So you want a 360 suppression platform only for Soviet ?
Bofors, Flak Emplacement, Ostwind Flakpanzer (albeit, with a doctrine)
It would not be the only one.
Though, it would be pretty powerful for crowd control against infantry. I don't think it would be a good idea. |
Well, it's little upgraded version of same Maxim
And why should it only use that wheel-platform? Wasn't there those light "3-leg-type" platforms for Maxim?
Anyway, even if it is impossible to make Maxim and DShK without platforms, maybe for using that platform and for all those inconvenience, that it causes, Maxim should get some buff?
For example - same protection or recived accuracy bonus for soldier on MG. You saw, that it has small shields around barrel for to protect gunner from counterfire. Why can't it give permanent yellow/green type protection for gunner?
Or, I had that idea long time ago, but not sure, that it can be realised good.
Make in Maxim some kind "turret-mod". When it's ON, Maxim MG fully unpacks (will take longer pack/unpack time) and can stand only at one place. But, for to turn it's arc of fire it won't need to pack-unpack again and again (it takes too much time when you use it in deffense), but just turn barrel itself on platform on 360 degree. So it will be just a static turret with gunners to turn and shot it around. Don't you think, that it can make Maxim more usefull as defensive weapon?
P.S. Hey, that Maxim-Tokarev MG may be used, as additional LMGs for Cons, don't you think so?
I quite like the idea of the Maxim-Tokarev MG being available for conscripts as a non-doctrinal weapon, it would give the soviets something more to fight with.
Although, it is true that the maxim is a bit of a nuisance to use, changing it so that it would be longer to setup but with a 360 turning arc without having to redeploy it would give it too much of an advantage, it would be near impossible to outmanouver the machine gun in this case.
But I agree that the cover around the gunner that the machine gun actually had should give the actual gunner some additional armor to survive a bit longer. or maybe change it so that a second model from the squad is nearby ready to man the gun again as soon as possible.
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Without platform it was only 20kg, pretty possible to carry, I think.
And besides https://en.wikipedia.org/wiki/Maxim%E2%80%93Tokarev.
That one weight is only 15 kg. May use it.
But then, it is no longer the Maxim1910 we were discussing.
And how would you propose aiming that thing without a platform, or pivoting it? |
The weight of a maxim was around 64kg. Certainly not as easy to carry as an MG42 (which in turn, weighed around 11kg)
Edit: Company of Heroes 2 isn't completely historically inaccurate |
That´s no argument at all. It doesn´t change the fact emplacements are destroying the game.
You are essentially saying: "Cancer isn´t bad, because you could have Aids."
L2P issue, emplacements are not hard to deal with. Even with brace. I suggest you use your brain next time you encounter an emplacement and not instantly yell "OP Allies!" and flop into a fetus position. |
I've found that building some pumas to fight against cromwells work very well, if you react to the first one quickly and start mass-building them, due to their cheap comparative cost and efficiency of the main gun. |
Emplacements are stupid design...requires zero user input yet still gets the job done.
Now with the cancer regiment, on these maps they are beyond sanity with the HP boost. Covering 2 VPs, counter-arty barrages the whole map.
I'd pay a LOT of money to see them removed.
Implying axis forces have no buildings that require zero user input and yet still gets the job done.
Oh wait, they totally do.
Ostheer can lockdown parts of the map really earlygame by placing bunkers and upgrading a machine gun on it, which is counterable, but requires a big investment AND time to do so, making you vulnerable to the inevitable counterattack that's coming your way the second ostheer player spots you moving in for the bunker.
OKW has a flak-emplacement which also locksdown a huge chunk of the map, for 200MP and 120 Fuel. Unlike the bofors, it also works as a tech-up for the OKW, who can then employ Obersoldaten or tanks to the fight. Countering this building also proves hard, unless you have high CP and a lot of ammo to spend.
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Ever faced high level sniperspam + mines? You need a combination of pios + car. And then the pios get decimated which means your car can´t push any longer. That´s no fun. The same is possible with the triple mine cost bulletin and the Wehrmacht sniper.
And don´t give me: "But multiple snipers will punish the player as he doesn´t have much else." It is very viable in 2v2s. After about ten mins snipers have payed off and give you the upper hand, totally negating any infantry push.
Limit them to one for all factions.
Mines cost munitions to plant, and depending on the map it is not always a viable option. For example, a decent OKW can get a Luchs out pretty early and wipe out enemy snipers by chasing them down. Yes, it's possible the enemy has planted mines, but very unlikely that he has mined the whole area surrounded him. The Luchs can easily flank from any side with infantry supporting it's advance.
I've faced as Brits sniper spam with mines and flanking around from another side worked for me, as I think early game players opt to just mine the predicted field of movement of enemy vehicles, which I think many players default it to being the most direct approach. You just have to use some gamesense and not fall for traps. |
I don't have a problem with coping with one but more than that is a comical tragedy,
I don't really see the problem. If your enemy is spamming snipers, just fall back and rush a car/light tank/indirect fire to instantly counter it. |
can u show us your steam ip,sir? it seems mmm i guess u havnt played enough vs ukf specially in team if u faced it so much will foud out what i say.back to topic is about units not veterncy man,but thank u to post it i forgot to type about ukf tanks grenade also the best AOE damage yeah?
The AT Grenades UKF can get is through the Special Weapons Regiment commander and even then, by deploying a separate AT Infantry section, which is not always optimal since by the time you have CP to deploy them you'll usually have enough infantry sections to go around, and investing in an extra one for that AT-grenade capability will set you back on something else. The ability to see enemy vehicles in the FOW is pretty neat though. |