Sorry, but it seems you missed the entire point. It's not about being hit by molotov, or about backing your mg42 in due time, a good micro will help you do that. It's about the fact that MG42 needs to pack up and redeploy when a molotov hits or when an iminent molotov menace aproaches. My maxims allways held the position against rifle grenades hits, and sometimes I merged cons squads into them and reinforced them on the field. They practically never need to lose position or stop firing because of rifle nades. They could only break engagement and retreat/change position when flanked, bombarded by mortar or arty, burned by incendiary hits, rushed with tanks. No need to retreat or break engagement just for a stupid useless rifle nade.
To conclude, the nerfing of rifle nades doesn't bother me, I can win games without using them so much, or without using them at all, but such nerfing was to harsh or not needed. Frankly most of the time I prefer saving amo for better uses then rifle grenades. Thank God Dshk isn't what it was anymore.
so you think rifle nade had been over nerfed now?
anyway although mg42 is forced to reposition, as long as you have a gren squad near it, gren can keep suppressed units suppressed while mg 42 re ups. you said one of only ways to make maxim move is flanking. good thing it has such a low arc. it does set up much quicker, but if it turns to face your flanker, your units that maxim was facing previously is now open to move in.
it is also surprising that your maxims have never been forced to reposition due to rifle nades. i do it all the times as german and vice versa. i guess ppl i play and i use much different maxim than you.
only problem i have with mg42 now is that it still does not suppress consistently.
Rarely see my MG-42s, or that of others, "shred" squads and "bleed a lot of models". All it seems to do is suppress. Which would be nice, except, as I explained, the suppressed units in question crawl their way up to the crew to get off a grenade and / or molotov. And yes, when we're talking 2-3 squads, one of them always manages to do this. It takes an asinine length of time to pin them.
when a soviet player charges conscript into the arc of mg 42 to throw a molotov, he is risking/spending 240mp unit, time for the con to retreat and re-up, probably 60+ mp for reinforcement, and 15 mu. just for an obvious molotov that becomes evident even before the animation starts... which buys 4-5 sec of no mg42 while it repositions. i think it's ok to let the soviet player throw the molotov.
even if 3 squads of cons are charging mg42 with spotter, its more than possible to suppress all of them just before the molotov lands.
p.s. "bleed a lot of health and model" i said applies to when cons are in molotov range of mg42.
Now, I do admit that if you have a couple Grenadier squads there in support this usually wards them off from attempting this and they issue a retreat. But I remember several occasions where I had an MG-42 watching my cut-off / flank on Langreskaya. You know, the point that connects the right half of the map to the northern base?
Anyway, all my other units were fighting a huge engagement for the right fuel point. A conscript squad approaches the MG-42, coming from the direction of the central VP. They get suppressed OUTSIDE the capture radius, crawl into the capture radius, continue to full de-cap and neutralize it, and only *then* do they become pinned and retreat. The squad with ease could have crawled its way up to my MG during that time. Guess the guy didn't want to press his luck, he did admittedly lose a few guys (two in the process, one guy on retreat).
Still, it is even worse when they have vet.
And no, they were not in green cover.
i think that's fine because you can just cap back right away. but obviously you are not and we have different idea of how fast mg42 should pin. we'll just have to agree to disagree here.... while i agree that vet2 buff that increases the ranges of molotov/rifle grenade is uncalled for.
the other only problem i have is that even after the 10% suppression buff to mg42 way back then, mg42 don't suppress consistently enough still. i think a unit should be suppressed at the end of a volley at the latest.
I didn't even think of that. To perhaps fix Conscripts just crawling up to it, maybe as they get closer the MG-42 shoots longer bursts at them, resulting in an earlier pin? However, they last longer (and may not get pinned at all) staying farther away and / or crawling out of the cone of fire.
Interesting thoughts, I like it. Also, another "WHY THE FUCK AREN'T YOU (blank)?!" moment is when I tell them to get out of a building but they immediately set up. Still have no idea why that's not fixed.
don't know why that is a problem. conscript closing in within the cone of fire already bleed a lot of health and models. not to mention if mg42 would suppress more consistently, as long as mg 42 has a spotter, no conscripts will be able to crawl their way to throw a molotov.
And I respect your opinion. But still, while using maxims myself, compared to Mg42 I observed something bothering: I can take one, two rifle nades and still remaining on place and keep firing (with a 2 models left manning the maxim). Still suppressing, still combat effective. An Mg42, if it takes a molotov, it needs to change position instantly = no more firing, no more supressing resulting in soviet infantry advance. So let me doubt. I find maxims being more reliable while taking a rifle nade hit than an MG42 taking a molotov down its throath.
except in most cases, two rifle nade is more than enough to make maxim combat ineffective. either your maxim squad was spread out every time you used it or the guys you were playing didn't know how to use rifle nade effectively... all of them.
and unless your mg42 is alone, it is so easy to spot a conscripts trying to molotov you. you ever wonder why they are oorahing in the cone of mg42 fire while closing in?
if you get hit by a molotov, in most cases, it's your fault. there are clear signals that tells you that it's coming.