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I can promise you a replay wont be necessary, I beat the player and he rarely had more than 5-6 maxims on the field.. I'm just dumbfounded that he built over 20 maxims in a single game.
Thankfully he was also dumb enough to keep putting them in buildings to be stuka'd to death.
Had to fight tooth and nail for every inch of ground and every kill or vehicle kill. But the person built a grand total of one engineer squad and one conscript squad throughout the entire games build order screen.
It was dumbfounding really, and may have aided in his overall defeat, but the point is that it was so stupidly difficult to defeat simple MG teams... and it wouldn't even be that big a deal if German MG's performed on a similar level but they just don't not even close.
The overall point of this post though is to show my disbelief that such a brainless tactic or strategy can be applied with almost zero thought and be so stupidly effective in this game. That's my issue with it. |
I agree with these points. Not sure why MG42/34 very powerful in WWII is much weaker than maxim and easy to overwhelm and kill.
The set up times I get as a "balance" thing, arcs of fire too.. but like.. the MG-42 and MG-34 were the first general purpose machine guns, they were light, easy to handle and maintain (The MG-34 less so since it had tooled parts vs the MG-42's all stamped steel parts.) It was so light a man with a sling or a tripod could carry it and set it up.
The Maxim on the other hand was one of the very first machine guns and it also required being in that carriage because it was so damn heavy. The bulkiness of that carriage made it difficult to handle and it had many tooled parts that quickly made it obsolete and not have any staying power in the war, which is why the DShK replaced it. Maintenance on a Maxim was a bitch.
The upside being that it was rugged and wouldn't break or malfunction easily... though if I recall it was often prone to jamming.
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Eh, sometimes you do have to mix nerfs with buffs. Remember those months when Ostruppen were useless because their cost had risen from 120 MP to 200 MP and their performance hadn't risen to match?
So yeah, it may very well be the case that cons and penals need a buff.
I'm just saying it's a clear cut issue when a maxim can be spammed to hell because it has virtually no down sides in comparison to its German counterparts. I realize the point of the German MG is to be used defensively but it can't even do that job well.
Maxims lock down and shut down entire sectors, even more efficiently when they are spammed. German MG's.. eh they are just disappointing. Especially against blobs of infantry.
Often I hear the excuse "You can't expect 240mp MG's to stop 1000mp worth of infantry." Which I feel I rightfully can disagree. That's the entire point of a machine gun, to shut down a sector until it is properly flanked or sniped or destroyed with vehicles or indirect fire. Unfortunately the Maxim has proven extremely efficient in these areas while the German MG's have proven to be woefully outmatched.
Let's compare them shall we?
MAXIM
- Pros
-Frighteningly high suppression and pin rate.
-6 man squad.
-Very fast deploy and redeploy time.
-More damage at range compared to German MGs.
-Firing arc increases inside buildings.
-Can continue firing while suppressed and pinned.
- Cons
-Can get trapped in a fatal loop where the carriage runner is killed while on retreat.
-Smaller arc of fire. (Can be mitigated by using maximum range or garrisoning in buildings.
-Vulnerable to artillery strikes
GERMAN MG34/MG42
- Pros
-Wide firing arc.
-Incendiary rounds upon veterancy.
-Amusing dialogue.
- Cons
-4 man squad. (Easier to wipe)
-Long deployment and redeployment times.
-Unable to suppress quickly, especially through "oorah" (Often ends up molotoved or grenaded)
-Especially vulnerable to artillery strikes due to long redeployment time.
-Less damage at range compared to maxim.
-Cannot fire while suppressed and pinned (To my knowledge.)
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You cannot nerf the maxim with the soviet infantry in there current state. It also requires a counter buff to another soviet unit.
That's the troll bait though, they really don't have to buff anything just to nerf something. It's courteous to do so, but they really don't. That's the trap they keep setting for themselves.
Relic's logic is like A = B, C+ is overpowered, so we should just make it C or C-, but let's also make B into B+, ruining the skill based A = B dynamic and turning it into A ≠ B+ |
Just got out of a 1v1, faced a player who built a total of 20 MAXIMS, that's right a grand total of TWENTY DAMN MAXIMS!
It didn't relieve him of capping power, didn't even really stop him from being overall committed to and nearly winning the fight.
Nearly...
I still overcame him with the aid of a stuka, several brave Pumas, and a FlaK-Track. Some handy Sturmpioneer flanking micro, and of course the Jaeger Light Infantry and Volksgrenadiers to deal with his vehicles.
I even had to self destruct a medical HQ to so severely damage his SU-85 that I could finally take it out!
Now of course you ask "Why is this in the balance section, why are you telling us your life story?"
I will answer this, because there is clearly something broken in the game, where a Soviet player can mindlessly spam maxims and nearly win the game by a hair, especially if that Soviet player builds TWENTY MAXIMS in a single game.
It was only after I had killed off the last of his maxims on the map in a maxim double-kill that he was finally demoralized enough to quit playing.
But then, and only then, after much frustration and grief, and lack of fun could I finally overcome this tedious bastard.
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So axis should have an equal early game and a far superior late game?
Yep, sounds balanced.
I think late game can be adjusted to where all sides are happy. In a 1v1 or eve some 2v2 scenarios medium tanks will have a hard time vs German heavies.
The point is to wolf-pack and swarm. |
1 kubel is okay, but if a guy builds two, then it's getting difficult. Kubel packing up the other kubel is a nightmare.
Sounds exactly like maxim spam to me... |
What happened to Allies having the advantage early game and Axis having the advantage late game? Shouldn't Axis be on the back foot during the early game and not the other way around?
Early game for US: Be ultra careful and maintain proper spacing or a squad will be forced to retreat because of a Kubel and you will be at a disadvantage. Since the Kubel is so fast and comes so early it can be anywhere. Having a squad retreat that early is a big deal.
Late game for US: Be ultra careful or you will lose one of your paper tanks to superior Axis AT and be at a disadvantage.
Who can afford the teching to hard counter a Kubel before a few squads are forced to retreat from this thing?
This is why playing allies is not as fun. You feel like you are on the back foot and dealing with nonsense at all times.
OKW and kubels are fun to play though.
That's exactly the problem, it's a delusion. No side should have an advantage early game, because without an early game, there is no mid or late game. Which turns Company of Heroes 2 into Company of Spam the Most OP Early shit we can get and make the other team rage quit... Kind of a reach for a point but I think I made it stick. |
I think the range defo needs to be increase, now its like knife range for it to become effective and now blobbing melt strums easy. Also very slight damage increase is needed
Agreed, as it stands, SMG's outrange Assault Rifles for max damage, it's wrong on so many levels. |
Is blobbing going out from your HQ sector? the Kubel has better range of sigh, there is no way for the USF player to know where the kubel is before being pinned.
So scout before sending your main force? |