Contest: New Maxim vet1 ability
Posts: 2636 | Subs: 17
Since we don't want Maxim to be the only MG without access to a unique Vet1 ability, we will need some ideas about what to replace it with. Feel free to come with suggestions!
Obviously, ideas that make singular Maxims stronger, but don't really scale that well if you spam Maxims are welcome here. A good starters would be make the ability good, but make it cost an actual amount of munitions.
Rules:
- Benefits singular Maxims; does not benefit spammed Maxims (go for good, high-cost abilities)
- No changes to setup/teardown/arc (implementation for those things is buggy)
- The ability should also be useful if the Maxim gets captured by somebody else
Balance mod notes here:
https://www.coh2.org/topic/60122/gcs-balance-preview
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Posts: 747 | Subs: 2
Pay munis to entrench maxim. It gets received accuracy bonus modifier for 5 secs
I'd propose an entrenchment ability that broadens the arc.
Posts: 2636 | Subs: 17
I'd propose an entrenchment ability that broadens the arc.
Arc changes are also out of the question. I think that requires a weapon change, and weapon changes are buggy (see 50cal)
Posts: 587
Similair to that never used rifle ability and synergizes well with the conscript sandbags.
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Permanently BannedPosts: 493
Posts: 1487
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How about extended sight when in green cover and out of combat?
Similair to that never used rifle ability and synergizes well with the conscript sandbags.
Extended sight for unit that is positioned behind infantry is useless.
Posts: 2636 | Subs: 17
90 gegree arc. Dream come true. If I had a another life I would play games and coh2.
Errr. The new Maxim -already- has 90 degree arc. Read the notes. We're just looking for the ability to put on top of that.
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Back to topic
Posts: 485 | Subs: 1
it has the same goal that the sprint ability : give the maxim a change against a lonely squad that would have flanked it and in the same time it's costly enough to don't get spammed with 3 or 4 maxims.
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