Nerfing OKW and UKFs openings is about just USF? Not at all about the eastern front factions who need to build buidlings just to unlock units as strong as the ones UKF and OKW start with?
No thanks, we don't need USF to dominate the meta again with their bullshit. |
Who.
Come join the coh2.org discord for your daily dose of anti riflemen propaganda. |
What if the Maxim was just straight up replaced by the Dshka in T2 and replaced the Dshka in doctrines? The Dshka does way better with the deathloop thing and with a small price increase to 320mp it would do really well in T2. |
+1
Increasing frontal armor and decreasing health would lead to heavies' survival rates being totally dependent on RNG, which would be frustrating on both sides.
Damage reduction on the other hand sounds like an excellent idea, but I'd imagine it'd be tricky to implement.
The KV1 has a damage reduction if I'm not mistaken. They could probably just copy the principle for rear armour hits. |
Like every maxim conversation, it loops around due to the deathloop in terms of
you can't improve performance or it replaces cons --> you can't reduce crew size because of deathloop
Much like the actual deathloop.
So what do people think should be done to fix the deathloop? My ideas are super fast packing up time, some kind of prioritizing the crew members that are not going to pick up the maxim before the guy picking it up, or removing the pick up animation to make it like other mgs. |
Having problems with MG42 being unresponsive for a few seconds after deployed. Usually the MG42 would just fire straight away, but now it takes a few seconds, which has cost me a few fights here and there. Quite annoying. There was no reload animation either. I could instantly tell the difference in the performance the other day from the previous weeks.
Happens to me as well. |
Mines for OKW are ineffective since ammo is better used for other things. If I talk about SU, their mines are effectivne due to the fact they have enough means to use it. OKW on the contrary has no particular means to place as much mines due to their heavy ammo requirements.
Combat effectivness is meager. Other engineers does better overall later on, especially when they can acquire far better equipment.
Nerf combat role of Sturmpio and buff in other areas. Make it a better suited engineer than a failed designed combat unit. It is useless currently in support and combat. Other engineers obviously does better in both areas since they have way better access to utility.
Am I the only one who thinks this guy needs help? |
The exception and main source of frustration for allied side is Jagdtiger/Elephant at a couple of 4vs4 maps at least ;-)
Oh yeah don't get me wrong, Super Heavy TDs are completely broken in teamgames. |
In yellow cover they bunch up. And leaves them realy vunerable to nades wich can get tossed frontaly mostly. Damaging or outright killing every model. If there are survivors they will drop quickly and the deathloop still persists.
But the 0.2-0.3 packing up time would allow you to easily dodge any rifle nades. |
What if the balance team played around with stats to fix the deathloop?
I think the best way would be to greatly increase the speed of packing it up, putting it around 0.2 or 0.3 seconds, that way the model on the gun would pack up almost instantly, avoiding the deathloop.
Now obviously such a change on its own would be a huge buff, making maxims extremely resistant to flanking and much more spam friendly, so let's explore some nerfs which could balance it out.
0.4 RA is a staple for retreating squads, except for 50cals which get 0.5. What if the maxim could pack up super quick, but received 0.75 RA during a retreat? That way if you flanked a maxim you could still either deal bleed it or kill it, despite the instant packing up.
Another nerf that should follow is setting up time, which should be increased 1.5x. This would balance out the fast packing up, while also discouraging blobbing.
Potentially if such changes were effective, the balance team could explore other options, such as a 5man crew and improved combat performance.
What are people's thoughts on this?
I do realize sometimes the death loop is a wide formation of the 6man crew with one man going to the MG, dying, then another going after him,but I do think players can play around that with the maxim by utilizing yellow cover which bunches up crew members. |