Water cooled HMG able to fire for longer times is also "historically" correct.
Yeah, but the point is longer range is also historical accurate with the vicker, so that is not a reason for going against the ability. |
This would actually be really cool if a modder can try and make this happen. Might be a bit difficult to balance with how strong to make the suppression and how fast it lands but I'd be game to see it attempted!
I tried it a while ago but haven't success. As far as i know if you want something to fire indirect, it need a projectile and the vicker dont have that, i try to creat one but i think the vicker dont have animation for that. What i can do, thought, is a toggle range increase with ark and suppression reduce. |
The maxim ability works fine and is "historically" correct for a water cooled HMG as vickers is, and something similar can be easily implemented if adjusted to specific weapon so that ability so that Vicker has an active ability instead of passive one.
historicaly, the British was using vicker for long range indirect fire all the time from evnt ww1 and thet event become the main role of the gun later on in the ww2 when they perfected the method. So, a vet ability allow the vicker to fire with longer range is totally historical accurate and unique more than ever as the brits are the only one doing that sort of thing.
What i will prefer is a toggle second firing mode with increase range but narrower arc and reduce suppression/dmg if needed, so the vicker can be use as a makeshift anti garrison/mg. With both axis faction have easily access to indirect, the vicker can be easily dealed with and smaller ark make it event easier to flank. |
An alternate (And I think potentially interesting) option might be a new three-man "Forward Observer" squad, that could perhaps set up like the USF major with an antenna, and could direct mortar-like fire, and smoke, from the UKF base howitzers, in a mortar-ranged circle around the squad. This has a couple of inherent issues though, regarding damage/consistency with other usage of the UKF howitzers, and the fact that this "team weapon" can't be stolen by the enemy, unlike every other team weapon.
This can be included in a rework for the assault officer as an upgrade path you can pick beside smg. It can be something like an "command section" stat with 4 man and rifle then can chose between tow upgrade, one is assault officer which add a 5th man and smg, the other one is "forward observation officer" as above.
the shell will take longer than other mortar to arrive and there will be only one of him at a time so balance him around is doable. |
Modding tool still make the game crash each time a mod is build.
Lee Enfield scope rifle animation is missing. |
Is this doctrine worth using? I like that is has artillery field officer, light artillery and recon flight
Also how come when I watch competitive matches no one uses G43s on grenadiers?
Joint operation can be quite effective in team game, while not soo much in 1v1.
No one use g43 gren cause vsl is op and pp just go for them. |
so due to some personal stuffs and then the buggy 64 bit update, im hadnt test the v5 preview up until now. I just tried the vicker and churchill of v5.
The Take aim turn out not require to be in garrison. which make it a better version of mg42's vet 1. I can see complains about it coming if it go live.
On the other hand, the animation of churchill's top gunner and grenade throwing ability seem to be improved (or it has alway been like so and i didnt notice it), that the gunner get back inside of the tank, throw grenade then come back to mann the gun, very reasonable. So i will take back all the words i had said about grenade flying out from the gunner's stomatch and sorry about them.
Still, having both spoter and gunner sticking out of the turret is still unrealistic, so i really hope that the tank commander upgrade will be removed and replace by top gunner upgrade instead of vet 1. |
It does not require garrison:
"Vickers HMG Team
The passive bonus of the Vickers is being changed into a timed ability. This should allow the Vickers's veterancy 1 ability be more useful in the majority of situation.
'Take Aim' replaces veterancy 1 garrison bonus. Improves range by 7, accuracy by +15%, penetration by +6. Cycle a reload before activating. Can be used in garrisons. 15 munitions."
I know it an issue, have pointed out but fallen into deaf ears.
I dont like this ability from the beginning, with or without the garrison requirement. Vet 2 vicker already have bonus pen so basically you are paying for what you used to get passive while still having to bear all restrictions. The pen bonus make no sense at all, as the only micro light vehicle ukf have to face is the kubel which the vicker completely have no issue dealing with, while event with the pen bonus it wont stand a lone vs a 222 or anything above.
I still believe the ability require to be in garrison and will test it latter but if im wrong i will be ready exploit when it come live. |
The live version requires garrison and is fine, outside garrison extended range is bad idea.
In live it do require garrison but as the same time it is passive. In the preview it is an active time ability which cost munition and replace the passive, which make garrison requirement a serious restriction, or if it not require garrison as you said then the issue is event bigger.
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An mg that can fight other hmg but out ranging them is a bad idea...
It already like that in the current version and it is not big of a deal as both axis faction have easily access to proper mg counter, which ukf happen to not have/not ass easily access. |