Excuse me, what? Are you even reading?
All my wats, man. All of them. Ive never seen so many false implications and such a contrived misreadinf of someones post in my entire time on CoH2.org. All I said, was a max rsnge reduction. It boggles my mind completely that you somehow, in your imagination, actually, in any way or form, was suggesting even remotely in anything I have said, that any of those except the first was my proposal.
These were the things you complained about so I assumed you have problems with all of them.
Range reduction is a stupid idea because as I said it would allows the unit to be rifle naded by Grenadiers OUTSIDE of the unit firing arc. Can't you see any flows in this logic?
When I pay more for a unit, I expect this unit to perform better. Maybe it needs slight dps output reduction, I let Relic balance team decide this, but any other change would render getting this unit pointless. You can have access to Maxim basically straight after game starts now. It's usually my second unit to build because I need and like this crowd control ability early game.
The firing arc of Dshka is the same then that of a Maxim which means whatever works for Maxim will work for Dshka as well. Get a flametrack or use two squads to flank it or just run straight up front and nade it with Greandiers as majority of Germans do with Maxim. Sniper, Mortar, Pioneers with flamers. It doesn't have firing arc as wide as Maxim so spread out your troops and flank it.
There is a difference between AP abilities of MG and Dshka. MG gets armour penetration and damage increase and Dshka gets only armour penetration.
@ MoerserKarL
You're talking about pinned units aren't you? If that's the case then no surprise there due to higher dps.
@ JohanSchwarz
Thank you for your kind advice. Can I suggest you do the same please.
Edit:
Dshka and Maxim range and arc of fire comparison: