around infantry spam and specialised vehicles. Trying to add a strong mg platform to the faction just removes much of the faction identity and leaves them with almost no weakness.

Too many okw players want to retain all okw's strengths and also gain some of Ostheer's like the mg and at gun.

Yes there are balance issues, no denying that but this is not the approach i would take to solve the issue.
21 Jul 2016, 03:01 AM
#43
avatar of Tiger Baron

Posts: 3145 | Subs: 2



No faction can have access to a cq unit and an mg at very beginning of the game unless they give something up. It would be ridiculously easy for okw to pump out 2 cheap mgs and push allied cutoff then tech to a luchs. GG.


Yes ost can go for ass grens and mgs and tech staight to t2 but they are giving up fausts and t1 unit and this start is mp heavey and does not gaoin significant map control.

Your argument is based around what you believe is a game design flaw and a personal desire for your favourite faction. It is not based around balancing the game and I doubt you will find too many top level players who plays all factions will support you.


Mate, the hell are you talking about?

Sturmpios are way more expensive than Ass grens plus come out of the same building as their MG, couple it with my suggestion of buffing it and increasing it's price and you'd get a more MP heavy start than the Wehr one.

And no I'm not an OKW fanboy like you probably think and I'm also a modder and have done and tested the changes myself to great effect, I also play a lot of Brits. So there.
21 Jul 2016, 03:17 AM
#44
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1



Mate, the hell are you talking about?

Sturmpios are way more expensive than Ass grens plus come out of the same building as their MG, couple it with my suggestion of buffing it and increasing it's price and you'd get a more MP heavy start than the Wehr one.

And no I'm not an OKW fanboy like you probably think and I'm also a modder and have done and tested the changes myself to great effect, I also play a lot of Brits. So there.


Aren't the first Sturmies free?
21 Jul 2016, 04:59 AM
#45
avatar of skemshead

Posts: 611



Mate, the hell are you talking about?

Sturmpios are way more expensive than Ass grens plus come out of the same building as their MG, couple it with my suggestion of buffing it and increasing it's price and you'd get a more MP heavy start than the Wehr one.

And no I'm not an OKW fanboy like you probably think and I'm also a modder and have done and tested the changes myself to great effect, I also play a lot of Brits. So there.


What I am talking about is obvious. OKW cannot have an MG available at the start of the game because in combination with the starting (free) sturm pio there is an obvious imbalance if the OKW player rushes opponents cutoff.

The reason I made reference to Assault grens was to nullify any argument that Ost have a starting mg and CQ unit so why can't okw. Well assault grens are not op, nor as strong as sturmpios, have certain weaknesses and do not scale into the late game. Ost also has less options than okw, as T1 is skipped when going ass gren builds, so t2 is only option whereas okw can go t2 or t3.

Sturm pios cost 300, assault grens cost 280, hardly a huge difference. Ost has a starting mp/fuel advantage of 80mp/10f but higher unit costs generally.

If okw had a t0 mg, as you desire, a scenario like the following would play out.
Okw build 2 mgs, a kubel and tech to t3 for 970mp/65 fuel. ( Teching to t2 cost 25 less fuel )
In comparison :
Ost build 2 mgs, an ass gren and tech to t2 for 1100/60 fuel. (Teching to t3 is impossible)

I have based the build order of both factions around 2 mgs and a QC unit. The kubel is to back cap, the pio will back cap for ost. I have not considered medics as the objective is to get fast vehicles and capitalise upon early mg pressure, although okw does have sturmpio med kits.

Note the diffences.

- Okw is slightly cheaper mp wise.
- kubel back capping is faster, more mobile, can ninja cap and can be repaired to reduce mp drain.
- Okw still has access to volks, fausts and t0 at gun. Ost loose flexibility, grens, sniper, morter and faust.
- Okw has a healing option that doesn't require mp.
- Ost build is doctrine dependant.

Both sides can build additional units while waiting for first vehicle but it is okw that has more options and access to cheaper units to support the mg/cq units. Okw will also have the choice of luchs or puma as opposed to ost choosing a AC or halftrack.

Okw is clearly stronger when given an mg at the beginning of the game and if you increase the cost of mg34 the mp requirement will only just eclipse ost....

Edit : Being a modder doesn't mean shit unless your mod is played and tested by quality players within a competitive enviroment.
21 Jul 2016, 07:47 AM
#46
avatar of Tiger Baron

Posts: 3145 | Subs: 2



What I am talking about is obvious. OKW cannot have an MG available at the start of the game because in combination with the starting (free) sturm pio there is an obvious imbalance if the OKW player rushes opponents cutoff.

The reason I made reference to Assault grens was to nullify any argument that Ost have a starting mg and CQ unit so why can't okw. Well assault grens are not op, nor as strong as sturmpios, have certain weaknesses and do not scale into the late game. Ost also has less options than okw, as T1 is skipped when going ass gren builds, so t2 is only option whereas okw can go t2 or t3.

Sturm pios cost 300, assault grens cost 280, hardly a huge difference. Ost has a starting mp/fuel advantage of 80mp/10f but higher unit costs generally.

