Soviet September patch discussion
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Posts: 54
1. Squad with ppsh and satchels - close combat unit.
2. Squad with ptrs and AT-satchels and some AT-ability - at-hunters
Penals must become support units for cons. Not main damage dealers. Cons became main infantry unit.
Because right now, both roles exist in one unit. That also one of reasons why you can play only through penals.
by Maret
why not do it for cons instead? would give cons other purpose then merge and snare
i really love tank hunter commander all is ability are unique except the arty piece at cons just give a new life and purpose to a unit that is barely play
Posts: 1979
With Maxim-buff a 5men squad will be large enough.
Maxim blobs become popular at the moment again, even without changes.
Remove the deathloop first then we can consider 5 man maxims
Posts: 1979
And the above can as likely wipe the 4 man squad. Loosing 3 men on a MG42 and forcing a retreat is a worse situation than losing 3 men with a maxim and forcing a retreat. If a model dies on the retreating maxim, it might get stuck in the deathloop and the unit may die. If a model dies on the retreating MG42, the unit will die.
Again your bias clouds your judgement...
But what can we expect from someone who has 3k OKW games with less than 400 total allied games...
Anyways you fail to understand the mechanism behind the deathloop... the key is to use AOE damage to do damage to alot of models... at which point 6 man sizes are as irrelevant as 10...
Posts: 3053
Posts: 2184 | Subs: 2
Not necessarily. Again, assuming cons get a look at, namely a price reduction, say 220mp and then the actual cost would remain unchanged, but multi maxim strats would become costly. You would need to balance it with cons or lose the whole map.
Also maxims made functional is required of course.
This concept does not work very much to compensate for the price of 300 mp Maxim and leave the presence of units on the map at the same level as he is (and I must say that Soviet is one of the worst for the factions), the price of Conscripts should be reduced to 200 mp. And this will create a bunch of problems: the productivity of the Draftee should be nerf to the Osttruppen level or the Osttruppen buff to the Conscripts? 200 mp Conscripts is also touched by the T1 balance. So this concept will destroy more than create.
Posts: 17914 | Subs: 8
IMHO one of possible ways to deal with penal meta - split penals on 2 upgrades:
1. Squad with ppsh and satchels - close combat unit.
2. Squad with ptrs and AT-satchels and some AT-ability - at-hunters
Penals must become support units for cons. Not main damage dealers. Cons became main infantry unit.
Because right now, both roles exist in one unit. That also one of reasons why you can play only through penals.
by Maret
why not do it for cons instead? would give cons other purpose then merge and snare
i really love tank hunter commander all is ability are unique except the arty piece at cons just give a new life and purpose to a unit that is barely play
Penals will always be damage dealers, because cons aren't.
Posts: 556
infiltration commando. would have a word with you.
I would agree to talk to them rather than the glass Falss.
Posts: 1392
Remove the deathloop first then we can consider 5 man maxims
Deathloop, like all support-weapons have?
Posts: 1979
Deathloop, like all support-weapons have?
your comment clearly shows that you have no idea on what the deathloop truly is....
no only 3 machineguns have the deathloop
Posts: 1392
your comment clearly shows that you have no idea on what the deathloop truly is....
no only 3 machineguns have the deathloop
How should you remove that mechanic? That is how the blue-print works.
Is there a modder fixing that? I can look on it. For me it was a mechanic, because it ignores suppression, so it never was a huge thing for me.
Posts: 1979
unfortunately no... the deathloop is a coding error with the game... and the maxim unfortunately is the machinegun that has the worst pickup animation of all machineguns... soo its wiped quite regularly even with its 6 man crew
Posts: 1392
the deathloop occurs when the gunner model dies and the troops have to do a pickup animation that delays their movement/retreat... machineguns aside from the 3 mentioned instead teleport the machinegun from 1 model to another... the difference here is that when the gunner model
unfortunately no... the deathloop is a coding error with the game... and the maxim unfortunately is the machinegun that has the worst pickup animation of all machineguns... soo its wiped quite regularly even with its 6 man crew
It is how the blueprint works, it isn't a bug, it works like PaK or leIG.
I will look at it, if that is needed to nerf it and stop Maxim-blobbs.
Posts: 1979
only the maxim DSHK and 50 cal do
Posts: 1392
mg42s vickers and mg34s do not suffer from the death loop
only the maxim DSHK and 50 cal do
You don't have to repeat yourself the hole time, we got it. Back to the root, it is how the blue-print works and no bug.
I/We understand it isn't fine how it works, I will look at it, to find a work-around.
Posts: 1979
Posts: 1392
it IS a bug... and it MAKES the maxims survivability lower than what you would expect from a 6 man machinegun
No it isn't. Maxim simply works like a PaK. It needs a crew to operate, or it looks like sh*t.
Posts: 4474
Posts: 711
You don't have to repeat yourself the hole time, we got it. Back to the root, it is how the blue-print works and no bug.
I/We understand it isn't fine how it works, I will look at it, to find a work-around.
It became a bug when it became problem. Snipers in clowncar - were bug or problem? It was coded that snipers can sit inside vehicle, but was reworked.
Posts: 1392
It became a bug when it became problem. Snipers in clowncar - were bug or problem? It was coded that snipers can sit inside vehicle, but was reworked.
It is still not a bug, it would be, if it has a problem as working enity.
Or is the Püppchen bugged, because it needs a Crew to operate? No, it is not.
What you want is that Maxim becomes buged, switching around and have broken movement animators. That isn't like this blue-print works.
I am working one something, something doesn't destroy the eyes.
Posts: 1979
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