I don't fully understand your question. Bulletins are applied to the units, if you can call a unit in (like Shock Troops) and you have the proper bulletin, they gain the mentioned stats.
Yeah, thats what i mean. Like say i'm using a bulletins for volksgrenadiers. Like do the 3 stack up or does just one come into play
All three bulletins you choose are applied. Most bulletins stack even if you use more than one of the same kind. His point was, if you use a bulletin for a droctrine specific unit (like shocks) and you don't call in shocks during a match, the bulliten does nothing. Many people use basic infantry bulletins (stuff that affects cons/grens/volks/riflemen) because you generally use those units a lot in every game so you're almost assured to get some benifit. |
And... and they need better burst mechanics. Sometimes the first burst duration and the pause between burst is not enough to suppress infantry so the can easily take the MG or your supporting unit down.
Yeah, true. An automatic and instant reload for hmgs that have been out of combat for 5-10 seconds would be great. Reloading is a mechanic that helps keep MGs balanced in fire fights but having them always start a fight with a full belt would help reduce those "wtf, why aren't you shooting" moments by a lot. |
One thing that might help would be to remove the 25% received accuracy penalty MGs and other setup teams have. That penalty was added before the small arms lethality changes to make flanks more effective. With the increased lethality of small arms it isn't necessary anymore. The American M2 MG mistakenly had a +25% accuracy modifier instead of a 25% received accuracy modifier and players didn't even notice until Cruzz found the mistake in the code. Now that the mistake has been fixed we hardly see the M2 anymore.
This. The 4 man HMGs don't need more suppression, they just need to be able to stay on the field long enough to actually deal their suppression. |
He's correct
T1 is very strong versus OKW as they have no real counter to clown cars until they get their first shrek squad and it's a long wait for 90 MUN and then you have build time.
A Raketen does not counter clown cars
Penals are also one of the few things early game that can damage a truck once it is setup
I don't think OKW is op in the sense that they're unbeatable, I just think that they're extremely boring to play as and often frustrating to play against. Volks and ober spam into KT is completely beatable but has to be one of the lamest strats ever to fight. I had a pair of vet 3 su-85s bounce 12 shots in a row (yes I counted) in a team game with friends earlier and while we still won because of early vp dominance, that feeling when OKW starts to vet is just ugly. It was a 2v2 with just friends playing eachother, but even in friendly games like that I get a bad taste in my mouth. |
Yup, that doesn't look bad at all |
Guys, let's not turn this into a forum war please; everyone is entitled to their opinion.
Any way, I think that an MG-42 that has vision and distance is already capable of shutting down blobs. The issue that I think is more of a problem is that the crew is just too easy to damage from far to mid range and causes the MG to frequently stop firing as the gunner is sniped off. This also makes MGs much more of a liability as they often have to retreat too early in engagements to effectively suppress anything giving the illusion that their suppression is bad. |
Still can't expect a single unit to stop 5x worth of resources investment at least(multiple double BARed rifles like in the example mentioned before), if it could, it would be a textbook definition of imbalance.
In this case I disagree with you. That was the point of MGs going all the way back to Coh1. It didn't matter how many bar equipped rifles you had, if you just grouped up and attacked a position head on, you would be suppressed. That lead to a very strategic game of flanking and counter play with nades, light vehicles, arty etc. I actually find that idea and suppression in general to be one of the cornerstone features of CoH. It's one of the things that sets CoH apart from games like star craft.
The entire point of spending manpower on an MG instead of say another gren squad (which is more flexible), is that it's a force multiplier that causes your opponent to play around it. Removing the received accuracy penalty from the 4 man hmgs will give the a chance to deal their suppression, change targets, or reposition properly to deal with threats with out just being constantly forced off the field by poorly executed flanks and mid range fire. They won't be invincible monsters though as they'd still be as squishy as vanilla grens, and they won't be the annoying suppression machines of days gone that turned all infantry fights into a crawl simulator for allies.
Oh and just to be clear, I think the MG should be able to suppress 5x the resource investment if the enemy is clumped and just attack moving straight at it; 5x the resource investment attacking in a spread formation or from multiple angles should easily win. |
Wow, this is an amazing collection of data. Pretty cool |
Hey guys. In this current patch, a lot of people feel as though Ost is underperforming in 1v1 and while there are varying theories on why that is and what to do about it, one of the things I see brought up often is that the MG-42 is not doing it's job well. I agree, and while I used to be of the mindset that a suppression buff was in order, I no longer think that.
Trying to look at this from both sides of the coin, a unit that can suppress in one burst at long range is not fun to play against and while buffing the suppression alone might make the MG-42 perform better in some regards, I don't think it would entirely solve the current issue of it having a hard time doing it's job.
I've been watching a lot of games lately using obs mode, and I've had time to more closely observe things that I may normally miss when playing due to micro demands. In specifically watching MG-42 usage in high level games, I've noticed that when the MG-42 isn't being shot at, it does just fine.
It takes a few bursts at max range to suppress, giving the player being shot a little time to react, but at far/mid and closer, squads are suppressed fairly quickly with an acceptable aoe radius. The real problem arises when the MG itself starts being shot back at from mid range or closer.
Time and time again I saw Con or rifle squads that had only managed a partial flank on an MG-42 open up with a volley from mid range and decrew the gunner, causing the MG to stop firing and obviously stop building it's suppression on the squads it was shooting at. Regardless of gren support and positioning, it is simply too easy to damage the MG-42 crew from mid range and force it to retreat or risk it's loss. This is because of the received accuracy penalty that all weapon teams share.
Many patches ago, all weapon teams got a 25% received accuracy penalty to reward flanking them. Since that time, a lot of things have changed and the dps in the game in general has gone up with the weapon profile changes and the addition of the WFA armies. The MG-42's suppression has also gone down and the days of the 10% suppression bulletin insta pin nonsense are long behind us. I'm fine with the current suppression levels on the MG-42, but as the unit is more of a direct combat unit than other support teams like AT guns and mortars (which can generally sit farther back from direct engagements), I think it's time that the received accuracy penalty for the 4 man MG crews be removed.
A small arms durability buff to the 4 man MG crews would go a long way in allowing them to remain on the field long enough to do their job without having to buff suppression and return us to a frustrating infantry experience for allied players. They would still be vulnerable to indirect fire, nades, proper flanks with close range weapons etc, but would be much less of a liability to build for the axis (and US) players.
TL;DR: Remove the received accuracy penalty from 4 man MG crews instead of buffing suppression. |
How has this never happened to some of you? Do you just never use air call ins or play against or as okw? I just got done watching 3 top of the list Sov vs okw games and in each one, multiple Sov air call ins were shot down almost instantly. Admittedly, no casualties in those games but some very, very near misses.
I think at the very least, the okw base flak guns need to not shoot at aircraft if possible or be made into mg bunkers if not until they can figure out something else. |