Do you think, in the new meta the hardcore maximspam will make a comeback?
No, with everyone having CAS and unlimited riflenades, Maxim's aren't very good. They do okay garrisoned in large stone buildings and maybe a few other circumstances but overall they aren't great. I'd gladly swap it for a MG42.
"Its because we really didnt want the Maxim HMG to be an attack-move and suppress everything unit. Because of its fast setup and teardown, being able to lockdown a bigger area felt like it could be a little scary. I'm not saying excluding the Maxim was the right decision but we wanted to leave the possibility of that issue out for now and see how this improves all other HMG teams and come back to seeing if the Maxim also could use this. "
Do the geniuses like JLee actually play the game or are they fiddlefucking their spreadsheets again?
The Maxim is a step lower than worthless. It works somewhat okay in the early game as an attack-move squad, but the shit dps and lack of suppression mean that it can't be used defensively at all. Late game it does little besides costing upkeep.
What's a "TD" ? Tank Depot ? You can't directly compare the different tiers of the factions. Some of them are linear (USF, Wehr) some aren't (OKW, Soviet). And yes the T34 is underpowered but how does that matter right now ? I never even mentioned the T34 wtf. Every faction has its advantages and disadvantages and that's how it's supposed to be.
The Panther is not a tank destroyer. It's an extremely good medium tank that was given longer range than any other faction's medium tanks. Evidently, that isn't enough for some and they NEED it to be 60 instead of everyone else's 40.
Ost's other TD is the Elefant, with 70 range compared to 60 for all Allies tank destroyers, and its 320 damage is double most Allied TD's, can spot for itself (or everybody when equipped with spotting scope) combined with penetrating on every shot, which was clearly another NEED for some.
PS - I've played with Stug G's since the patch and they're really good, especially when Vet 3.
In 3v3 & 4v4 last night, we faced a lot of m1919 blobs. Between CAS suppress, walking stuka, MG42, and rifle grenades we didn't have too much of a problem with those. That said, some kind of a cooldown on defensive stance would seem reasonable but I wouldn't want the restrictions from a couple patches ago where you could only use it while camping.
It happened to me today with a Panther that I was trying to use to chase a Jackson. It didn't stop for me though. It seemed like instead of being a 1.3x speed that it was a 0.3x (or .25 or whatever). After it wore off, I was able to move the Panther normally. I wouldn't call it "gamebreaking" but it was annoying.
That's it i'm not using this forum any longer! I haven't been here long but I'm done being isulted by people calling me "ill informed" and sometimes even "stupid". I have these impressions about the game for a reason and I hate not being taken seriously!
Well, I may be able to provide a few replays when I play soviet and win, I haven't saved my axis defeat replays though... I may supply them tommorow, right now I have to go to bed. And yes, I really do have to. It's 1:30 am right now in Belgium, look it up if you don't believe me, I'm not just saying that to get out of posting replays, honestly.
Wait.....you said you were done here.......
3v3 and 4v4 can go either way now, with the advantage going to the side that knows how to play together better. You can claim that it's unbalanced in favor of the allies but probably everyone else here disagrees.
I played my first 4v4 as OKW about a year ago. I didn't try even a warm-up game, skirmish, anything before playing 4v4 multiplayer. I spent the first 20 (maybe 30) minutes wondering why I couldn't build anything good, and who parked this fcuking moving van in my base. In the meantime, the two decent players on my team were going off, calling me a eff'ing newbie and worse. I finally figured out what the moving van did, built a Puma, waited a couple minutes for the next moving van, then built two Panthers and a bunch of Obers, more or less A-moved across the map and won. The game shouldn't be that unbalanced.
I can't embed a video with a fixed starting point, so forward to 1.21 or so
Awesome! If it was possible to just have the video from 1.21 onward, then every "I'm leaving" thread should be immediately closed with the only reply being that video.
What are the chances for this in near future,with the new patch maybe ?
I'm not saying that USF are weak,or crying for smth,just want some heavy who can face a tiger.
There is no chance of a Pershing any time soon. Evidently, the USF doesn't need anything more than a Sherman or M36. Axis players NEED Panthers, KT's, JT's, Elefants, and Tigers. If you NEED something heavy then there are other options. /sarcasm
All kidding aside, no, I'm pretty sure that Relic has said it isn't going to happen.
Rifle flame/Zook spam and E8 blob of death, that wasn't hard now was it. Good thing Wehr call ins got nerfed but Easy 8's and 85's are untouched
Easy 8's were badly nerfed several patches ago, and not all that great now. The AI was nerfed and it doesn't have the HE option like a regular Sherman (IIRC - been awhile since I used them).
Commanders:
There are only a few commanders good in both 1v1 and 4v4 (Guard Motor, Shock Rifle, CAS, Mechanized Assault, Airborne). I normally have different loadouts for each mode. For example, my favorite OST commander is Mobile Defense (Osttruppen, panzer technician, command P4, Puma) but I don't use it in 4v4's. The commanders that are good in all modes are generally the ones that people complain about the most as being OP.
4v4 often dominated by heavies in late game, 1v1 rarely sees more than 1 heavy per side, and some heavies not often built. For example, I've not seen an Elefant in a 1v1 (though not a lot of games as soviet), and rarely see more than 1 IS2. A heavy is 1/4 of your pop cap in a single point, and the support it usually needs takes it to half of your total.
Impact Units:
The USF lieutenant sucks to deal with as OKW in 1v1, as does the followup M20. In 4v4, they're nowhere near as big of a deal. In 4v4, there is less of a window for impact units until heavies arrive.
Teamwork:
One of the most fun games I ever played was with Beemer in a 2v2 where we had several battles that probably turned out much better than they should have because we played as a team (him with Su76's and SU85's, me with penals, guards [before the last patch, when they were pretty awful], and AT guns). It's a lot of fun when everyone plays together. On the other hand, playing in a 4v4 when one of the players decides to go off and do their own thing results in an hour-long train wreck. Probably everyone who is reading this has experienced it if they play a 4v4 with randoms. ie - the player who goes to the top left VP on Steppes and builds a lot of defenses, while the rest of their team continuously loses a 3v4. Then the other team flanks those awesome defenses by coming in between them and their base and they wipe literally every single unit on retreat.