If okw had a t0 mg, as you desire, a scenario like the following would play out.
Okw build 2 mgs, a kubel and tech to t3 for 970mp/65 fuel. ( Teching to t2 cost 25 less fuel )
In comparison :
Ost build 2 mgs, an ass gren and tech to t2 for 1100/60 fuel. (Teching to t3 is impossible)

I have based the build order of both factions around 2 mgs and a QC unit. The kubel is to back cap, the pio will back cap for ost. I have not considered medics as the objective is to get fast vehicles and capitalise upon early mg pressure, although okw does have sturmpio med kits.

Note the diffences.

- Okw is slightly cheaper mp wise.
- kubel back capping is faster, more mobile, can ninja cap and can be repaired to reduce mp drain.
- Okw still has access to volks, fausts and t0 at gun. Ost loose flexibility, grens, sniper, morter and faust.
- Okw has a healing option that doesn't require mp.
- Ost build is doctrine dependant.

Both sides can build additional units while waiting for first vehicle but it is okw that has more options and access to cheaper units to support the mg/cq units. Okw will also have the choice of luchs or puma as opposed to ost choosing a AC or halftrack.

Okw is clearly stronger when given an mg at the beginning of the game and if you increase the cost of mg34 the mp requirement will only just eclipse ost....

Edit : Being a modder doesn't mean shit unless your mod is played and tested by quality players within a competitive enviroment.


Alright Mr. balance wise guy, mind explaining why Axis are sucking so hard right now then?

Excluding the sales, noobs that still spam and blob volks and the bugged USF Mortar.
21 Jul 2016, 09:19 AM
#47
avatar of NEVEC

Posts: 708 | Subs: 1

Vickers need rate of fire bulletin.
21 Jul 2016, 09:36 AM
#48
avatar of Jespe

Posts: 190

jump backJump back to quoted post21 Jul 2016, 09:19 AMNEVEC
Vickers need rate of fire bulletin.


No need to wait for it to reload anymore to bumrush it. Yeah that should do it...
21 Jul 2016, 11:12 AM
#49
avatar of Stug life

Posts: 4474

Less vet requirement gg fixed close post
21 Jul 2016, 11:52 AM
#50
avatar of Bananenheld

Posts: 1593 | Subs: 1



Alright Mr. balance wise guy, mind explaining why Axis are sucking so hard right now then?

Excluding the sales, noobs that still spam and blob volks and the bugged USF Mortar.


Allies have been underpowered/performing for 11 years now, it's balanced this patch but allies are just used to fight an up Hill battle so they rek these axis scrubs on an equal playing field

Shout out to ma homiez genobi, Triple A and zerocoh :'D
21 Jul 2016, 12:17 PM
#51
avatar of Stug life

Posts: 4474



Allies have been underpowered/performing for 11 years now, it's balanced this patch but allies are just used to fight an up Hill battle so they rek these axis scrubs on an equal playing field

Shout out to ma homiez genobi, Triple A and zerocoh :'D
obviusly, ally always fought with Stiks and wood they were up from coh 1
21 Jul 2016, 12:44 PM
#52
avatar of Tiger Baron

Posts: 3145 | Subs: 2

obviusly, ally always fought with Stiks and wood they were up from coh 1


The CoH Pershing and Calliope ain't no "stiks" and wood boy, compared to the playtoys we got here.
21 Jul 2016, 13:01 PM
#53
avatar of Katitof

Posts: 17914 | Subs: 8



Not really, the Vickers has a slower rate of fire than the MG34 but more suppression.

Stats say otherwise...

And what stats specifically say is this:

Each weapon have a set suppression value per bullet, even non suppressing small arms.

You calculate how much suppression value for designated rate of fire you want to have desirable suppression effect.

Increasing rate of fire with vet or bulletins directly increases suppression, since more suppression is delivered in the same period of time as before.

MG34 have lower suppression, because it have lower suppression per burst.
If MG34 had higher RoF, it could outperform Vickers depending on the values.

Get your* shit about mechanics straight before you QQ about them.








*EVERYONE
23 Jul 2016, 18:59 PM
#54
avatar of Soheil

Posts: 658

jump backJump back to quoted post21 Jul 2016, 09:19 AMNEVEC
Vickers need rate of fire bulletin.

dont u like vicker?
25 Jul 2016, 04:12 AM
#55
avatar of easierwithaturret

Posts: 247



What I am talking about is obvious. OKW cannot have an MG available at the start of the game because in combination with the starting (free) sturm pio there is an obvious imbalance if the OKW player rushes opponents cutoff.



Was going to say this but you beat me to it. If OKW had t0 MG it would break most 1v1 maps.

To OP: Suppression bulletin seems like a good idea but realistically it will be as useless as any other bulletin.

To those arguing for a buff: I disagree. The MG34 isn't a superstar but it performs adequately in its role as a cheap suppression platform. It's not a war-winner but it is worth the (small) investment in certain situations. If there's an OKW suppression platform that is lacking it's the AA HT but that's a matter for another thread.

0 user is browsing this thread:

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

711 users are online: 711 guests
0 post in the last 24h
12 posts in the last week
26 posts in the last month
Registered members: 49851
Welcome our newest member, Eovaldis
Most online: 2043 users on 29 Oct 2023, 01:04 AM