You get suppressed in one long burst for the MG42, but it depends on how far away the burst started, and how close you are at the moment.
However, after you are suppressed, you still get pinned very quickly from the MG42. Probably less than half of another long burst. But again, depends on range and cover.
I disagree that straight up lobbies are a good thing, but chatrooms can sometimes help.
I've always seen lobbies in CoH1 as a archaic holdover, more prone to exploitation than to be used as intended. 80%+ rooms I went in the lobby creator would be stacking the teams.
Likewise, if you want to talk about new players having issue with rank and higher level players, it gets worse with a lobby system since those same new players often don't understand how to go about finding an even match, if they can even find one at all.
Then lobbies pull players away from the automatch, where all players should.
Instead, perhaps they could just have chat rooms, but in the chat you can link up into parties that get put into automatch. Likewise, two parties can challenge each other and get dumped into custom game.
This way, the focus is still on automatching trying to find a good match.
But, even then, you will still get people just idling in chatrooms, much like idling in lobbies.
And again, your opponent had sloppy MG placement and usage.
First, the unit charged from out of the fog, already within half of the MGs range before it was spotted. If your opponent had properly supported the MG with infantry up front, it would have suppressed and pinned it well outside of range, and you likely wouldn't have been able to use Oorah while suppressed.
The charging conscripts also ended up in a crater, which gave them cover, making them harder to pin.
The MG42 also sat there within molotov range, and waiting for you to go through the long wind up and throw, and never tried to move the MG, even as the fire was burning.
There was also a second Conscript squad shooting at the MG in the trench from a flanking position, short range, where the MG had no cover bonus. That squad was able to get where it was due to, yet again, a complete mishandling of his opponent's MG42s.
The guys you were fighting were deploying MGs as if they were front line fighting units, and were punished accordingly. Every instance where an MG was lost or pushed back was due to proper use of flanking or molotovs, combined with poor micro of those MGs.
The entire purpose of the MG42 rebalance in the last few patches was to make it so MG42s took some level of micro and skill to get use out of it, instead of just being able to park them somewhere and pin every infantry it encounters.
The ammo increase is supposed to mess the upgrade choices for a German player.
But, I agree, there may be other ways.
Another thing not mentioned is that the maxim also works against AGrens, not quite as well as the M3, since it's more positional and can be flanked (although with difficulty due to the Maxim's quick setup speeds).
What AGrens used to do is completely shut down a conscript only opening. Say what you will about that classic opening, but having to build a building that early to counter a unit can railroad a Soviet player due to the way Soviet teching works. It's also a more significant delay in capping than it would be for Germans to build a build, or not build one since German buildings build fast.
Nope, it wasn't a frontal charge, it was just good play and reaction time from you.
Around the 5min mark, is when it happens on the right side of the map.
Basically, German player unpacks and moves his MG42 closer and into line of sight. You, being a good player, see this and are already charging the MG by the time it starts setting up. Since the conscripts were already pretty close to the MG when they started the charge, they're quickly within molotov range and throw.
That's the definition of you outplaying him.
It's also exactly the situation that the devs nerfed the MG42 for. Previously, the MG42 would have just instantly suppressed, then unpacked while under the molotov, moved out, and setup again to pin those conscripts and then suppress the 2nd conscripts.
If the German player wanted to play smart, he would have moved his MG42 up and to the left, putting it farther from any threats that were on the other side of the bushes, which is where you, being a good player that understood truesight, put your conscripts.
He also shouldn't have moved in closer with his Grenadier after they spotted your conscripts, and instead focused on shooting at them with max accuracy and damage.
He also misdeployed his sniper, which should have been father back, even standing on the river ice. Or alternatively, walking along the treeline above the MG to make use of his large LoS.
Had that MG42 been deployed already as your conscripts Oorahed, they would have been suppressed and quickly pinned by the time you had thrown that molotov.
Not my finest game, but overall a interesting and close 3v3 match. Ends up vehicle heavy on both sides.
But the best part is the Tiger spam for my lane opponent that goes horribly wrong for him.
Synopsis:
I come out ahead in the early game, only to make a bunch of mistakes in the transition to and during mid game. I end up losing some precious AT and advanced infantry due to misplays and get pushed back when my opponent rushes Tigers.
Eventually, I keep getting pushed back after some good fights, which culminates in a 3 tiger rush of my base, killing everything save the buildings.
But, my teammates, doing well, decide enough is enough and hilarity ensues.
Actually, it seems that the mortar accuracy bulletins have the opposite effect regardless of whether you equip one or both.
They'll have to be real careful with standard bulletins affecting special units like AGrens. A small accuracy and damage bonus for Grens can be multiplied by the high rate of fire and up close nature of AGrens.
I suspect that in the future, they'll just add on to existing bulletins. The commander specific bulletins aren't quite as useful.
I believe the reason why so many people are dropping is the lack of lobbies and custom games. People with no steam friends playing coh2 are FORCED to automatch. Custom games gave possibilities to chose and estimate opponents before the actual battle and in CoH1 few chose auto over custom.
CoH2 is severly lacking here...
Human nature says otherwise. Lobbies were as much a way for people to stack games by booting anyone who seemed higher than their side.
The goal with only automatches right now was to get everyone into the automatch system so that it would always have a larger pool of players, instead of everyone idling in some lobby yelling out room names.
Now, this assume the automatch works well, but there's not inherently better about lobbies.
Yep. However, Germans getting trenches doesn't mean Soviets won't get them as well, they're generic enough that somewhere down the line you could see Soviets getting them too.