Unsure if this has ever been mentioned but I'm not going to be reading 250 comments on QoL. Sorry
QoL suggestion: Force reload
Add a button to most units, aside from single shot units such as tanks, to force all units in the squad to reload their weapons with a fresh clip so that when they enter the next engagement they can have a full clip of ammuntion. It's an irritating feeling when your opponet moves into your MG arc and it only had 2 rounds left in its clip so it immediatly has to reload and he can close the gap for a grenade and force your MG away.
This can apply for all non single shot weapons but is more impactful on automatics as they generally have longer reload times. MGs, StGs, Thompsons etc.
Let me know what you think and if it's possible to implement. |
Requires additional adjustment
Maxim
Currently I find the maxim to be lacking suppression power. It really just feels like a more trash 50cal. It has the same arc, worse setup time, worse suppression, and doesn't have the AP rounds. The upside I guess is the 6 man squad size, but when I get an MG I expect if my opponet runs into it he shouldn't be getting 1/3 of the way to my MG before it suppresses the 1st squad. If he has 2-3 squads spaced I doubt you'll be able to stop a volks flame nade or a Pgren bundle. I understand the fear of the maxim being an infantry unit instead of a support weapon unit but I really feel that it would not be a viable infantry unit had it a 4 man squad like most other factions weapons teams and had its now nerfed setup time.
Overall: Subpar in many areas. I think it's viable, but it could be tweaked.
Sustained Fire ability
I'd say this is a pretty solid ability if the maxim itself had stronger suppression like stated above. It's similar to the Axis incin rounds where if loaded premptivly it can suppress larger blobs since it will have reduced reload time and reduced cooldown.
EDIT: IIRC when Axis MGs pop incin rounds, load them then packup and resetup some place else, the ability is still in effect for the 30 second duration. Correct me if I'm wrong, but I believe if that is the case the maxim should be able to do the same. I.e. not have the ability canceled when the maxim is moved. However it shold be noted that Axis MGs are forced to reload after incin rounds expire. This should also be applied to the maxim.
Overall: Ability itself is good, but because the maxim stats are subpar it makes the effect also subpar. |
Thread: Flamers20 Apr 2017, 02:49 AM
Can't really confirm but i'm not sure if those types of covers are been used.
TBH not that hard to confirm. Just stick a squad of say riflemen in the massive swamp in the north of bryansk forest and give an ostheer pio a flamer and kill the 3 models with MP40s. If the flamer does half damage, 100% confirmed. It's in the mod tools so I assume it's factual anyways. |
In games that you go with a doctrine that provides m1919s, is it better to equip a BAR in the other weapon slot or keep it to one m1919 per rifle squad and spend munitions elsewhere?
Also, any tips on using the m20? Should it be kept at max range to avoid being fausted, or simply in the background planting sneaky mines?
M1919s used to be good when you can double up on them. Now its just go for double BARs. Mixing them up only hurts the DPS rifles as now you have a long range M1919 and mid/close range BARs.
M20 use them at long range to murder infantry or flank support weapons. Against infantry with no snares just hug them at close range and watch them drop like flies. Also extremely good at killing squads on retreat.
This ^
And then also the M20 gets a bonus against snipers.
|
Thread: Flamers20 Apr 2017, 01:07 AM
Maybe there is no such thing, I thought I recalled reading that flamers could crit in some way. Maybe not
People seem to mention something like it here and there:
https://community.companyofheroes.com/discussion/191713/bring-back-100-health-flame-crits-for-heavy-flamers-and-molotovs
The article is saying that 100% HP flamer crits were once in the game but no longer. Heavy flamers included (according to the article) vehicle flamethrowers like the KV-8, 251 HT flamers, and the crocodile a bit later upon release had the crit still been in the game. As far as I can tell it has been removed. I imagine it was part of the patch after the garrison flame resistant patch since those vehicles were destroying garrisons incredibly fast and then the next patch they toned down the flame power against garrisons. They never removed the massive garrison flame resist part when they toned down the flamethrowers against garrisons, so now you can see a single flamethrower takes like 2-3 minutes to actually set a garrison on fire. |
Unless it's a Vikers in a building, in which case it can shoot you from space, suppress you in one burst and kill a model on every burst.
