Ok, so half was an exaggeration. In my first post, I advocated equaling it to the Maxim.
It should be wider than the Maxim - because of Oorah and 4 men vs. 6 survivability. I don't much care about arguing the specifics on what precisely to change - Relic will fix something to somehow decrease a little its survivability when flanked. |
Cut the arc in half and keep the suppression. It's dang near 180 degrees right now, which is retarded.
The arc in vCoH for the MG42 was 120 degrees. CoH2's is around 160 - half of that would be way too drastic. The suppression is alright if they change the +10% bulletin. Relic is aware of the issue so we'll likely see some kind of change in the next patch. |
Which would be equal.
You sort of killed your own argument.
That is exactly why Ost should be 80hp.
This is getting tedious, even for me. I was assuming the 2 armour would = 80 HP and the RNG would co-operate. If a better change would be just a straight up 80 HP and 1 armour, then fine by me. |
One target=All weapons focus it.
Two targets=Weapon focus is split.
Use your brain. This is a simple concept.
You're missing his point completely. If the two targets individually have 1/2 the health of the one target, the time to kill will be the same. For example, 5 DPS vs. 40 health will score a kill in the same time 10 DPS vs 80 health. |
The current most outstanding "perks" of the two units are suppression rate, and setup time, respectively. I think by reducing suppression and setup on MG42, this harmonisation can be achieved while still retaining asymmetry.
The arc of the MG42 is more outstanding than set up time on the Maxim - since with the arc, you don't need to bother re-setting up at all generally. |
To the contrary, it would actually have significant impact. A mortar shell landing directly on a model does 80 damage and it does less damage with the AoE. Since the ostheer sniper only has 40hp, it is currently insta-dying to a mortar shell simply landing near him, not directly on top. A buff of another 40hp would significantly improve his survivability in this regard.
At the moment, the ostheer sniper simply requires so much babying (and praying to RNG gods) to be worth his cost the majority of the time, especially if the russian player gets 120mm mortar.
My point was that a mortar shell landing on a sniper - any sniper - will kill it. I'm too lazy to go look up mortar damage at the moment but I'm positive a mortar shell does more than just 80 damage. There must be AoE damage in addition or something - if a mortar shell lands on a conscript or gren squad, it certainly regularly takes out more than just a single model. Just last night I lost Sov snipers to a mortar shell - so in terms of survivability I still don't think it will make much difference. |
Both sniper rifles do 80 damage and I assume ignore armour so that's why they outright kill any target as long as the shot connects. In the grand scheme of snipers vs mortar shells, tank shells, flamers, and grenades, I don't think an extra 40 HP is going to matter much 99% of the time, but again, RNG. The extra armour on the Ostheer helps with moving away or retreating from small arms fire at least. |
Well, he said that in the context of two Russian sniper teams supported by an SU-85 in the late game, which is fair.
My experience is that the German sniper can die to an awful lot of things the Russian sniper will easily get away with, and especially to things that shouldn't really result in a sniper death (like, a single conscript or engineer squad that he retreats from reasonably quickly, or a tank near-miss on retreat, or a single low-calibre mortar shell that isn't directly on target), as well as being radically less dangerous. I think 80HP would be a huge help with his survivability. Currently when I see a German sniper I suddenly feel very confident, while if I see a Soviet one I start having to think about counters.
Doesn't 2 armour already basically = 80 HP? |
It can't just be internet and settings. I've played with clan members for the last 5 years or so and know how stable our internet is and the powerful machines they are running. We play 5-6 games no problem and then the next one one of us drops (prompting the usual irritating comments from our opponents like "jeez upgrade your machine". Most recently I had this shortly after the in game "connection problem" light showing for a while before turning off (though it was my buddy that dropped). We had several problems that night but none the next suggesting the Relics/steams servers have some influence on this. Frequently a steam restart cures a players inability to connect to a game in the lobby too.
The issue is not so frequent as to drive me away, Im too much of a fan for that, you just have to be prepared to surrender and take a loss (not so bad without ranks) so you can restart with your friend and not an AI
Well, after having said that, played some 2v2 last night and got the "disconnected from server" message and was booted out of 2 games. I think others have been experiencing this too - not sure if it is Steam or Relic servers hiccups. This is a recent problem as far as I can gather and isn't related to the game per se. |
Why no 222 scout cars? |