![:rolleyes: :rolleyes:](/images/Smileys/rolleyes.gif)
Not to be rude, but it would actually be fun to find out how many % of your posts are mg42 squadsize-related.
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At a 25% reduction, if calculated as a flat hp pool reduction, results in the following:
Sov: 480-120= 360 effective hp.
Ost: 320-80= 240 effective hp.
The hp difference is still the same, the "difference" has not become smaller.
Before the difference was 480-320= 100 hp difference.
Now the difference is 360-240= 100 hp difference.
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I noticed a lot of this too. My conscripts don't even half to flank half the time because it takes the MG42 too long to turn in its arc - I just Oorah, run up, molotov, and profit.
Neither of the MGs suppress very fast anymore - I'm not sure if this was the intended effect. I think a sight range nerf and suppression buff to both MGs would be better overall as right now both MGs are easily overwhelmed if the enemy is not charging from maximum range through their arcs (for the sake of argument, let's ignore the 10% suppression bulletin when talking about unit functionality - bulletins are a whole other ballgame...).
If you're standing in front of an MG, I'd expect you to be suppressed fairly quickly (IRL you'd be torn to shreds, but I digress). The sight range nerf instead would emphasize scouting for your MGs with frontline infantry, maintaining their support role.
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Permanently BannedActually nullist, that depends. Say a mortar is firing at you from afar, the scatter will more likely hit a soviet team-member than a ostheer one (as for loosing the entire unit in 1 shell, igree that ost might have a disadvantage).
A This adds mp loss, and or relevant micro to get reinforced. Additionally what you havent covered in the 4 vs 6 man squads is the ease to reinforce as ostheer. You have more options you can build a bunker OR a Halftrack giving the ostheer more flexibility. Heck, you can even heal your units on the field (from bunker OR medpacks) compared to soviet who have to get back to base to get the same bonus, sacrificing field precence. This is something that I really miss when playing as soviet, and that I really utilize when playing ost. There is much more to balance than just a unit in a vacuum.
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The Maxim was total shit last patch. That being said, I don't think these types of comments are warranted as it's just going to further fuel the raging flame war between faction fanboys.
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Now your stretching it.
I think Merge and HT reinforce are in a relatively unilateral situation.
One costs a vehicle, but meh, Sov has to wait for M5 for the direct vehicular equivalent.
But bunker? You know as well as I do, this simply doesnt happen.
Ive watched a ridiculous amount of top level replays, casts and streams, and can assure you, this simply is not a valid argument in relation to the 4/6 vs 6/6 Support teams.
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On the issue of Support team survival, however, I think its significance is seriously understated, and deliberately misrepresented by a lot of people.
The survival difference is an outstanding and very serious difference.
The extent to which that affects meta, is a matter of personal perspective.
That it exists and is a very serious difference, is not.
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So in Nullists example, he brings 6 friends and I bring 4. The only difference is he brought knives to a gun fight.
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Permanently BannedThe increased survivalabity of the Soviets is off-set by the increased DPS of the German weapon teams. So in Nullists example, he brings 6 friends and I bring 4. The only difference is he brought knives to a gun fight.
Nullists has 6 friends?![]()
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Ost Weapon Team: 8.85 / 4.83 / 0.81
Sov Weapon Team: 5.54 / 3.47 / 1.4
Yeah, you are right.
They do have increased DPS, except at far range, if these numbers are correct.
https://docs.google.com/spreadsheet/ccc?key=0ApmrrrPr20ncdEpuSHcxNko1VGVFYjczYXpFZWhqOHc#gid=0
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well mg had to be nerfed, but at this point i think relic overtried with it, and sometimes it leads to comical situations, where a engineer squad takes full burst into the face and doesnt get supressed
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Replay or it didn't happen.
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sorry, i just found out some of our dps numbers are actually incorrect. namely, certain burst weapons with incremental accuracy. this will improve the mg42 dps substantially, while not changing the maxim.
sorry again for the bad numbers. im working fix it right now. im going to have to add a new tab on the spreadsheet for incremental accuracy weapons.
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