hahaha all the usual suspects jumped in with unequivocal fanboy support. And when you start seeing the pendulum swing back I hope you remember all your comments, which you won't of course. So you appreciate the one faction or side domination of this game???? OK enjoy your your time...... |
just tired of the better killing power of the maxim and better suppress. MG42 won't suppress fast enough for crawl molotov/grenade that either kills or takes to 1 dude and then while suppressed they shoot and kill the guy
|
Unless he charges cons from different sides of fire arc simultaneously they probably would be suppressed to death.
HMGs should not magically counter all infantry in screen. If he overruns you you need use your HMG42 differently/support it better/spot for it/work on its positioning.
My only problem with HMG42 is when it runs out of bullets before even landing first burst and starts to reload in front of enemy blob.
but the maxim insta pins, does more damage and kills other MG crews if in building to building fight long before MG42 has a chance, not to mention the quick setup time
|
While playing I noticed that before upgrading (or after even) a OH bunker, if you put a unit into it for the bonus cover, that unit will not fire OUT of the bunker until an enemy is well within sight range and even VERY close, like 5-7 meters away close, regardless of unit type. I sandboxed this with a friend and whether it was a MG, gren, or even sniper the same held true. Due to design, they cannot see out of the bunker to shoot as if the rifles were at their feet and the LOW bunker wall, that is meant to provide cover WHILE YOU SHOOT, is in the freakin way!!!!
Now you are probably wondering how the upgraded MG bunker can shoot out and the garrisoned troops cannot. Well......... ask Relic........ and I'll bet they don't even know. $20 bucks says so. Or if they do, why is it that way in game???
YES! We tried putting the bunker at the bottom of the hill in front of the VP in the field on Angoville. NO!!!! The garrisoned grens, MG42, and sniper COULD NOT see the guys above them on the hill....well, they could see them, but they couldn't shoot at them.
OR
Maybe the bunker provided the sight range BUT the poor garrisoned troops can't see out of the bunker. Those 2 2x4 support beams look awfully thin from the outside, BUT inside... WELLL!! that's a different story I bet!!!!
Go try it out and it will make you as sad as I am. I was wondering why my MGs in game that were getting chewed up wouldn't shoot at all the bad guys shooting them when I tried to garrisoned for protection.... now I know.
I sure hope this isn't a 'feature'.....
Oh yeah, we tried the same with the Osttruppen Trench and they could shoot out at full range. Troops and snipers will shoot 360 degrees and MG,s one side or the other but not towards the entry ramps. just fyi Which is odd. You can see more of the infantry models inside the bunker abd barely see through the camo net of the trench to see the models. Odd huh? |
So 3 squads (2 gren + 1 pio) OH is 12 men vs first 3 squads of cons = 18 men. Are you forgetting the squad size? How easy it is to force one of those grens squads to retreat at low health with 1-2 men left?? With focus fire and more survivable unit size, I think that balances things pretty well..... |
It's the other way around; unless you are talking about your teammates.
High level players play axis a LOT more than they play allies (~roughly 4 times as many). This means that only a fraction (at most 25%) of top-tier axis games are against top-tier allied teams. The rest (75% or more) have to be played against less competent teams; because after all, for every game with axis, there has to be a game with allies. Ergo the axis have a very high win rate in 4v4. Conversely, an high-level Allied team is very likely to face a high-level axis team because there are 4 times more people of their level playing with axis; ergo the high level allied players only have ~50% winrate.
And the flip side is that you get some very poor German players in 4v4 because they are new and think it's "easier" but they really suck and quit after 5 min anyways. Whereas, the people playing Allied are generally very good and are "rising to the challenge". Against all the bad players they win easily in the early mid game before German late game armor gives them a chance, especially with AI teammates. The door swings both ways..... the glass is both half empty AND half full...... |
Thread: su-761 Aug 2015, 00:34 AM
the walls of su76 are a pain in the ass, they can kill both ur paks and tanks
That's the problem , as I see it. The intent of the last patch was to "create a need for combined arms" BUT -- when all your early units are both anti-inf and anti-armor like the Zis gun and SU-76 you don't need variety. Pick one or the other(and perhaps rarely, both), create a wall behind your maxim spam, and VIOLA!! you got yourself a non-combined arms army that does everything you need against early inf with lower numbers and light vehicles. This works very well because these units tier well into the late game, especially because they can be easily massed and maintained during the light vehicle 'phase' before the med vehicle 'phase' they were designed for. Remove barrage OR give to OST as well. Why is it only the Russians in the CoH world that thought of different shells and varying doctrinal uses for artillery/AT guns/TDs?? The Jerries are just too stupid for such advanced thinking??? Like they did with the 88s (wish we had those back) dunno....
|
Seriously......
The ability gets a countdown and no smoke. Should we quit hoping?? Either remove or fix thanks
|
HOWEVER, I have also seen 100% tanks of medium range take an eng crit and the damage was around 85% or more and a eng crit was still applied. It seems to happen more to Ost tanks than T34s but it is incosistent at best with what is published
|
JUST RAN INTO THIS.. took all the buildings to defend...doesn't matter he picks one next to it then demos all your building around it.............what a piece of #$@#$ RELIC when you do this......
|