I agree that the MG34 is the worst of the MGs, like the USF AT gun is lackluster compared to other AT guns (except the Soviet baby AT gun). However, both perform their functions acceptably well which was the point I was making in counter to what Vindicare posted initially.
The MG34 doesn't mow down units like a Vickers or MG42, and it doesn't suppress as brutally as a 0.50cal, but it still does it's job. Similar units can, and should, be better/worse across different factions as long as they're still viable. Plenty of people use the HMG34 at the highest levels of play effectively, and my own experience with it/against it indicates that it is balanced (or very close to). Hence my position that it should not be changed.
Yes it's the worst when compared to others, no it's not so bad that it is completely useless/not viable.
+1
Well said.
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Accually currently there is a mechanic that you can hide your infantry and get green cover behind a tank - while stationary (even light vehicule like a p2). Thing is that no1 uses it becouse to keep your tank alive and effective you have to be in consta move therefor is no place for this feature
Or instead, units cannot target units that are behind a larger unit. That way MGs cannot shoot “through” a tank or AT guns targeting a tank that is behind another tank. This would open up lots of options for combined arms tank play and the use of rifle grenades, mortars and other forms of light indirect fire to counter it by targeting units behind taller units. |
I do think suppression and HMG's (and LMG's too) could do with a fundamental rework. Your idea sounds promising, although i kind of have a problem with the idea of a squad getting wiped at long range from a HMG
Otherwise some kind of rapidly enacting suppression zone that player has to demarcate would be pretty cool.
Well, it wouldn’t wipe a squad at full health, it would only wipe a low health squad that had its health spread out over lots of models. Kinda like how a flamethrower can instantly wipe out a whole squad if all the models have low health, but will kill no one if the squad is at full health.
LMGs are used as individual weapons and would thus be used to target individual enemies. I think the current implementation of LMGs should stay and it would help delineate LMGs as a point target DPS weapon and HMGs as suppression fire weapons against an area target.
The player wouldn’t be able to specify the beaten zone though. On facing the HMG team, the overlay would show the arc (the left and right lateral limits, as well as range) as it does now and the facing direction as the principle direction of fire (PDF) still as it does now, but also include a cone of fire around the PDF showingbthe guns beaten zone, letting the player see how much dispersion the fire will have as the range changes. That way a player could know that if he places an HMG to cover a gap between two buildings the ideal range for the beaten zone to cover the whole gap. This would allow much more tactical use of HMGs instead of always placing them to maximize the arc coverage.
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I think the MG34 is fine the way it is. In reality, the MG34 was superior to the MG42, mostly just in build quality, but also it’s rate of fire is still high (~900), but not too high (~1200). Most modern GPMGs have a RoF in the 550-700 RPM range because it’s the most effective blend of control, ammo consumption and effectively delivering a beaten zone.
In game it’s less powerful to force OKW players to rely on other units to distinguish it from Whermacht. If you want powerful support weapons, play WH. If you want more powerful elite units like Sturmpioneers, Obersoldaten and Fallschirmjagers, go OKW. It’s just faction diversity in a rather boring way.
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A “beaten zone” mechanic for HMG damage.
Long range machine gunnery is about controlling the beaten zone of your guns. An effective beaten zone is how you suppress an enemy and why it is possible to hit multiple troops in the open but once dug in or behind cover, machine guns become far less effective. Basically I’d like to see machine gun fire be an area of effect at longer ranges where the random scatter of bullets hits multiple squad members doing health damage to many models instead of dumping it all in just one man. Suppression could be tied to this as a multiplier based off of how many models are hit.
Targeting would be that the gunner always shoots at one model in the squad, but it does AoE damage in a cone in front of the gun, damaging all models in it. This could give a more diverse dynamic to guns with different accuracy. For example the MG42 would have a very wide cone, but have a low actual damage at long range with a sort of sweet spot where the gun can do heavy damage to a whole squad at mid range, while an M1919A4 would do more damage at long range with longer and more accurate bursts but it’s narrower beaten zone means that it doesn’t have the squad wiping potential at shorter ranges.
End result is that HMGs do more suppression at long range and damage all squad members, potentially wiping a whole squad if they are on low health. At short range, the HMG would do less suppression but have a very high chance of killing one model per burst or multiple if they are standing in a line. |
What you said sounds like this -
If a top seed tennis player plays against the 100th seed, give one of them randomly a smaller racket each turn. Otherwise you know who is going to win.
In the context of tennis, there are plenty of examples of RNG due to environmental conditions.
Truly equal sterile conditions only exists in mathematics. Any idea that you needs purely sterile and RNG free conditions for fair and equal contest is pure fantasy. The game uses asymetrical factions anyways, which is inheritly not equal.
If you don’t like it, play something else. |
The lack of absolute control is probably the best part of the CoH franchise. Knowing how to mitigate the RNG or use it to your favor is what gives the game a high skill cap. Games based on ability DPS values are boring because you KNOW without a doubt who is going to win each engagement, which lowers the tension because of its consistency. Watching a retreating squad’s last man get away (or barely not get away!) is what gives spectators a reason to watch. |
Too many of these proposals are extremely extensive or involve multiple upgrades/sidegrades.
Keep it simple. Reduce purchase cost to 300mp but leave the reinforcement cost the same. This makes getting a squad more attainable, but getting too many becomes a manpower sink.
Make the Panzershreck upgrade cost 50 or 60 munitions, but is a single weapon upgrade that can be purchased twice, much like the vCoH version of grenadiers. This way they you can invest in shrecks easier or split them up between two squads. Or, if you prefer to keep them on one squad, you just buy the upgrade twice and end up with the current double upgrade at the current price.
Endstate: same performance, less entry cost, same long term manpower bleed if you over invest, less risk of dropping a weapon, easier access to the weapon if you can only afford one at a time. |
A healthy buff to the 76 Sherman in terms of penetration would do wonders for the doctrine’s viability. Giving the WC51 it’s gun back for free and a range bonus would be nice too. It would solidify it as a harassment tool. At range it can pepper away at a squad and generally be a nuisance, but has low enough DPS to not be OP. A lot like the vCoH US Jeep. |
My only problem with Penal Troops is the assumption that criminals, deserters and other such miscreants who are assigned to varitable suicide platoons are given the best weapons available for some reason....
I’d change the name to Shock Guards, but keep the unit the same, change the name of regular Guards to Heavy Guards, and rework Penal Troops to be a doctrine specific unit that you gain via the rapid conscription ability instead of conscripts. The new Penal Troops would have two PPSh-41s and four Mosin nagant rifles with a sachel charge throw ability. And for bonus fun, they do not receive any buffs to veterancy, instead they trade one Mosin Nagsnt rifle for another PPSh per star of veterancy. That way they remain squishy and take high casualties, but can end up with 5 PPShs at vet 3. Merge ability maybe, but maybe not. |