half of the issues with maxim have to do with VGs incendiary grenade.
Maybe just drastically increase medium range supression? That fully solve problem with nading. On far distance maxim will be have weaker suppresion, but medium and short very high. It make it, some sort of supression shotgun. Not good on distance, but very good on closer. It also prevent spamming, because you couldn't denial big areas of map with such mechanic. |
Adding a new ability would require the removal of the old ability, and thus it would require the reason for having the old ability removed too.
I think a new utility ability for either of them or both of them would male them more fun and viable, assuming that the Maxim received some slight buffs as well.
In keeping with this idea that Soviet units should be generalists or have dual role abilities, I think the Maxim should gain such an ability. Maybe it could be an anti vehicle slow down ability or blind ability like button. Maybe it could be an AoE damage ability like the Centaur’s. Maybe it could be an indirect barrage ability that causes damage and suppression in an area that is out of its normal firing range and is targeted like the Zis barrage.
I just afraid that maxim will be good only when you use ability. Because right now, if you turn on supression fire ability - maxim is ok. But if don't - trash. No one want babysitting mg that work only with active ability.
I could suggest one option:
Make 2 modes for maxim:
1) Offensive style - narrow arc, weak suppresion, normal set-up time, good damage. Work as offensive tool - analogue of ost mg ap bullets.
2) Defensive style - wide arc, slow set up time, good supression but very weak damage. Work as area denial tool.
Active ability i prefer like soviet paratroopers have - decrease movement speed and accuracy of enemy units in choosen area.
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IS-2 of leitenant Neelov, got 16 hits without armor penetration during battle of Ruzen, march 1945. |
I think either the Vickers or Maxim could use a new ability to separate them from the rest of the HMGs.
They are the two oldest designs in the game, both being pre-WWI designs, so I think their use should reflect that old philosophy.
An early MG tactic was to use them as light artillery, firing in an arc at long ranges to barrage and harass enemy units. This could be done as an ability for either unit that allows them at Vet 1 to fire a “suppressing barrage” that does light AoE damage and suppression in the target area.
Another ability idea could be like the strafing fire ability that the Centaur has. The MG fires a long burst sweeping from side to side damaging and suppressing everything in a cone in front of the gun.
Another active ability? No, god sake. Maxim is unique MG that need to use ability to do mg work, while other mg do it by default. I don't mind it gainst new ability, but first we need find decision about battle stats and preventing spam and after that search new abilities.
From what was said before - IMHO longer set-up time could be used as decision. Increase arc of fire to in-line maxim with other mg's. Because it's very odd that mg with weakest supression have narrow arc. Narrow arc was design from old times when maxim was instasupress platform with fast set-up time. These times are gone and arc of fire need to make normal. |
Pgrens with shrecks are also not hard to outmaneuver with an LV. Don't just wait for them to show up and fire their volley at you, think about where they are and avoid them, there is only 1, if your opponent will go for more shrecks he won't have enough infantry to fight your infantry. The reason the OST player doesn't necessarily loose at this point is MG42s, which you would have enough MP to counter with mortars/sniper, unless you bled a lot.
30 minutes ago i watched Dane stream, where Price used 2 PG and Commando squad (i forgot how called this ost unit) with shrecks. With camo and sprint all 3 squad easily engaged against centaur and could in lategame dealed around 60-70% damage to Crocodile (it needs some micro, but result more than cost of it).
You miss the moment, that OST could buy camo for PGrens and you find them only when they will fire the whole swarm of rockets into you armor.
Look at this moment in lategame |
Belorussia 1944, operation "Bagration". Anyone could say what write on side armor? Possibly this tank was abandoned and destroyed by crew when fuel exhausted or mechanical dysfunction.
Operation "Bagration", another abandoned Panther
Eastern Front, 1944
Operation "Bagration" |
Idea with decrewable emplacement sounds nice, it will be good if all howitzers also have this option, to have chance save some part of they cost in face of offmap strike. |
The downside of skipping T2 currently is the fact they purchase AT for 100 ammo, in addition leaving them exposed entirely to Anti Infantry. So, there is a form of punishment for skipping T2 currently. Osteehr will lack most definitely, AI capabilities! You just have to build more infantry instead of light vehicles. This will counter Osteehr.
Build more infantry to counter 3 mg-42 and 2 pgrens - best advice i ever heard...Don't forget about AP rounds and TM's that could make sunny day for your LV and infantry more grimmy. But i agree, that all strats with skipping tech to get fast armor must have element of risk. Like when you try go through 2 ATG to IS-2, you have very tough time.
Problem with penals, that they become only one viable openning for SU. You can't deal with OST and OKW with cons now. It will be very big resource drain for mediocre results and deep hole in you ealry-mid game. While T1 opening gives you more stable result. Every long range weapon makes penals more stronger, while every close combat makes them weaker - they too fragile to carry ppsh, without smoke and run all close combat waepon is dangerous for them.
Were some suggsetions about possible ways to rework penal meta - like make them dedicated closecombat squad or AT hunters squad. But all changes of penals lead us to rework cons and maxims. These 2 units even after all recent changes still underdogs is SU roster. You always have better options to not build them. IMHO, i prefer that penals become narrow specialists squad, while cons become mainline infantry and get stronger and new abilities from every building. Like OST tier system, but exclusively for cons. It makes them bridgestone of SU army, they could be become foundation for various mixes of units combinations. I very like how PGrens get upgrade that exclusively work with vehicle, that show their origin as mechanized infantry. Something closer to this will be very good for cons. |
The most funny situation in this patch, that t1 opening become the really one playable openning for SU. If you want hold a line against OKW you need penals. IF you want have a chance against new OST strat - penals and M3. Rest in Peace conscripts... |
I think T2 skip seems OP at the moment because it is a pretty hard counter to allied infantry spam swarms, which was meta for a good while. So people still doing normal builds and getting hurt by this kind of strat.
But it is entirely counterable.
You know i saw 2 games in a row of Nicko on his stream.
1-st game Nicko (SU) vs Aimstrong (OST) - 9:22 arrive OStwind. Game is ended in 11-12 minute - OST win.
2-nd game Nicko (OST) vs UKF (this player have 12 place for UKF in 1vs1). 10 minute Ostwind. Game is ended in 13 minute - OST win.
Strat for ost was one - MG-42+PGrens+Ostwind. No T1, no grens, no T2 with paks, no mines.
You can't have decent counter to 640HP armor AI unit in combo with elite infantry + best HMG in game in 10 minutes. If you couldn't kill 1-st ostwind for 3 minutes you got 2-nd. No T4 for you, no comeback.
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