>MG vs Pathfinders
Lmao
Works 60% of the time, every time. |
I'm sorry but I can see the point you think you are making, but honestly it comes across so poorly it you only further reinforce my belief that the Maxim is awful from a statistical aspect.
Asymmetry is fine. However, there still needs to be a baseline for unit performance. HMG's need to suppress etc The Maxim falls short.
I am 1500% my point is very clear from what I am saying but I would be glad to make a shorter, more autistic-friendly, version:
- Wanting the same stats for every faction and weapon is not only retarded, it makes for a boring game. This would be especially true for COH2 since it only has 5 factions.
- If all this babbling is wanting to make Maxim 240mp, please do. I don't give the slightest fuck.
- SOV v OST gameplay is the most exciting and balanced one in this game and comes down purely on skill. Please do not change that.
- The philosophy of COH in general has always been to have low number of factions but high number of flavor. Example given by me: grens vs cons fight will most likely see grens win because of their combat specialization. However, that does not mean that Cons need buff. They have the Merge ability which is more useful than fighting in most cases. That's variation. That's nice. That's good. Don't take it from the game. Same with Maxim, smaller arc, smaller pin chance, more damage, more mobility. That's also good. Same with T70 (who, btw, OST has no ready answer for other than Pak but ok). Same with T34. That's the game design.
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- why buy a machine gun that does not do it's job?
-"the MG-42 isn't an offensive MG, because it has a long setup time" brother, the maxim an equal setup time, who would call that a "good offensive MG"?
-the maxim was infamous because axis infantry blobs could straight up walk up to it frontally, and simply death loop the MG. They apparently fixed the issue, but only partially. Regardless, it is a "strawman" purely because I did not mention that you need two squads, one to bait the maxim, and the other to simply nade or bypass the firing arc. I obviously expected an axis main to know his basic strats, but i guess i was wrong
-some gibberish nonsense, i will not bother replying to this
- 3 cons 2 guards is manpower heavy but a good, standard army comp. Merge lets you reinforce for cheaper, but conscripts retain their defensive stats and will die easier than the guard models, so it isn't some 1300 IQ korean strategy
- You did not mention it at all, yet you are trying to hide from it by saying "it's standard OST strategy". My mate nothing in this forum is "standard" nor "trivial".
- OK so I guess your reading comprehension is not up to my standards so there is really no point.
- That was just an example to show you that not every unit in this game need to be combat effective in order to be a good unit. Do not try to take the last remnants of flavor because you somehow think that would make it ok.
And after all, if you have to write 3 pages+ full of nonsense only to arrive at the conclusion "reduce maxim cost by 20mp" I would gladly agree to that based on the retardedness of this thread alone. |
Opposite to the other factions, Sovs dont need a HMG to lock down a sector of a map. They have plenty of tools to do that, like 7men squads, T70s, cheap T34s, barrage on AT gun, etc.
Its called async balance.
Kek |
Man the interest for this game must be really dying down when people are still responding to threads made three months ago.
why would you say that |
best AI strat
1. get airborne
2. 2x pathfinders
3. 2x airborne with lmg upgrade.
4. upgrade pathfinders with double bar
5. ctrl +1 all the above.
6. A-move blob and melt enemy infantry squad
based tactic it's exactly what I do when playing USF and 60% of the time, everytime it works. |
So no-one care that in teamgames, on good half of the maps maxim even with its smaller ark is able to lock large chunks of the maps.
Aswell as when backed up by early USF ambu it become practically immortal unless flanked by blob in early game. Which is meta on maps like Red\White ball.
And no-one cares, that even with "how uttery trash" maxim is, OKW still has no counter for it untill IGs\Zu Fuss hit the field, unless soviet player is retarded enouth to let himself be flanked by SP.
But sure, dropping it to 240 mp is a good idea Too bad that in 1v1\2v2 it wont be used anyway, because cons\penal oppening into 120mm\Dshk is still more effective.
Well said.
