I consider the maxim, like all allied machine guns, garbage. I never build them in the early game, i find other soviet units to be more flexible.
However, what if I, god forbid, was wrong?? What is the forum opinion on the maxim, and, more importantly, how to effectively utilize it & what strategies are viable with it?
Maxim is one of those units that really benefit from bulletins, probably more so than any other unit in the game. Spray and Pray (5% Increased Suppression) may not seem like much but is enough to allow the Maxim to actually be useful. Combined with the Accuracy Bulletins, it can actually win vs Mg-42 early on or be somewhat useful.
Personally I always make at least one but never more than that and I use it to push with my infantry.
I think a unit with that wipe capability should not be able to shoot from outside of the standard sight range.
What could also be done is to alter the survivability. At vet, the ST becomes one of the most durable units in the game, similar to the Churchill. With the big difference that all your ATGs are probably running if you see the ST approaching and that you barely can close in with infantry for a snare. Maybe removing the veterancy armor would go a long way to make ATGs more reliable at least on the first 1-2 shots that they can do before retreating, which could at least allow for a snare.
Third option: Damage decrease to 400 and buffing the AoE accordingly to stay the same against infantry. This will allow mediums and other 640 HP vehicles to be more aggressive towards the ST. Currently they have to fear being hit by the rocket and finished off by a snare or ATG. 400 damage would allow to take the rocket AND an additional ATG shot. This would also make it more unattractive for the ST to fire at vehicles and reinforce the role as an AI unit.
Another thing is that it comes way too soon and needs to be pushed back.
That would promote blobbing even more. Imagine blobbing 21 conscripts and knowing that a fu***** NUKE will only kill 6 models, 2 of each squad. I'm fine with Sturm wiping everything in the AOE, however, the AOE is too large. Alongside the self spotting and 40 range with veterancy, it's crazy OP in teamgames. Especially now that it can shoot over obstacles much more proficiently. Sturm is 8 hit hp pool with a good chunk of armor that only TDs can penetrate. If you combine it with the fact that OKW has the super aggressive raketen which can retreat after the initial salvo on the fronlines, you have a sturdy AT/AI line that will not be broken unless you spam 2 rocket arty on the whole area before-hand (which only soviets can do stock) ON MOST TEAMGAME MAPS.
Both AVRE and Sturm should have clear advantages/disadvantages. Sure the AVRE has a turret, but unless the ST is snared (rarity), the turret is the same as the ST rotating it's hull in the general direction, and then the turret. I mean, it's a 50 degree arc. Unless you're shooting at something directly in front of you, the arc is large enough that the turretlessness on ST is negligible (lines extending the further you are).
Both AVRE and ST should have clear advantages and both need some reworks in lines of:
1) Increasing aim-time by a 1.5s
2) Normal 35 sight at all veterancies
3) Fire range 35 at all vet
4) Slight AOE reduction in both. Sturm keeps the larger AOE due to lack of turret
5) Reloading both makes them be completely immobile. If you cancel the reload (in order to get out of danger), it takes it about 2-3 seconds
Side note: Same should be done with the hull-down. There should be a delay from the time you exit hull-down and being able to drive/shoot. Right now you can hull-down, get all the advantages, and if in danger, just quickly zip away out of hull-down and drive away. Or just make the hull-down to be a channeled ability.
I am ok with AVRE/STURMTIGER only killing 2 Models from Conscripts if it meant that Conscripts would be pinned afterwards and also Health for each remaining model would be significantly reduced. While still having the ability to delete team weapons (the main thing it should counter). Company of Heroes should be about combined arms, not having units shoot nuclear strikes that delete everything in the game. Where is the counter to a unit that one shots everything with the exception of heavy tanks?
This would also allow for buffs to the MG(Avre) or the Vet 1 Grenade Ability (Sturm) to be improved so that these units can maintain an active presence in combat. For example If SturmTiger had the ability to reload without any Penalty, The Vet 1 ability was balanced to be on all of the time while the main gun being capped to only 2 models with the exception of Team Weapons would be better overall for those using it and those playing against it. Especially if the Vet 1 grenade ability gave it respectable AI performance close to what you would get with an Ostwind.
This doesn't change the fact that these units would still be potent vs vehicles but the way it exists now it shouldn't exist in the game at all.
Both B4 and Sturmtiger should be capped to 2 Models with the exception of Team Weapons.
This would make these units more fair to deal with and give them more of an anti team weapon role as oppossed to anti everything nuclear launch activated unit that they both are at the moment.
Reduce target size on SU76, improve turn rate and vet3 brings the damage to 160. Reduce ROF by 0.3s.
Compared to Stug, a somewhat comparable unit, it would have less survivability, more agility, less penetration (also on average vs better armour), cost a bit less, have slightly lower ROF but you get a barrage, which is a great tool generally.
You could also improve the AOE of the barrage at the cost of cooldown, scatter or whatnot, I'm not well versed in those stats. But that would be optional.
If you keep it alive, a dual SU76 would eat everything but the heaviest tanks, in one bite. Most useful on open maps. And the downside would be that if you do go for dual SU76, well you get great AT with decent AI but you skimp out on early T34-76 to close the game and/or eat the popcap for a SU85/katyusha
Also considering that the SU-76 is basically the Soviet version of the STUG, I find it funny how the Balance team nerfed the SU-76 because it could penetrate heavy tanks (OMG MY POOR TIGER) meanwhile no such change was made for the STUG which when also spammed like the SU-76 could demolish Allied Heavy Tanks (shocker). Which is basically like saying Soviet made 5 ZIS AT Guns, lets make a Tiger and send it in and expect it to not get destroyed. Then you see the ZIS for being effective at its role it ends up getting nerfed and can no longer penetrate anything.
Why is the firefly regarded as shitty compared to the other 2 TDs, when it has a great penning gun and rockets that basically K.O. tanks upon connecting
SU-85
Acceleration : 2.1
M36 Jackson
Acceleration : 3
Sherman Firefly
Acceleration : 1.6
Tiger
Acceleration : 1.8
King Tiger
Acceleration : 1.4
Firefly has acceleration similar to that of heavy tanks. Pretty much everything penetrates the firefly so it is vulnerable for longer periods of time compared to other tank destroyers since it takes so long to move on top of having 8 seconds of reload time with a Turret Rotation speed similar to the King Tiger. With Turret Rotation that slow having a Turret makes little difference.
If a Jackson was under threat it will speedily zoom out of harms way with no issue.
SU-85 can self spot for itself and isn't reliant on anything to screen for it and is also faster than the Sherman Firefly.
The firefly is... Ok, though the SU-85 and Jackson especially are leagues ahead of it.
Personally I would like to see the Tulip Rockets removed from the Firefly and have the Firefly actually be close in usefulness to either SU-85 or Jackson.
You should change your title to Paratroopers. Airborne implies you are discussing the commander as a whole.
Paratroopers are fine for how well they perform. The only thing they really need is Veterancy Smoothing meaning instead of getting -25% Recieved Accuracy at Vet 3, it should be split up amongst Vet 1-2-3 so they can progessively get better instead of bleeding MP until they hit Vet 3.
The Commander though could use a rework since it hasn't been updated with the USF rework