i think it may make USF heal troops too fast, USF ambulance already have the AOE healing, it have some cds but it is the only real AOE healing in the game. which heals big group of units very fast. once we have the medic setup medic station, (i will call that for now) and let RE in the ambulance and use the skill. it will heal big group super fast. which could be broken for USF that use medic station+ambulance as a FHQ like SU since the infantry in both aura will heal super fast. that is all i can think for now, maybe give the ambulance positive heal and lower the healing rate to units near it once it stop instead and remove the skill. |
Yet it doesn't require any teching, costs 40 MP less and has no build time because it is a call-in. I think that's pretty fair.
They are still sufficient for their costs. If anything, buff the suppression then, no?
call in is not excuse of it not good being its only roll, most of the call in units are very good at its roll like guards and shocks, yes it is cheaper but i am willing for it increase its price and have a better suppression, 40MP less than HMG 42 but its performance is only as half as effective is too much. |
The purpose of the MG34 is to give the OKW some means to shut down certain areas of the map due to suppressing enemy troops. That's why it has a big cone of fire and good suppression.
it doesn't have good suppression sir. in fact they have the worst suppression among everything that can suppress except front gun of Ostwind. so it can'ts shut down any area. |
While putting the MG34 in the HQ would be good, it's still a very mediocre unit due to it's awful DPS meaning it can't actually really DO anything to troops stuck in it's arc like all the other MG's in the game can. It should get it's old damage of 4 back instead of the current 2 we are stuck with.
The vet ability needs a rework to, while incendiary rounds are nice they don't really serve a purpose for OKW which already has light vehicle counters. It should have a vet 1 ability that just triples it's ROF at the cost of having a period of time after the ability is finished were it can't fire and has to "cool down"
both 50 cal and HMG 34 need some receive accuracy buff they die too easy, both their vet 1 ability sucked. 50 cal has sprint, who the hell use that at all?, HMG 34 has incendiary rounds it is great on HMG42 but so pathetic with its low damage, it takes forever for HMG 34 to gain vet too since it can't really kill anything. i had two HMG 34 in game front line until game ends never retreat keep fighting in the front line, didn't got decrew because they are backup by my teammate HT. both are at vet 3 and 1 of them close to vet 4 at end of game, i don't think it will ever reach vet 5. also i think HMG34 setup time need reduce a bit, it have HMG42 setup time but it is piece of crap compare to HMG42.
I don't like the ability that triples its ROF it is too much, I think add a spotter ability that increase it sight by 30~50% for 20 sec is better and more useful. |
hmm did you guys have reply of the test or video for it, I want to see it. also want know if it is same for OKW. I haven't put troops in bunker in ages. |
OKW has some of the most expensive and least effective arty in the game. Ost has some good plane strikes, but they are expensive for a Munitions starved faction(sans CAS).
Soviets have the best mortar in the game and the 2 best Howitzers. USF has the only mobile Howitzer, and some of the most powerful artillery strikes in the game.
All of this is getting off-topic though. Soviets deal with blobs with Maxim supported by ML20, B4, 120mm mortar, or 82mm Mortar. Drop that shit right on those Volk/Ober/Fusilier blobs and watch the MP bleed. USF 50cal can slow them down and allow your LMG/Bar/FT Riflemen to lay the hurt on them. In addition the Mortar HT isn't incredible, but isn't not too bad either, getting one can help out.
Both Allied factions also have access to Demo Charges, which Axis do not. Just learn to bait and PUSH THAT PLUNGER!
we should have demo for everyone, then you won't see any blobings because it hurts so bad. also 90 munition is too cheap for SU as it always have tons of munitions
anyway back to topic |
Nope, mg42 crew and mg34 crew seems much more survivable. I think it is because allies have no rifle nades and lmgs which can kill with single shot.
those crew member do get wipes from single nades some times, it is easy for USF nade to pick off 3 out 4 models of HMG 34, HMG42 some how is better survivable but not much better, especially when they are in yellow cover, because models are hugging each other in yellow cover. German HMG in yellow cover + nade wipe like 60% of the time |
yes it is very loud but how much time you have to react? around 0.5-1sec i think
you can't hear the aim right? since the field usually really loud. I never pay attention to aim sound of strum tiger though |
You can hear it... it's really loud, even through Fog of War.
yes it is very loud but how much time you have to react? around 0.5-1sec i think |
I say get a second SP early as two SP will let kubel more active than only have 1 SP and it can make kubel + SP combo works more often, also since you getting medic building i will say a field gun could help as volks don't stand a chance vs rifles, but field gun can suppress the USF infantry so dont use field gun as mortar instead as a indirect fire HMG... (hmm pretty much same as EtherealDragon said)
luch is a bad choice, i rather save for a early stuka or p4 but since you use med HQ, get a JP early as a mobile AT, I personally like go mech first instead of Med. also since you getting Luftwaffe, two HMG 34 cover each other is great choice if they are blobing, which 80% of USF do most time.
I say Breakthrough or Scavenge even fortification works better against USF (if he didn't go for priest commander) than Luftwaffe, Luftwaffe works better against SU.
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