Contest: New Maxim vet1 ability
Posts: 1487
That would likely to allow no skill camping with double mortar like axis play often. Definately less APM and focus gona be needed.
I suggest earlier unlock of rocket trucks. Like stuka/t70 timing. And much higher damage for rocket trucks vs tanks to disallow camping with tanks
Posts: 587
Extended sight for unit that is positioned behind infantry is useless.
Wrong, just look at snipers
Posts: 1
1: Maxim crew drops smoke grenade on retreat, similar to that of commando’s,
May help in preventing the maxim gunner death loop. (Passive ability)
2: Maxim crew can throw an explosive grenade / or anti-tank grenade if researched, and this ability
Can be used at the full 360’ spectrum and also can be used whilst set up or moving, must require
A minimum of 2 members. (Munitions based ability).
3: Maxim crew has the Hit the Dirt ability similar to that of the Guard Rifle Combined Tactics
Commander. Whereas the crew members will hit the dirt to receive less incoming fire.
(Free ability time based with cool down)
4: Maxim crew has To The Last Man ability, as where the squad becomes more resilient as the squad
Is reduced in numbers. (Passive ability, or alternatively could possibly be a munitions based ability
That increases in duration proportional to vet levels)
5: Maxim crew has Hold the Line ability, Will this ability is active. Maxim crew has an increased rate
Of fire and a small durability buff. (Munitions based ability, timed with cooldown).
Posts: 1617
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If I may suggest a Vet 1 ability:
Sustained Fire (Timed): The Maxim makes use of it's water-cooled nature to fire automatically until the belt is expended or the enemy is gone.
Posts: 2742
Something as simple as spreading out their existing vet across all three levels could work just fine.
If anything, I'd suggest cover-specific vet ability. (This could potentially sidestep the bugginess of teardown and setup times as it would only be triggered in cover.) They could get a passive 'ability' that improve their performance while in cover. (Which also sidesteps much of the A-move power, and wouldn't necessarily apply to garrisons.)
Posts: 13496 | Subs: 1
I would suggest that the ability represent that by allowing the weapon to fire all of its bullets non stop but then suffer a double reload penalty. A damage penalty during the ability might also be needed.
Another option or simultaneously it could do a sweep similar to Centaur vet 1 ability.
Posts: 545
Posts: 609
This would partly compensate for the new flankable maxim if supported
Posts: 13496 | Subs: 1
The HMG has a POP cost but can be delete/tear down (if full HP) for half price refund.
Other,
Maxim start working a bit like the old kubel gaining more suppression the longer it stay stationary.
Posts: 1664
Posts: 264
This suppress all infantry units within its arc.
It cost munitions
the maxims will be overheating and needs to cool down before the maxim can fire again
It cannot move/retreat, only after the maxim has cooled down
While the ability is active, the maxims accuracy will be drastically lowered
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Posts: 45
For 20 munitions Maxim can't be suppressed for 8~ seconds, but is immobile and can't rotate its arc. If in suppression it breaks suppression and fires normally.
It would come in useful in MG wars, when both are setting up, rushing to suppress the other or when they are already set up and you want to return fire. It's a fairly situational ability, which I'm guessing is what you want, as you you don't want to buff the Maxim by giving it an ability it uses all the time. It's also skillful, as you have to gauge before using it whether:
1. It's worth 20 munitions to suppress their MG at this moment in time and
2. If you'll be able to suppress their MG and manage not to get flanked, or worse decrewed, during the 8 second immobility.
Posts: 440
2nd is smoke round to cover their own retreat if they manage fast enough to prevent them from getting killed while retreat or even repostion after getting surpressed either by another MG or MG bunker
Wrong, just look at snipers
it is your days m'lord mission compleated but none can't be done after the act of your dark strat
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NKVD gunners gently encourage movement of their comrades towards the enemy with a hail of bullets
Maxim can now target friendly infantry squads and apply negative suppression. May or may not cause damage or death to targeted comrade.
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