The .50 cal used to use the default MG icon, so no unique content has been lost. Since they are both HMGs, I think this change fits.
Whatever the icon was before, it was different than other MGs. So now you cannot tell in the tactical map for example the diff b/w a DhSK and a .50 cal |
DhSK and .50 cal share the same unit icon. Please revert this back, they used to be unique |
All heavies in general are mediocre. Especially King Tiger, I have never seen that thing perform well. It always dies lol.
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That's a weird requirement, what if a user accidentally didn't provide any commander choices in the lobby?
I think KT should be called from HQ |
- Don't do engagements where you are outnumbered. If there are 2 Riflemen and you have 1 Volksgrenadier, do not engage them. Instead, look for a different engagement: sometimes you will see your teammate (or yourself) has another Volksgrenadier engaging 1 Rifleman, help him out to get the 2v1. Force Rifleman to retreat, then 2v2 the other Riflemen.
- Don't do engagements where you are outgunned. For example don't fight a sturmpioneer with a conscript and don't fight a pioneer with a combat engineer at close range.
- Its all about forcing enemy to retreat. This gives you map control. So if you see a sniper, put some damage on it so that it needs to fall back. If you outnumber a unit, a lot of players just retreat them. The more you can make your enemies retreat the more map control you will have
- Stick to your lane, in mp games. Do not sacrifice your lane or keep off the pressure on your lane just so you can help your teammates. This almost never works out because you are giving the enemy free resources and then allowing flanks. Generally the only units you should be sending around the map are vehicles because they are fast. Either that, or you will help your teammates at mid. The reason why keeping your lane is so important is also because ignoring a lane creates holes in your frontline susceptible to retreat-wiping flanks.
- Do not focus on Victory Points early game. If you focus on the resource points, you will eventually be able to get the VPs by mid game due to winning engagements from munitions and light vehicles.
- Rush light vehicles. Although against some builds (like Puma builds) it is not as effective, it definitely punishes other kinds of builds such as MG42 + PG builds, AG builds, Infantry Section builds. Another benefit is they might need to make an AT unit instead of another infantry unit. And of course the final benefit is inflicting MP loss in return for repair costs.
- Control mid = gg. Controlling mid in any gamemode is very important because it allows you to place a Pak and MG in it to lock down a huge part of the map, next to their cutoffs. This allows you to pivot your units to flank or capture either fuels or harass their cutoffs. Mid is also difficult to flank as it is usually close to your base. Placing a recon unit like a 222 especially with spotting scopes can secure you a very gg.
- Watch replays of every one of your matches. Why is that some players have thousands of hours of gameplay yet they can't beat other players with ~750 hours of gameplay? Because quality over quantity. One reason is because in CoH2, micro can only get you so far (which in general is improved by hours of play). Players with thousands of hours of gameplay probably know how to min-max units, know how each unit performs at what range, has a good game sense, but they may lack strategy. For example, they may have tunnel vision and attack heavily defended positions with no smoke or flanks. They may not know about their flaws, nor do they improve. This is because they don't spend the time to watch their own replays to develop strategies. For example, a player with 2000 hours of gameplay may not understand that having a pioneer next to a MG42 is advantageous because this is strategy not micro. I think you can develop strategy only by thinking and observing your plays, other players, and replays. On the other hand, quantity of games may just improve your reflexes, micro capabilities, understanding of units. This is good, but not enough. A player with 5000 hours of gameplay may not know that it is advantageous to hold mid strategically, or to avoid certain engagements to avoid manpower bleed. He may not think that it may be strategic to slow down and stay put instead of attacking until the right army composition is achieved.
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Try and play the damn game with out em as axis(specially ost) and find out.
Yes I never said MG42 and MG34 are OP. They are great MGs and Axis deserves them. But the whole point of the USF .50 cal is mobility. If you have to nerf it, then nerf the suppression not the mobility.
.50 cal mg nerf is weird and unexpected, since when did .50 cal ever dominate the battlefield lol. It just gets riflegrenaded to death and has a small cone...
And I play Axis if that's what you mean, and I will lose without MG42s. |
There's been a lot of hotkey changes, not sure if intentional. I'm so used to hitting the C button for my conscripts to throw AT grenades but I end up wasting MU on Oorah.
For some reason C and X got switched. This is especially frustrating because its become muscle memory on mainline infantry over the years. |
Regarding sniper nerf. I like that sniper is nerfed, but it has not been nerfed properly.
I think the purpose behind the sniper nerf is to encourage combined arms w/ infantry support. I think the desired outcome is that snipers should not be able to engage enemies by themselves.
I like this, but the nerf changed nothing. All it did was nerf vet 0 and vet 1 snipers. At vet 2 and vet 3 they still can engage infantry on their own.
I THINK REMOVE ALL SIGHT BONUSES FROM SNIPERS AT VET and increase rate of fire (or something else) instead to truly obtain the desired outcome. This way, they can never self-spot without counter-fire. |
Well .50 cal is getting a nerf now so perhaps the OP wasn't lying.
I am curious to why the .50 cal is getting a nerf. MG42 and MG34 are still better MGs, although not op. |
Churchill has a sten gun? |