If all the MGs were to suppress the same, but only MG42 had a higher dmg output. Will that be ok?
I mean, i want to conserve OST original design, just that. Vickers could still have high damage as it is now, but MG42 will have an upper hand with its higher ROF.
Maybe that or a new ability for MG42 to have that "unique" touch it always had |
Go look up how much damage the LMG42 does before you suggest that again.
I was addressing widerstreit comment about nerfing to the ground the MG42. Take a moment to read the post before mine and you will understand why I said so.
Even darkarmadillo pointed out how bad idea that was. I was being irrational to show how much unbalance that will bring |
So the JLI win the fight by enabling the enemy to not fight.
Smoke is great but it still puts you in range of their grenades. The grenade assault covers their weakest range.
So just quit as soon as you see jaegers. Got it.
And smoke is great and all but if they're smart they'll just sprint back to better positions.
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But hey, im not pushing arguments to the extreme just to prove im right...
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I mean the ability is LITERALLY "aha! They don't have AA, I can click once now and they are doomed. DOOOOOOOOOMED! AHAHAHAHAHHAHHHA"
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I thought we were done with 1 click "fuck this area" "skill" abilities that a single low effort ability can alter the entire game (lookin at you arty cover, air supremacy and anti tank over watch).
IL2 loiters are pretty much like that, to infantry. |
You forgot the part of buffing grens, allowing them to shoot the LMG42 on the move, and being able to buy 2 of them, that way they become a competent mainline inf to face early riflemen and penals.
Now, seriously because some people dont get the offensive/defensive design of factions the solution is to make factions a clone of each others? No way. |
U want that feature from fps games where all players automaticaly realods after two shots yeah very realistical because u dont need magazine with 75% of bullets u always need that one with 100% ammo
As long as real hmgs used bullet belts its far from safe this manual reload should be a feature, you fired 50% of your ammo box, you ask for a new one and link it up the the fed belt, hence you now have 150% ammo ready to be shot.
In order to whine a reason first you must have |
A good balance between 1v1 and 4v4 can be achieved. But there should be a way to differentiate between each game mode. I.e resourse income, xp values or starting troops. This way balance comes as a consequence of hard to get units being harder or the other way around.
The key features that break 4v4s are massed units, units effectively againts others (when they overly outperform their supposed counter) or when cheese strats with no risk involved are used. To name a few examples, inf blobs, massed tanks, artyfests, mg spams, repair station cities. |
Say, how does one counter long range troops? Do you sit at long range where they Excell or do you try and close?
They can be used from camo and they can be used defensively AS WELL as rushing, which in itself can be effective for the fear of clearing a garrison. They may hop out to avoid the barrage. Tactics 101 here champ.
Tactics 102.
If they excel at long range but you cant close the gap. Dont fight.
Smoke can do wonders too.
But hey, im not pushing arguments to the extreme just to prove im right. Who cares anyway |
Before i get a stroke, at most you could say it's a 33% chance to see them. You can actually look at the loadout of people before a match. But because commander selection is not RNG, you can deduce whether or not you would see them depending on your own picks and map.
Absolutly right. I stand corrected.
I insist to remove heavy cover bonus on JLI or their RA. Maybe that will out JLI in its Supportive place |
I raise my cookie for OP. Love those ideas. |