You can tell which players in this thread are good and which aren't.
Ignoring that the Maxim can pack up and deploy instantly, thus reacting to flanks much better than the MG42, is definitely the sign of being bad, or just incredibly biased.
The irony in this post is incredible. Maxim times were nerfed many patches ago. |
Yeah, as the previous guys said, Maxim spam actually was viable or even dominant at high level tournament games. It was despised by many, I believe mainly due to 3 reasons:
- Playing against mass MGs (of any sort) is annoying.
- Forgoing the core infantry units for what is supposed to be a supporting unit just feels wrong.
- It really was dominant. Now, any dominant strategy will get its share of hate, but this one felt incredibly cheesy due to points 1. and 2..
And due to this Maxim spam became sort of a meme, which I guess it at least part of the reason why a player gets more easily accused of that, rather than MG42 spam.
+1
I'd add that part of what was annoying about maxim spam was that you could flank the first maxim, then find your flanking squad being fired on by another maxim, then flank it only to have it get fired on by another maxim. It was the fact that the maxims replaced infantry that made it so annoying. No matter how many flanks, there was always one more maxim. OKW had lots of problems with it.
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One of the main problems with the design of Fallschimhager is that they have not real weakness.
Other high damage infantry units are either only good at one range like Shocktroops being only good at close range or Obersoldaten being good at long range or have a lack of anti tank weapons like Paratroopers, Obersoldaten or Shock troops.
The easiest solution to give Fallschimjager a direct counter would be to remove the Panzerfaust. Now they can still be really good at all ranges like they are now, but still directly counterable if unsupported.
They infiltrate anywhere at 2 cp with a full squad. I don't remember how much of a discount Soviet T2 got to make if "viable" or whatever, but no amount of discount makes it viable when OKW can just parachute in behind a maxim with much better infantry than the Cons you would have with T2. |
https://www.coh2.org/topic/96564/updated-numeric-veterancy-mod-english
This one is more updated. Strafniki is still working on updating the mod for the most recent patch sept 2019, but other than that it is up to date. Yes it works in automatch and online.
Thanks! |
If you get the veteran mod you replace the descriptions like “more accurate” with “40% accuracy -25%weapon cooldown” in game
I couldn't find this in the store. Does it have another name or is it the mod that is talked about in this:
https://www.coh2.org/topic/58241/numeral-veterancy-descriptions-english-localization-mod
If it is, can you have the updated file and still play automatch? |
Ram+PTAB does not work on large maps genius and can be prevented by just single mainline squad with faust
PTRS cons are garbage because PTRS are useless unless you have 4+ squad blob but even then you will do no alpha damage and anything above 180 armor will escape. Grenade assault is too clunky and will never work unless vehicle was either ambushed or already snared, heck even snared vehicles will escape it without sprint and lower model count decreases damage way below that of satchel
Honestly that entire commander is joke at tank hunting compared to ISU+Mark+Guard or Guard+Mark+34-85
This commander is rarer in 4v4 than Partysan doctrine, thats say a lot about it's viablity even as a meme
I hadn't thought about mark target, but it with tank traps and guards would make this an okay commander. I was able to use grenade assault against Brummbaer's with some success (at least in driving them off). I had good luck with it on anything below a Panther. The only T3 armor that I was able to kill was when my teammates Guards helped (this was in a 4v4). |
You had the price wrong by 70 munitions, and you asserted it without any proof while telling me I needed to get some. You still don't have proof the damage was changed, but you're asserting it anyway...
The strike can absolutely still do that damage, it just depends on how many bombs hit. You also seem to think that stunning a tank is not valuable, which is ridiculous. Gives you more time to snare or flank.
Btw that video is meaningless if you don't have a current one to compare it to....
You don't show yours and it's irrelevant to this conversation, stop acting like a 5 year old
My player card is attached to my profile. I asked for yours because you sound like one of the players that insists the maxim is the best MG in the game. Finally, you didn't like that the old replay shows you wrong, so you're reverting to insults. We're clearly done here, have a nice day. |
Seriously? You should be the one to prove it, especially since you already have the numbers wrong
It doesn't cost 250 munitions, it costs 180. "Anyone who ever used it"...... yeah okay....
So I had the price (180) wrong. The damage on it was changed. The patch notes don't show it, but before the community balance team there were always changes that didn't make the patch notes. I wasn't the only one who noticed it. There was a thread about it.
https://www.coh2.org/topic/31518/ptab-strike-vs-stuka-strafe
One of the clips shows the old bombing run one-shotting a Tiger that had about 80% health. Another shows it wiping several squads.
One of the later clips shows it taking a bombing run and two AT grenade assaults to kill a Panther. Is youtube wrong?
Playercard?
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Hey folks,
in 3v3 and 4v4 I see many times high lvl players from the top 10 playing together on the same side (axis or allies) without being in a team.
How they do it to get so often matched together ? It can't be be always random, I can remember in coh1 was the console option where u could see which enemy and ally u get matched together some sec before the game starts. Is the same feature available for coh2 ?
There is a program called Celo which is still available for download. You see the rankings of people before you load in. I'm not sure how much faith to put into the Celo rankings though. I've played with people who didn't seem very good but had top 100 rankings in 4v4 and against good players who had 4v4 ranks of 500+. My own active rankings go from around 80 to 4000. If you throw in inactive rankings it is probably more like 20 to 6000+.
I suggest always playing the game. If they really are top 10, watch the replay and see what they do. Sometimes they may do troll stuff but probably not and you might learn something from the replay. |
1. Conscripts already get around 10% lower RA at veterancy 1, that was a change from some time ago.
2. Mobilized Reserves is really strong and doesn't need any more buffs IMO. The cover bonus + cheaper reinforcement + 7th men is three improvements to efficiency, making it very hard to trade efficiently with a Conscript player in the lategame.
3. The time till impact of Molotovs is the same as the incendiary grenade with long animation time vs nade timer trade-off. Problem is that the Conscript model has to expose itself for longer, which is especially crucial against MG's. Volks can just chuck their nade and immediately move back to cover. At veterancy 2, the Molotov has much faster impact than the incendiary nade.
1) Thanks, didn't realize. Is there some place that has updated veterancy guide? Cons still seem really squishy at Vet 1, especially when they end up going against a Gren that now has a LMG. It's much easier to notice the change from Vet 2 to Vet 3.
2) I do really like them late game now. The problem is just getting there. I now sometimes skip making anything in T3 in 4v4's due to the efficiency game (especially if a T70 would be late or nothing for the lackluster SU76 to counter).
3) It might just be the exposure time that you pointed out that makes the Molotov's so frustrating. That exposure time sometimes seems to make the difference between throwing the Molotov and getting pinned. |