Login

russian armor

Soviet September patch discussion

  • This thread is locked
PAGES (30)down
15 Aug 2019, 10:25 AM
#101
avatar of Hannibal
Senior Moderator Badge

Posts: 3114 | Subs: 2



The nerf on Volks won't change the dynamic. If anything changes it, are the PPSH and 7th man on T3.

In the OKW thread I said that I want to see if the Volks nerfs are enough or not, because it seems not enough for Riflemen. But then again I also thought that the JLI nerfs back in the day were completely missing the main point and now JLI are in a pretty good spot. So I give the Balance Team the benefit of the doubt and want to see how these changes fair.
Here I meant Cons could now be alright taken together the slight Volks nerf and their buffs. Should have pointed more towards the buff though to avoid misinterpretation.
15 Aug 2019, 10:28 AM
#102
avatar of Maret

Posts: 711

It was said multiple times - to deal with penals question, we need entire rework of SU early tech.
Without strong penals no one never will be build t1. M3 or sniper just good bonus to penals. It's very rare case when someone go to cons and build t1 for sniper or M3. Most players just will forget about T1.
But without good HMG in soviet T2 you need only zis. Dead end situation. Hi penal meta.
Weak cons and weak HMG lead us to strong penals and current penal meta.

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.
15 Aug 2019, 10:35 AM
#103
avatar of Stug life

Posts: 4474

Damage will not fix maxim it needs to suppress, the problem with old maxim was the ability to a move it, increase suppression nerf set up time by 0,5 - 1 second
aaa
15 Aug 2019, 10:40 AM
#104
avatar of aaa

Posts: 1487

If(?) they decided cons needs buff it better be slightest ~1% buff to vet0 at long range to force retreat of mgs from the side of their arc. Since getting close to mg is ussually not possible.

This Con upgrade at t3 is no no. It would disbalance everithing
It can be at T3 for 70 muni and with 20mp for reinforcement. So you wont be upgrading more than 3 squads.
15 Aug 2019, 11:29 AM
#105
avatar of thedarkarmadillo

Posts: 5279

Moderator hat on: you guys get a room for yourselves (PM). There's gonna be a lot of activity in this threads so please, try to up your game a bit and don't comment like you would in any other day in the balance section. What you guys are doing is just polluting the thread and making reading feedback harder.



Ontopic:

Just in case people don't understand the maxim change. Suppression against single squads is unchanged. What they are trying to accomplish is that a blob charging shoulder to shoulder should be easier to suppress.
Single squad or slightly spread blob won't care at all.


Does this mean that the inability to stop even a single squad frontally unless spotted and preloaded vet only rounds vs an enemy with no cover headed right at it is intended?
15 Aug 2019, 11:39 AM
#106
avatar of Balanced_Gamer

Posts: 783

Nerf the Maxims survivability for better surpression.

Why is this change hurtful for many to bear.

It is the intention of avoiding spam but in the process of making it viable.

Beginning with 5 man and add more suppression accordingly.

If none wants that, why even discuss other solution when this is clearly the only proper way.


The only deathloop there would be is constant ongoing discussions about "What to do about Maxim".
15 Aug 2019, 11:41 AM
#107
avatar of gbem

Posts: 1979

Nerf the Maxims survivability for better surpression.

Why is this change hurtful for many to bear.

It is the intention of avoiding spam but in the process of making it viable.

Beginning with 5 man and add more suppression accordingly.

If none wants that, why even discuss other solution when this is clearly the only proper way.


The only deathloop there would be is constant ongoing discussions about "What to do about Maxim".


remove the deathloop and then we can consider 4 man maxims... until that is fixed maxims have to stay 6 man lest they become the LEAST SURVIVABLE MG INGAME


of course the main problem is that the death loop cannot be removed... its hard coded...
15 Aug 2019, 11:43 AM
#108
avatar of gbem

Posts: 1979

jump backJump back to quoted post15 Aug 2019, 10:40 AMaaa
If(?) they decided cons needs buff it better be slightest ~1% buff to vet0 at long range to force retreat of mgs from the side of their arc. Since getting close to mg is ussually not possible.

This Con upgrade at t3 is no no. It would disbalance everithing
It can be at T3 for 70 muni and with 20mp for reinforcement. So you wont be upgrading more than 3 squads.


how come "7 man conscripts at t3 imbalances everything" but LMGgrens and STGvolks coming EARLIER than T3 are "perfectly fine"
15 Aug 2019, 11:44 AM
#109
avatar of Stug life

Posts: 4474

Again with the least survivable , it’s not stop ur bias
15 Aug 2019, 11:45 AM
#110
avatar of gbem

Posts: 1979

Again with the least survivable , it’s not stop ur bias


4 man maxims would be the least survivable MG ingame since it has the worst pickup animation of the deathloop MGs
15 Aug 2019, 11:45 AM
#111
avatar of JulianSnow

Posts: 321

I like the changes how they are, and think they are a decent step in the right direction. - Am I the only one thinkinh this?
15 Aug 2019, 11:46 AM
#112
avatar of Maret

Posts: 711

I repeat again - replace maxim by wickers. 4 man crew. Axis happy - because no see 6 man HMG, SU happy - because have normal HMG. SIlver bullet for hard problem.
15 Aug 2019, 11:48 AM
#113
avatar of Stug life

Posts: 4474

jump backJump back to quoted post15 Aug 2019, 11:45 AMgbem


4 man maxims would be the least survivable MG ingame since it has the worst pickup animation of the deathloop MGs
yes as 4 men , now it’s has better durability while no retreat and equal when retreating thanks to the 2 more men
15 Aug 2019, 11:52 AM
#114
avatar of gbem

