LMGs which can't be used on the move, are not "all range upgrade". On top of been bullied by CQC or units moving around pass them.
DP28 and Bren should have lower damage at 0/5 range at least for those units who normally wield it.
I understand what youre getting at, but I literally cannot think of a situation in which I would rather have my grens not be upgraded with the mg42. You dont want to chase retreating squads with grens. If youre closing in against cover, the dps you inflict will be negligible until you actually stop and fire (having reached the range where cover is nullified). So even in these situations Id still say the mg42 is an upgrade.
I guess theres the weird aimtime/proning animation that means the squad can be circled and the mg42 model will spin around never firing, but that is very much an edge case.
Given all of this, I still think its fair to say the mg42 is an all ranges upgrade (brens and DPs exempt).
Edit: Actually, thinking about the terms used, the mg42, and mg34 (and again, I think the dp and brens on sappers) are literally all ranges upgrades. I think the term "all situations" upgrade is closer to what you mean. Which, again, id stil argue the mg42 is. |
Good question, personally I just don't like the (intentional) decision that was made to make it an all-ranges upgrade. Combined with flame nade it means that Volks can 1v1 any enemy squad, either by (a) closing the distance and flame to force the enemy to move around, or (b) waiting for opponent squads to close the distance, dropping models on the way and still winning up close (+flame +sandbag, usually). Basically they can turn any situation (offense or defense) into a favorable one and have consistent DPS output the whole time.
I would rather have a different upgrade that has even higher DPS, but is focused on either short or long range, so the OKW player has to actually think about positioning rather than just running stuff around from different angles and spamming nades.
BARs are an all range upgrade. LMG42s are an all range upgrade. G43s are an all range upgrade. LMG34s are an all range upgrade. IIRC, DP28s, and brens on sappers are an all range upgrade. Thompsons are basically an all range upgrade. Why are all range upgrades bad?
Volks have ranges where they can 1v1 most squads, but they will not holistically 1v1 most squads. |
We HAD the comet being in par (well, actually better than..) the panther. It. Was. Cancer. It doesn't NEED to be on par with the panther. I panthers are giving you trouble use their counter. It's in the semi tier right before the comet. If the comet is giving the axis trouble and is on par with the panther they...... Call in a super heavy doctrinal unit?
Comet has not right being on par with the panther for the sake of balance.
I mean, the key point there was that it was WAY better than the panther.
The commander upgrade gave a lot more stats than it does now. Emergency warspeed could be used while engine damaged and gave way more bonuses than it does now (though so did combat blitz). The white phosphorous had 80(?) range. The white phosphorous (iirc) could kill models, unlike all other white phosphorous. It had a much higher moving accuracy. It was a crush machine with its insane turn rate, crushing and wiping any squad you forgot to micro for a few seconds. I think it had more rear armor? It had significantly less scatter than it does now. It had 50 range.
At the time, the panther had a slightly higher moving accuracy, much better vet 2 bonuses, slightly more durability (but less reliable durability), was noticeably more expensive, and had pretty busted combat blitz bonuses.
The comet was cancer because it was MUCH better than the panther, not because it was slightly better or on par. |
For people talking about the comet's vet, as far as I'm aware, lacking vet is a featureTM of UKF. Just look at the vet for infantry sections, cromwells, or sappers. Their vet is all pretty lacking. Obviously whether or not it should be a feature is a relevant discussion.
That said, I'd opt for a cost decrease. One of the other big problems of the comet is how much it costs in teching and the unit itself. You end up sitting on a lot of fuel for a long time. A lower cost should make it less of a risk to save up for/tech up to, and make its cost to performance ratio more generous. |
Neither Hooli nor I saved the replay for the first game
ggs |
please tell me how 3 elite carbines are better than 3 grenadier rifles at mid to long range? also tell me how a 140muni arty ability fake flares and some crappy beacon compensates for sprint boobytrap salvage (crappy) self heals and infiltration? 3 abilities vs 5? the only real argument is the double bar argument...
id throw that question to you if you think I&R pathfinders are anywhere NEAR JLI... even with 40% crit JLI would still be outright superior to I&R paths
Because if you take the literal middle range (17-18), the elite carbines have a higher DPS (though its basically equal) than the grenadier rifles. Yes, the carbines are worse by a decent margin at max range. The carbines absolutely demolish kars at close range. That dynamic itself sounds about balanced.
The I&R pathfinder arty is generally agreed to be the best artillery ability in the game, while medkits are generally agreed to be one of the worst abilities (alongside capture point on the IS2). Of course, I find infiltration to be the most understated aspect.
I think I&R pathfinders are very much pushed to a utility role and it shows.
And as a final note, you probably shouldn't do a raw "3 abilities vs 5" argument. It's the same misguided thinking that applied to OKW vet for some units. |
I had been interpreting 'cooldown' to be the time between shots, but from what you've posted, this doesn't seem to be the case. So what is cooldown?
Cooldown does not directly equate to time between shots. It is a single factor (or step) in the time between shots. A longer cooldown means a longer time in between shots, but cooldown is not itself necessarily the time in between shots.
To clarify: Think about how dps is based on accuracy, damage, time in between shots, and reload. Similarly, time in between shots is also based on a mix of factors, one of which is cooldown.
Edit: this has gotten pretty far off topic, id like to avoid further discussion on this - at least in this thread |
So if I’m reading this right, besides the fact that enfields have god-tier cooldown times at mid and long range, k98ks cooldown faster at close range than garands? And enfields at long range cooldown faster than garands? What?
If I did interpret this right, does that mean garands really are a midrange sweet spot weapon or what?
The short answer: No, garands are a close range weapon.
The longer answer: (Individually) Kars heavily eclipse garands at long range. Garands pull slightly ahead at close range. This is because (to my understanding) kars and the other bolt actions have a wind down time of 1.3 seconds that the garand doesnt have, meaning the garand has does have a higher rate of fire and pulls ahead in DPS even though it does half of the damage per shot. Garands ARE a close range weapon (relative to other rifles due to *cough* relative positioning). Of course theyre not true close range weapons like smgs are though.
So in terms of pure profile, theyre a mid range weapon. In terms of performance relative to what theyre likely to be facing, theyre a close range weapon - the closer the better against kars. |
Not at CP1.
The design of the unit is the fundamental problem. They either need to have very low damage without another unit setting up their crits, or they need to be subject to the cover mechanics.
But those things arent even really a factor at 1 cp, because youre probably not getting g43s until 2 cp (or just before) anyway. |
Ok m8... it seems that you simply suck...
To counter UKF as wehr the key is to push the advantage of the early sniper...
Sniper starts against UKF have actually really fallen out of favor. At this point, they're map dependent at best.
For OKW a double sturm start is also good ... getting volks means getting clobbered earlygame by sections and their range adv unless you can close the gap.
Wouldn't recommend that. Double sturm builds do fare better against the UC than standard volks builds do and have a slightly stronger early game. However, 5 man sections eventually make sturms close to unuseable in a combat role, putting you down 300 manpower. You really start to lose the infantry game hard because of it. |