1.3 GCS - Maxim Feedback
Posts: 976
But i'm not blind.
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Yep, stopped playing for a full week. But I love to play COH2, some modder's comments gave me some hope et voilà i'm back !
But i'm not blind.
Welcome back
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No offense intended, but didn't you make that whole thread about leaving?
He only likes suggestions about buffing allies
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TLDR: Maxim is good at nothing outside of a 'slightly' faster set up time but its trade offs make it not worth it in larger game formats (2v2-4v4)
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just lower the price
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is there a way to make maxim act like mg42 or vickers or 50 cal.? pickup/teleport etc etc. instead of it acting like an ATG?
Sadly, no. It would not to be changed on Relic's end. I don't know anyone who has fixed the maxim issue through the Attribute Editor.
On the Maxim, we'll be keeping an eye out on it.
Posts: 1487
Maxim is good but only for axis.
It have been overall weaker than any mg in the game even pre patch. Mainly bcs it is becoming useless vs infantry midgame and after. Now its useless early game too. Some $hithead sugested to fix maxim and they surely did it. dead game.
Posts: 611
this unit being unseen on vonivan's streams is already an indicator.
Maxim is good but only for axis.
It have been overall weaker than any mg in the game even pre patch. Mainly bcs it is becoming useless vs infantry midgame and after. Now its useless early game too. Some $hithead sugested to fix maxim and they surely did it. dead game.
Maxim was a giant cancer on this game and only selfish retards wanted it in the game. Relic either have a warped vision for this game or have simply no idea how to fix it ( maxims that is ). Either way the mods are doing what they can to improve the situation and i am sure they will get there if allowed by relic.
I am glad maxim spam is finally dead.
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I don't think it suppresses fast enough. Reminds me of the vickers where volks can run head on into it and get an incendiary nade off.
the maxim just came back to be a support weapon;
no support weapon (mg, mortar and AT) should be left on their own against even a single ennemie squad.
i am sure that if you keep an
a maxim can shoot more far that it can see -> use recon to spot ennemy early and so he will never get close to launch nades.
once the ennemy squad is suppressed, you can just keep your engineer shooting on it and they will remain supressed until they get killed so that you can use the maxim on something else.
but if you keep using it as a A-moove weapon, then yeah you might have truble with supression not coming soon enough.
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Should go back to costing 240 MP.
I agree, with its current productivity it is necessary to return 240 or even 220
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I don't think it suppresses fast enough. Reminds me of the vickers where volks can run head on into it and get an incendiary nade off.
It's true that the Maxim might be weak, especially in the early stages.
However due to cover bonus manipulation the usefulness of the Maxim scales well into the late-game and doesn't become a basket-case like the Vickers.
Posts: 1003
- remove maxim from game
- give conscripts possibility for "maxim weapon upgrade" (side tech, or after building T3)
- two models use maxim, others fire from rifles
- for the price less mobility, consripts will gain lategame firepower
- make suppression abbility for munition
Posts: 1487
I agree, with its current productivity it is necessary to return 240 or even 220
But y understand unlock price means little. Only thing matters is reinf per squad. Which is 120 for max vs ~80 of oponents mgs.
Two more things to note.
1. Likely that death loop feature ussualy negates slight advantage of 6 models over 4. Plus 6 models have problems related to cover and possibly AOE. Optimal is 5.
2. Maxim is never combined with penals. So its support is weaker than oposing force.
So what strengths maxim have?
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