well thats pretty straight forward,
you got your usual suspects
kars 98
stg's
mp 40's
Grewher's
mg 42's
mg34's
panzerfaust
and not commonly know older weapons as shortages exist like..
Maschinengewehr 08 ww1
Maschinengewehr 30(t) a checz weapon
MG 45 a "emergency alternative" mg mostly issued to VolksStrum units
Maschinenpistole 16, 28 and rare cases 34
honestly it was a variety of weapons, really anything they can get their hands on.
I think Vuther is making the point that the Volksgrenadier divisions, compared to the veteran Grenadier formations, had proportionally more automatic weapons allocated to them; not only the Sturmgewehrs, but also MP40s (apparently there were two given to each squad versus just one for the squad leader in regular divisions). Because there weren't enough StGs to go around in full, they supplemented their firepower with additional MP40s, and so it wouldn't be amiss to perhaps give OKW Volksgrenadier units in CoH2 some sort of MP40 upgrade (in addition to their StG44s?). |
Guards are perfectly fine. The only change I would consider for them is perhaps reducing the cost of Button, but even at 40 MU, it's a powerful ability when used correctly. |
so when can we try these out? cant find it in workshop
I believe it will become available on the 27th. |
No, it isnt. OKW is meant to be agressive. If you take that from them, there goes the bite.
If you do take that from them, apply same nerf to UKF
I think it would only be fair to remove forward retreat abilities from all factions, but I would hesitate to apply that change in this impending update, with so many other variables being affected. |
However, I think nerfs have to be creative to help retain the JT's potency in smaller team games. Here are some I propose, but I would like to hear other ideas that would balance it better for 3v3 and 4v4:
1) JT call-in cool down increased drastically (potentially up to 5-7 minutes or more)
2) JT range normalized to 17-pdr so it cannot outright counter a static unit
Point 1 forces players who lose the JT to build other forms of AT and so limit another JT appearance.
Point 2 provides the 17-pdr some actual use in team games where it currently is near useless whenever a JT is selected by the opposing team.
I'm confused by point 1. It would only be a concern for Axis players who lose their JT shortly after calling it in ... but in how many cases would they even have the resources to summon another one immediately afterwards? I think it would take at least 5-10 minutes to build your fuel stores up to 290 anyway, so what would this change achieve? |
Turn peneals into long range unit. No damge at close and med range but very high dmg at long.
At least long range unit is very needed.
That role is kinda filled by Guards, though. |
Why wouldn't it?
If it didn't, it would be impossible to utilize garrisons with it.
Because to me, it doesn't make much sense that the HMG designed primarily to be a frontline combat unit (great offensively but poor as a defensive option) should somehow be the best MG when in a building, besides perhaps the Vickers.
It's not a huge deal, and I don't mind if it stays like this, but I always saw it as a bit inconsistent. |
I find it curious that the Maxim boasts the same wide firing arc of its counterparts when garrisoned in a building while it's so narrow in the field. That combined with its high suppression and large squad size can make the Maxim very difficult to remove from hardened buildings. Might narrowing the Maxim's firing arc when garrisoned (maybe not to the same value as in the field, but substantially lower than it is now) be a sufficient nerf? |
Make the PPSh package a stock upgrade (and maybe increase the number of SMGs provided to four) instead of locked behind a handful commanders. |
"Medics OP!"
You say that jokingly, but ... |