Vikers in buildings makes serious sad faces on oponents
That's a frustrating mechanic. Lower end suppression values on the MG34 and vickers and probably now the maxim make MGs too weak vs an actually spaced blob. Any MG can suppress 5 units stacked ontop of each other, but when you need to suppress 2-3 that are spaced very quickly only the MG42 and 50cal can probably do it anymore. I don't count the DSHK cause it's doctrinal but it most definatly can suppress. |
Thread: Flamers20 Apr 2017, 00:52 AM
Alright, going to toss these out here just to quickly answer everything regarding handheld flamers.
-1.25 damage versus heavy cover and garrisons
-No penalties or bonuses against units in Negative Cover (
-Accuracy of 1, but AOE accuracy of 15 so it never misses.
-AOE of 2 which deals equal damage throughout its AOE
-Equal cooldowns and aim-time throughout all ranges (1.25/1.75 min and max cooldown)
-Range of 20 (Rifles and most small-arms are 35)
I believe most of these are correct except the penalty in negative cover. This only applies to water negative cover but if you're standing in negative cover that is water the flamer damage is multiplied by 0.5. All other negative cover doesn't matter.
Could someone also explain the flame crit mechanic? I vaguely recall reading about it but I haven't really worked out exactly how it works. Is just RNG? Nothing impacts the chances?
Can you explain what this crit is? I've never heard of a flamer criting. |
Thread: Flamers19 Apr 2017, 23:18 PM
I don't use them much, as I don't play as the EFA factions that much, but how do flamer mechanics work in general? Does their dps change at range? Is it affected by RA? Stuff like that. Thanks.
DPS is consistant per burst but can hit multiple models since it's an AoE weapon. So if your tightly clumped in cover it'll hit most if not all models and the health damage will be equal across all models. Same applies for garrisons. Every model is damaged X amount per burst no matter how big or small the garrison. DPS does not change with range and is not affected by RA. |
it was an example of if shadow.. nothing u said justifies the quad having no dmg on the move. the m1 has better on the move dmg by a ton and thats crazy to think. i suggest that the half burst duration that was implemented return to normal but keep the accuracy debuff. and thats hardly going to help. can someone show a clip of how strong the quad is up close while moving?
The point of MGs isn't to do damage, it's to suppress and pin and force retreats so you can win engagements and take more territory. That's what the quad is now meant to do; a fast moving suppression platform. That's how maxim spam functions. You barely get kills when you spam maxims, but you creep and take territory and your opponet gradually has to move back. |
sorry for that. i just like that we got a team that work on this game. we are recieving alot of patches.
and alot of people just whine.
it 5 ammo...
i play soviets 90% of time, and i think the latest patche and incoming maxim patch is hurting the most soviets, and im not whining.
i know it is good for the balance, and im waiting the next balance patches to make this game even more great.
I hardly play soviets and even I'm trying to get conscripts buffed lol. I'd like to think that after GCS patch playing soviets is a punishment instead of having fun. Similar to OKW pre WBP.
The "problem" with fausts, though, is that they require 0 forward investment. You only pay the munitions if you get to use them. Otherwise you keep the munitions, and you don't need to sacrifice any AI-killing power to get them. At the same time, the Soviet player is required to put 15 fuel and some manpower on the wire, regardless of whether their rush will work.
I think this can be offset by the fact penal AI power is larger than volks if a T1 build is used. I can't say much about T2, but it looks like the soviets are falling into a similar problem as USF where your infantry and support weapons are locked behind different tech choices and limits your abilities. It's not a severe as USF due to the fuel cost on the USF but is still prominent. Regardless I think a 40 munitions faust pre truck would be enough for 1 faust to keep an M3 back, and maybe you'd get a 2nd faust depending on territory. This is also an issue because people love how they can just throw a flamer in the back of a halftrack and due to it's AoE power and ability to hit targets in range 100% of the time combined with the speed of the halftrack just make for a similar situation to the pre nerf T70. If you're out of position you retreat and start building another squad of whatever was out of position, because you can guarantee that squad is dead. If you put penals into a half track and use it similar to light vehicles kiting snares they still do decent damage while the halftrack tanks the damage with its armor and HP pool. This obviously would be different than the flamercar but is a possible meta alternate. |