Is it possible to fix maxim spam before GCS?
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For example by nerfing maxim surpression and decreasing the health of maxim-crew models
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Posts: 5441 | Subs: 36
Also its out of scope from time. The CUp will be arrive without the next patch.
To make it better: Increase the reinfocre cost from Maxims and its fine!
Belive me.
Posts: 2636 | Subs: 17
- Reinforcement cost for crew
- Reducing its suppression by a bit when fighting vs yellow cover units
- Reduce its suppression by a lot, when the Maxim is suppressed
None of the nerfs will have any benefit vs OKW though.
The primary reason Maxim is so frustrating is the complete lack of offensive tools for OKW needed to counter it. Leigs are good for 2v2+ AFK spamming, and Stuka is too expensive/unreliable to counter it. OST should have no isse burrying maxim spam by going mortar spam.
Basically, I would just consider replacing vet3 stun nades with vet0 smoke grenades for Sturmpioneers. However, that needs testing.
Posts: 2439 | Subs: 6
Command panther to 13 CPs
Maxim set up time increased
Infiltration units have 5 second delay before infiltrating Optional addition: with pop up on tool tip for opponents 'infiltration detected' (not sure if this is possible).
Cromwell to 135 fuel
Comet to 200 fuel
All arty cover crits removed and replaced with stuka AT like damage
Posts: 3032 | Subs: 3
Dream hotfix for G.C.S. based on current meta:
Command panther to 13 CPs
Maxim set up time increased
Infiltration units have 5 second delay before infiltrating Optional addition: with pop up on tool tip for opponents 'infiltration detected' (not sure if this is possible).
Cromwell to 135 fuel
Comet to 200 fuel
All arty cover crits removed and replaced with stuka AT like damage
Nice I also thought about this way of nerfing infiltration squads in this game some weeks ago
I don't think that maximspam will work in this cup. We saw it Noggano vs Zarok. Noggano raped this 6 man maxism spam^^
That game Noggano vs Zarok you are talking about was on Crossing in the Woods! This map isnt in the map pool so far I think. Completely different story on (other) balanced maps like Kholodny Ferma.
Posts: 4183 | Subs: 4
Dream hotfix for G.C.S. based on current meta:
Command panther to 13 CPs
Maxim set up time increased
Infiltration units have 5 second delay before infiltrating Optional addition: with pop up on tool tip for opponents 'infiltration detected' (not sure if this is possible).
Cromwell to 135 fuel
Comet to 200 fuel
All arty cover crits removed and replaced with stuka AT like damage
I think these are suitable. The problem I see here is if you delay the Command Panther to 13 CPs OKW will not be able to stop lendlease abuse. I think until lendlease M4C sherman CPs are raised or tied to tech, command panther can simply not be increased or risk having that commander enter the "no brainer" territory against OKW. Another problem is the reliablity of the rakatten but that's an entirely different issue.
Posts: 368
Dream hotfix for G.C.S. based on current meta:
Command panther to 13 CPs
Maxim set up time increased
Infiltration units have 5 second delay before infiltrating Optional addition: with pop up on tool tip for opponents 'infiltration detected' (not sure if this is possible).
Cromwell to 135 fuel
Comet to 200 fuel
All arty cover crits removed and replaced with stuka AT like damage
https://www.youtube.com/watch?v=4pXfHLUlZf4
Posts: 1890 | Subs: 1
Dream hotfix for G.C.S. based on current meta:
Command panther to 13 CPs
Maxim set up time increased
Infiltration units have 5 second delay before infiltrating Optional addition: with pop up on tool tip for opponents 'infiltration detected' (not sure if this is possible).
Cromwell to 135 fuel
Comet to 200 fuel
All arty cover crits removed and replaced with stuka AT like damage
Personally I think Infiltration Units just need to spawn with their ability timer on cooldown to allow for counter play (more often than not they are just used for cheeky grenades you don't have time dodge).
I think Cromwells just need their crush fixed (or alternatively tweaking Brit teching cost so that fast Cromwell by skipping side-tech isn't so effective in some circumstances)
Maxims are a tough one to crack... personally I find their high damage to be their most annoying feature - if you try to duel one in a garrision you always lose without grenades or indirect fire. I suppose another option would be to slightly increase the Maxim crew received accuracy so that flanks are more punishing.
Otherwise I think everything you suggested is pretty reasonable.
Posts: 3145 | Subs: 2
Posts: 3602 | Subs: 1
Posts: 2066
Up the cost of Maxim to 300mp, increase building time. Reduce t2 building time and Mp cost a bit to leave the 1st maximum out around the same time.
300 is way too much. Losing one maxim would be way too expensive. Rather tune it´s reinforcement cost, suppression of model health.
Posts: 5441 | Subs: 36
I mean the infiltrating nades, isg, stuka, mortar, riflenade deals alot vs maxims. So soviet will bleed.
( i know in 1vs1 stuka is rare. But we can't balance the game ONLY for 1vs1 come one) btw you guys Remember the game Barton vs Shadowwade on Angovile?^^ That stuka
Posts: 2723 | Subs: 1
Posts: 2184 | Subs: 2
Why is there no talk about who spam three MG-42?
No talk of Vickers? I built Maxim my friend built Vickers.
We both repulsed two blob attacks, both machine guns killed 5 people. Vickers received the 2nd level of vet, Maxim did not receive the 1st level.
The problem is not in Maxim, the problem is in spammers
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