On a general note, imagine being that bluepilled that you have to make post upon post upon post analyzing how shitty maxim is and in the end just asking for a 20mp price change. |
-"maxim was op" isn't an argument, currently its trash, every single machine gun in the game outdoes it, and it costs the same as those. You can also steal other MGs, making the maxim obsolete, while a lot of okw and wehrmacht players never even pick up fallen Maxim guns, those that do make their defenses considerably weaker because the maxim's lower arc of fire
-you can use the mg-42 in the exact same fashion as the maxim (an """offensive""" MG, made up term by vipper), and you will enjoy considerably more success than if you used a maxim. Asymmetrical faction design does not mean that this unit should play out exactly like an mg-34/42 and only be inferior stat wise.
-the maxim has six men squads, but so do all other stolen machine guns. However, six men squad does not increase it's survivability. The maxim fights against grenadiers with long range, anti-static rifle grenades, or panzergrenadiers who have extremely lethal bundle grenades, even volksgrenadiers can walk up and throw their incendiary grenade, which will force the maxim to relocate or retreat. The maxim is more effective in buildings, but then it's 6 men squad advantage is completely nullified here.
-the pak-40 has no anti-infantry barrage, but it has better penetration, better reload, and a stun shot that will stop vehicles in their tracks. conscripts at six men would be rather lackluster infantry that had bad scaling later on in the game, which is why they added 7-men cons upgrade
asymmetrical design is not an argument that you can use, seeing as then the maxim should have increased agility so it can react better to compensate the lack of firing arc, or be used in offensive operations. You clearly don't use the maxim, is it fine because volks can flame nade it easier than other MGs?
nobody wants the maxim to be overpowered, most don't even know when it was overpowered, it simply is NOT a machine gun that you would pay 260 for, or even 20 manpower to reinforce it. a price tag of 240 suits it better, that is the best balance idea, seeing as even the slightest combat buffs would make people like you and vipper go insane
- Maxim is not "trash" unless you think that "not being instapin MG42" is a trashy quality. Then you would be a simpleton.
- I don't really think so. MG42 is definitely not an "offensive" MG. It has a huge arc of fire, because it must be able to defensively close down an area. It has huge setup time, so no point in moving it.
- That's a huge huge huge strawman. If a grenadier walks up in front of the Maxim he may not get instapinned like MG42 but will certainly be suppressed, meaning they cannot fire the rifle gren from the distance they would have. Same goes for PzGrens. Sure they have an amazing grenade, but that is for killing it from the rear or very front of a machine gun. The scenario you have in your mind "walk in front of a Maxim with PzGrens and they will instantly wipe it" is a pipedream for axis players.
- What you say is true stats wise but you are simply reaffirming what I said earlier. No point in fighting over what faction "has better stats" simply because we are comparing apples to SKANIA trucks. Just not the same. Don't point out ridiculous sub-arguments in order to move away from the original discussion. I called it first by saying: stay on the topic of Maxim, do not talk about faction design imbalances/asymmetries. Also, if you unironically think that Cons are """non-scalable, hence 7men upgrade""" excuse me but your issues are simply L2P ones. Cons are amazing cannon fodder that can man everything, snare everything, reinforce everything. Again, this is what you get wrong about the game design. Not every unit you have is meant to just straight up kill, and not every faction has got to have the same objectives as the other. Broaden your vision of the game plz.
3 Cons plus 2 Guards for example is an amazing AI squad and utilizing the Merge ability becomes dirt cheap to reinforce. Do you think we should make another thread on why "Merge" is an OP ability and should be given to all factions?
- Ok let's make Maxim 240mp, I personally could not care less.
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Ever heard about Ostheer bunker or 251?
You mean niche unit #1 and niche building #2? |
On USF Riflemen first I'd like to point out this is NOT a CQB unit. They happen to be marginally better close in than Grenadiers or unupgraded Volks but that in no way makes them a CQB unit. The "mid-range" niche they're supposed to fill doesn't really manifest itself in practice. In practice they're just terrible as either a close range or long range unit.
Everyone who's played USF for any length of time knows how many retreating sqaud wipes they've missed out on that Grens, Volks, Panzerfiluslers, or any number of other OST/OKW infantry would have made.
Yeah, so? USF can have soft retreat with heal and reinforce from T0 and keep pounding the enemy till he drops from tears or from soldiers. Any decent USF player knows that you have until maybe 15min mark to end the game. After the first Obers, LMG42 or even Panther rolls out, it's pretty much gg. |