As much as I also look forward to seeing the KOTH games with the mod, it may end up like the 2v2 tourney when the commander redesign patch was coming out -- where many people didn't play to show off the new abilities, but just to win.
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A friend and I ran some tests comparing Maxim without, Maxim with, and DSHK to suppress a squad running into green cover from neutral territory (trying to simulate what a real situation may be like if someone doesn't try to flank but tries to get into safe range to rifle-grenade or just distract while another squad flanks).
I gotta be real, I don't find the ability that useful. The veterancy thing is whatever, it'll happen eventually if you don't get completely punked, but the fact that you have to toggle it in advance and only have a short window to actually get the bonus to suppress is really ... just not useful. It also doesn't suppress _that_ much faster that it's so noticeable. The biggest difference I noticed was that with the ability active squads who got into green cover didn't go from yellow suppression to no suppression as fast. That's... not really an achievement, IMO. At most it may give you a little more support when you know a big push is coming in advance.
If you are open to input, I'd change the vet 1 ability altogether to reduce damage, increase suppression, and reduce movement speed while active (with a cooldown of when you can/can't use it) and have it be a toggle.
I just don't think it's a useful ability compared to literally any other HMG active ability.
edit: cleaned up some wording.
edit 2: Another option may be to keep it as is and give it an effect like Rear Echelons' 'Covering Fire' where it gains additional suppression over time, so after 10 seconds it goes up another 10% and at the last 10 seconds it goes up another 10%. If I have to be prepared and use muni to suppress, I'd like it to actually suppress. |
They don't have 100% accuracy when it's rotating, you'd have to spam the halt command for full accuracy.
It's why I suggest a handbrake mode for all shooty-outy halftracks.
Sorry to jump in but I've been curious about the rotation thing.
If a tank with a turret shoots while the hull is rotating, is that considered "moving"?
If a turretless vehicle, like an SU-76 shoots while rotating, is that considered moving? |
Regardless of who wins the slapping fight, if they do stay, can we please fix their bugged implementation which was already covered but I'll repeat just to add another voice supporting the fix:
Causes red cover to form
Voice over cue implying people are getting shot
Forces infantry to walk away from the center, possibly no longer capping it
Does it count it as an actual artillery hit? |
No, the M3 Half Track that comes in the USF Mechanized Commander.
Oh right, that's not an M5. Thanks. |
BTW, regarding this:
M3. As in the scout car? So does that mean the soviet one has worse moving accuracy for riders as well? |
Kind of like activating 'AP' rounds in other cases? If the time-frame it was activate was sufficient, that'd be fine. I think just bumping it's MP cost to 240/250 should have been fine, but oh well.
Eitherway tho, for 240 MP and 35 range, that strategy is gone. I don't think I'd even bother toggling canister shots now tbh since the risk of them being wiped when up close to enemy infantry is just that much higher.
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M-42 gets double nerfed =(
I'd rather it get the JLI treatment where it's performance is left alone but cost and spammability are addressed.
Oh well, RIP the dream. |
If you shoot them with ordinance (at gun, tank, etc.) does it trigger the flares?
I mean, it still gives vision, but at least you can do it from far away and to avoid the stupid red cover they create.
I am against "it's done automatically for you" abilities, so keeping them a free use ability on infantry would be fine IMO. |
This is the most i could see them (you must gather your party before) venturing forth.
Literal PTSD flashbacks because of this, you bastid.
edit: on topic, god I hope not. |