Ballistic units in CoH2 shoot first, then reload.
Its always in that order.
You seem to be under the illusion puma when seeing its target needs to reload first and then and only then it can shoot.
ok, with 30 rotation rate and fast turret why would it take 4 + second to rotate ? and again it has horrendous accuracy stats at mid and long range
Let me in on a lil secret that not a single player has found out about for the last 7 years of CoH2.
But don't share it with anyone, pinkie promise?
Also, you didn't understood what I said in the first place.
yes again, what ur point ? pen round will deal more damage and pen lv , suppressing fire will deal more damage and suppress more easily
by sky logic this would mean that mg 42 is a counter to lv and the maxim is perfectly fine HMG (100% burst duration, extra suppression, half reload and cd speed)
both aren't and the ability only gives them a chance to do it
It actually would, but it requires you to have a future seeing gypsy to predict when opponent will move in range because of forced reload.
Its not "Yuri, cover that squad over there with more fire now" ability.
Its "Yuri, you can stop shooting blanks, lets drink some vodka and then we'll shoot these boolets I've found around, they look real".
Why are you talking about range in scenario where puma gets a jump on its rear?
Puma shoots every 4 seconds, jackson every 6.
Puma will get 2 shots off before jackson and its turret will turn.
Jacksons rear armor can't bounce puma at any range.
Why do you think "getting a jump on X" means frontal fucking assault right in front of Xs gun?
so it takes 8 seconds to rotate for the Jackson ?
and again the puma might miss with that accuracy stats
Vet0 puma will do it as well, but I wanted to avoid the other dreaded by axis mains here on .org thing, the use of basic micro.
.... puma needs 6 shoots to kill Jackson, Jackson needs 3 to kill puma, it has more range more accuracy and it can actually bounce shoots at mid and long range
so no u can't beat Jackson with 1 puma with 2 yes ù
Vet3 puma(which should be at that level when there is jackson on field) which got a jump on jackson from behind will make short work of it and will at worst take 2 hits back.
oh i wish we balanced things around vet, like obers
you can't just look at dps charts and call it a day, Kubels have a massive 1.1 incremental accuracy, they do a massive burst against clumped units, and the kubel is very fast to go to the side of a heavy cover and poke a squad from the flank.
not to mention price, speed and vet bonus (vet1 maphack is really good). and kubels get shared veterancy, making it very easy to vet now.
I still think they could swap vet3 and 4 since auto-repairs are not more important than more damage.
"There's an incremental accuracy modifier for small arms which increases accuracy by x% for every infantry model in a y radius around the target. Currently this is enabled on most machineguns (not the light variety), but is missing from every weapon used by infantry that isn't a HMG. It's not a huge effect by any means, but it does mean there is a minor damage taken increase for blobbing up against vehicle MGs and infantry HMGs."
Moving unit? Suggestion in the OP was that the dps mode would be more mobile, not that it could fire on the move. He meant it would setup faster not that it could act like a squad
You can mean whatever you want by "both roles", the mg42 also has more than 1 "role" or capability, whatever you wanna call it. Suppression, light AT, and the incin rounds do great dmg to infantry too
if we count vet ability then is't supressin fire alredy making maxim an mg ?