To Peter: I really think you're a nice guy and mean no disrespect but:
How can you guys make such mistakes regarding balancing a game? When you made the MG42 go from 3 to 4 men did you not look further than "We want them to be more durable vs clowncars/flamers"?
To be honest it really baffles me. Especially because this game uses the same fundamentals CoH1 does: a game that has been patched and balanced for 7 years. The whole MG42/flanking mechanics could've basically just been copied from there. It feels to me like you guys are trying to reinvent the wheel here.
What were you thinking when you made the game so an MG42 could just stand in flames, pack up and relocate while taking close to zero damage? How on earth was it approved that conscripts can just chase an MG42 walking all over the map doing pretty much no damage?
In my opinion this is not a matter of tweaking flanking balance a bit, it needs BIG changes.
Its very probable that the people in charge of this game/project are not the same ones that made the original game.
Oh and this is for Relic:Molotov ain't working on MG,the opponent just packs up,runs from conscripts,doesn't lose any squad member and when I proceed in following them half my squad is dead(poor micro I know,but that molotov is a racist)
Your choice is good. And yes Molotov in its current state is a joke. I have done some testing on it with a friend and it is so random. Often you throw molotov and it does barley anything as you describe. On rare occasions however, it can burn the mg handler and the second solider that comes to handle it.
Looks like you issued a move order too many times, coupled with in game lag. You probably told it to drive around, then reverse, then drive again, and coupled..
hmm, i remember panicking, but not to that extent, lol. I issued commands maybe 2-3 times and then stopped and watched in amazement.
the soviet player could have tried a little harder with that one squad, but look at how much fire the mg squad took and still did not die or have to retreat. That is the problem.
I have noticed that guards almost always drop their upgraded weapons after 1-2 deaths. This causes a big problem because in COH2 picking up weapons is not intuitive, you have to look for the right angle to select the weapon. Often that means waiting too long before retreating.
So why do guards drop their weapons so much, is it a bug?