Well, that's the risk you're taking then, up to you.
ehh im fine with that... mortar damage is fairly negligible unless its a pack howie an LEIG or a very lucky 120mm... ever since the great mortar nerf ive never been scared of the damage dealt by 80mm+ mortars...
Let me remind you that we've re-established that ZiS got 60 range on barrage, going back to my original point, you ALWAYS outrange it. Always. No excuses.
not really according to the cruzz chart...
Zis3
Range near
15
Range mid
47.5
Range far
80 |
When you're making a weapon team move, CONGRATS, YOU HAVE COUNTERED IT, because it can no longer remain in place it did, zoning you out!
Stop camping next 30 minutes in the same place and MOVE OUT.
not really... i use zis barrage to counter blobs and to disloge weapon teams... i can easily do this without walking into the range of a mortar...
Ok, I give you that, but if you're shooting it at that range, contrary to mortar, you aren't going to hit shit.
And again, there ALWAYS is place to hide behind. You just don't have an excuse here.
honestly i think mortars are pretty terrible overall...their damage and effect on both squads and weapon systems is soo rare that i generally use mortars only for smoke.... only the LEIG and the pak howie seem like decent weapon systems...
in any case i do agree that the zis is not unbeatable... a stuka zu fuss will ruin its day and so will a panzerwerfer or even an LEIG.... but i also think the the mortar is not a good counter to a zis and i also think the zis may be a bit too strong for its current pricetag...
of course i also agree SOV is currently a terrible faction soo there has to be other changes to compensate for a zis change... |
Except all 3 of them still can't. It doesn't matter how much better the Vickers and Mg34 might be against 2 squads, none of the 3 MGs can stop blobs of 3+ squads.
the vickers and the MG34 has trouble but it may suppress 2 infantry squads thanks to their large arcs... the maxim has neither the suppression nor the arc to suppress even 2 infantry squads....
Since deathloop is unfixable, why not lower Maxim's reinforcement cost? Losing whole MG crews to deathloop is greatly exaggerated, although I can understand the MP bleed caused by constantly dropping models.
i have an idea... why dont we just make the maxim 5 man then give it mg42 stats? since we cant fix deathloop we can just treat it as a 5 man mg then balance it from there...
It is a normal mg imo - the tradeoff being larger crew and mergeability. I feel that those suggested two front entities will also increase its vision a bit making it less vulnerable when solo guarding map fragments. I'd wait for the patch and test before any other changes are applied. One step at a time (lots of previous patches were 2 steps and it was too much).
its a normal mg with the worst suppression ingame one of the worst arcs ingame and suffers from the worst deathloop animation of all the stock mgs ingame... calling it normal is an insult to how terrible the unit is... |
What do you mean by 4 man teleporting mg?
The mg34 42 and vickers all teleport when the gunner model dies
Realistically the Vickers and the MG34 are not good at stopping blobs either. Only the M2HB and MG42 are capable of doing that.
The vickers and mg34 will stop a blob fat better than a maxim ever can... |
6 man is still harder to kill with mortar than 4 man. Don't act like 6 man is equal to 4 man.
4 man teleporting mg = 5 man deathloop mg imo... soo thr maxim is equivalent to a 5 man mg and must be treated as such...
On the note of the deathloop...everyone always complains about this. I have NEVER experienced a deathloop that resulted in the loss of the squad. I've seen deathloop happen to like 2 models but then the MG finally gets crewed by the third model.
The deathloop is a common occurence... try zooming into your battles to see whats what... |
There's no way an MG with a 6 man crew should have a 120 degree firing arc.
6 man is irrelevant with deathloop... until the issue is completely remedied the unit doesnt count as a 6 man team |
Unless you're playing on one of these "empty open field" maps, there ALWAYS is somewhere to hide behind los/shot blockers on every singular map for 1v1 and 2v2 in ranked play.
what i meant is its not always possible to hide behind blockers... especially since its easy to just move out of the way when you hear the mortar shot and deploy your zis elsewhere... as i said ive never had mortar problems with the zis... the stuka zu fuss/panzerwerfer/brummbar barrage even a LEIG is a far more pressing concern then a mortar...
And if that fails you, zis has 60 range, mortar has 80, failing to counter it this way is the same as failing to counter KV-2 with JT.
the zis has 80 range afaik... they shoot at the same range as the mortar
Doublte ATG is completely standard play from all 5 factions and barrage isn't spammed as soon as its off CD, like you and others make it sound.
im not entirely sure of this... i dont see double ATG from anyone outside of OKW and SOV... |
the unit that needs to close distance has the advantage the more "surface area" since you have more choices of approach. Its when you have a lane with a SMALL surfafe area that forces troops to come down an area with poor cover that gives a surface area advantage to long ranged combatants. However, I don't think surface area is really relevant here anyway as we are not talking about map design.
thats really not how the math works lol...
The advantage that generalist units have is that they will almost always be better than specialist units at some range which means a good player can find ways to put his troops there and cancel the specialist advantage. You mentioned yourself that your playstyle is long ranged. Inherently you are just going to have issues trying to use units that need flexibility when picking their engagement ranges.
yes but being a generalist upgrade doesnt automatically make it superior to a specialist upgrade... the DPS boost given by the LMG42 upgrade for example is soo large especially when compared to the DPS of 7 man cons... no doubt about it
It also costs zero fuel if you wait until tier 4.
yeah soo bolster is not only better but it also comes earlier... youve made a good argument for early 7 man... also lets not forget that bolster is a one time thing.. every other IS squad comes 5 man already...
It also provides a veterency gain bonus. It also reduces reinforcement cost. It also gives 7 men to a squad that can merge allowing you to fully crew weapon teams.
thats why its a 25% boost instead of a 17% boost yes? greater vs greater raw DPS... |
Fix the deathloop and maybe increase suppression or DPS a little. Could also bring it down to 240 or 250 MP. Keep the firing arc the same though, because otherwise it would be a nightmare to flank nested Maxims.
Thats the problem... deathloop actually cannot be fixed... its a design issue afaik |
but the mortar can hide behind blockers. do you... do you try to kill the zis using the mortars small arms? that would explain the trouble you are having...
You wont be able to hide behind blockers in most situations... and if i see someome who does i just move the zis..
also if its not on the front its countered. all health damage to a zis matters because outside doctrines soviet wont heal on the field and has to walk all the way home...
That is true... still double zis is a major pain to face more than any other double at gun combo so far (except the old creeping rakaten)... it could use a small price hike |