Frankly, it's all about the small arms damage. It's not that hard to flank an MG42, the problem is it doesn't actually die or even need to retreat whenever you do (which is just retarded). Just a buff to this would be fine.
This could lead to a problem with penal battalions in cars though. |
Why would they need to change the animation? Just make it run away if there's 1 guy left, I don't see what the animation has to do with it.
I think it's power is good (unless RNG decides to screw either player), but it should die like other mortars and come out later, at 2 or 3 cp.
The reason the last guy doesn't run off the map is because of the animation issue. It is considered a 1-man crew instead of 2 since only one guy ever touches the mortar. |
They should remove building crits while they are at it. Talk about the worst kind of RNG.
+1 |
Nope, there just isn't enough people playing 1v1...
I waited for 10 min, ended up playing vs some poor fellow who quit after 5 min. (I guess, clown car with flame eng was to much to deal with)
Now that is just sad. |
Yep it was one of the reasons I've won...MG is powerful enough with four man crew,like I said took 25 seconds shooting and MG in the back before crew dying...now with six man, that is another story...
Anyways,Penals are good anti-infantry and if the opponent isn't looking,anti-tank(satchels FTW)
I find it funny that Soviets want to capture every dropped German weapon on the map whereas German players probably won't ever bother picking up the Maxim or 82mm mortar and would probably only pick up a ZiS.
They should probably focus on balancing the support weapons on both sides so they are all useful in some manner before doing any drastic changes to penal battalions and such infantry. |
Yeah, I think that is increasingly obviously a problem in the balance.
I mean, I really like it as an interesting upgrade and a scaling thing but the sheer increase in DPS is pretty off the wall.
The weapon is pretty inconsistent as well. When it fires, it pretty much insta-kills any soldier model short of a Shock Troop, but half the time the guy with the LMG is jumping around like an idiot due to AI behavior and not shooting.
Lowering the DPS while improving the unit AI and/or set up time would be a welcome change. |
Yes, because it would be totally balanced to reinforce the best infantry squad in the game for only 20 manpower a soldier while retaining all of the benefits. |
How many competitive multiplayer games throws in random game changing factors that the player has no control over?
Oh, let me see, none. |
Also, Shocks are very good at split-pushing in 1v1 because a fresh full-hp squad requires a flametrack or tank to take out without heavy casualties. |
Even if you can't land the AT nade, a conscript provides area denial against the armored car because the player will be afraid of getting naded. Same thing with other vehicles.
This is something that a lot of players fail to take into account. Let's say you have an AT gun, a T34, a Guard Rifle, and an Engineer at a certain key position and let's say I have two Panzer IV's and a grenadier squad. What's preventing me from simply rolling up my tanks, circling the AT gun, and crushing your entire force? If the guards try to button, I'll just pop smoke and now you're pretty screwed. You can ram one of the Panzers and get a kill there but you're still pretty much screwed.
Now, if you had a conscript squad there instead of the engineer, I can't roll up those tanks because I'll get AT naded for sure. That's the difference a conscript squad makes and that's why they're still useful even in late game. The same is true for grenadiers, which is why I prefer them over panzergrenadiers, even though those guys are "OP." |