Posts: 1979

yes as 4 men , now it’s has better durability while no retreat and equal when retreating thanks to the 2 more men


again you display cognitive dissonance as to how the deathloop works... it doesnt matter if its 5 man 6 man 7 man or even a 50 man squad... once the deathloop starts it CANNOT RECOVER


also it doesnt change the fact that the maxim is THE EASIEST MG TO FORCE WIPE... as there is a RELIABLE method to force the deathloop
15 Aug 2019, 11:56 AM
#115
avatar of Stug life

Posts: 4474

jump backJump back to quoted post15 Aug 2019, 11:52 AMgbem


again you display cognitive dissonance as to how the deathloop works... it doesnt matter if its 5 man 6 man 7 man or even a 50 man squad... once the deathloop starts it CANNOT RECOVER


also it doesnt change the fact that the maxim is THE EASIEST MG TO FORCE WIPE... as there is a RELIABLE method to force the deathloop
so the reliable method is flame nade and only if the mg stay long enough, just like other mgs

Btw deathloop can still save itself, u need a bit of luck but if they don’t target the gunner then it’s fine
15 Aug 2019, 11:59 AM
#116
avatar of gbem

Posts: 1979

jump backJump back to quoted post15 Aug 2019, 06:20 AMSerrith


I'm sorry but in the situation you are highlighting I'm not convinced a non deathloop mg would survive it either. If you have tons of indirect fire, nades and a blob hitting an mg, I dont care what mg it is, it is going to die.


there is an eventual point when any MG would be saturated yes.. but the maxim has a much lower saturation point before being overwhelmed thanks to the death loop...

theres a good reason why the vets think the deathloop makes the maxim really vulnerable to wipes...

jump backJump back to quoted post15 Aug 2019, 06:20 AMSerrith

The main issue with the deathloop is when the model pushing the maxim is continually getting sniped most often due to small arms. When you say you can trigger the deathloop intentionally i assumed you meant you could somehow force your squads to target the correct model every time through some micro trick.
Any fool can throw a huge blob at an mg and wipe it before it can get out of range.


thats not the key to triggering the deathloop... the key is to do wide AOE damage in order to damage all models without killing a single model to the point where small arms fire is enough to kill the gunner and the remaining crew in quick succession

jump backJump back to quoted post15 Aug 2019, 06:20 AMSerrith

I do not think the 6 man weapon team is there to compensate for the deathloop otherwise why do soviet at guns and mortars also have 6 men? This is more of a Soviet themed thing.

yes 6 man weapon teams are a soviet theme... but it doesnt change the fact that the maxim is still relatively easy to wipe with a quick riflenade or a flamenade... many such situations where other MGs would be able to escape the maxim would just faceplant in due to the deathloop...

jump backJump back to quoted post15 Aug 2019, 06:20 AMSerrith

My suggestion would be something along the lines of giving the maxim gunner a universal cover on retreat sort of like how at guns provide directional green cover to the crew.


that wouldnt solve the deathloop... but yes that would migitate it somewhat... but not entirely
15 Aug 2019, 12:03 PM
#117
avatar of gbem

Posts: 1979

so the reliable method is flame nade


AOE weapons*


and only if the mg stay long enough, just like other mgs


other MGs will easily be able to escape situations where the maxim would just flop at... as i said the deathloop is pretty easy to force once enough AOE damage is done...


Btw deathloop can still save itself, u need a bit of luck but if they don’t target the gunner then it’s fine


lmao a maxim surviving the deathloop is like germs against rubbing alcohol... only 0.01% is of the population is going to survive....

15 Aug 2019, 12:03 PM
#118
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



Does this mean that the inability to stop even a single squad frontally unless spotted and preloaded vet only rounds vs an enemy with no cover headed right at it is intended?


No, it just show how the concept of a mobile pseudo LMG with suppression has been horrible conceived and we have to suffer it since beta days of CoH2.

It shows that however many official balance teams or directors and many community people involved haven't been able to reach a middle point with Maxim in whether it's not too strong nor it's too weak. Cause even when individually it was weak, it was still strong when spammed or against a single faction.


Some consider that bringing it down to 5 man will open more solutions to the problem, but at the end of the day it would be the same approach they did with both 120mm and the Pack Howie. It didn't fix shit and was more a placebo thing.



15 Aug 2019, 12:05 PM
#119
avatar of Dangerous-Cloth

Posts: 2066

Hm won't this make 7 men cons come a bit too quickly?
15 Aug 2019, 12:07 PM
#120
avatar of gbem

Posts: 1979



No, it just show how the concept of a mobile pseudo LMG with suppression has been horrible conceived and we have to suffer it since beta days of CoH2.

It shows that however many official balance teams or directors and many community people involved haven't been able to reach a middle point with Maxim in whether it's not too strong nor it's too weak. Cause even when individually it was weak, it was still strong when spammed or against a single faction.


Some consider that bringing it down to 5 man will open more solutions to the problem, but at the end of the day it would be the same approach they did with both 120mm and the Pack Howie. It didn't fix shit and was more a placebo thing.





i do like the idea of replacing it with a vickers though... the maxim after all is a vickers machinegun... albeit on wheels... later in ww2 tripod maxims were a common sight aswell... soo replacing the maxim with a vickers could be doable so long as its reskinned into the soviet olive green


Hm won't this make 7 men cons come a bit too quickly?


not any quicker than LMG grens STG volks BARrifles and BRENtommies... in fact it still comes out later than all of these scary bunches...
PAGES (30)down
0 user is browsing this thread:

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

936 users are online: 936 guests
0 post in the last 24h
8 posts in the last week
37 posts in the last month
Registered members: 49104
Welcome our newest member, zhcnwps
Most online: 2043 users on 29 Oct 2023, 01:04 AM