The idea is you can send the squad with a BAR and a sweeper to edge cap. If the opponent sends a squad to contest you then you can pin it and complete the capping.
Back when volley fire provided instant suppression, you didn't even need a BAR. It literally just put the enemy squad in suppression and you could just keep them that way because of how suppression works.
and the enemy can have an mg backing them up without the 20 or 30 ammo drain on volly fire. so..... what
OKW needs to tech in order to get MGs which means you have several minutes before the enemy has any form of suppression. Ostheer gets MGs, but their infantry don't trade as cost effectively against REs as OKWs in the early game.
As for the 20-30 muni drain on volley fire, you only need to push back the enemy to get map control. Sacrificing 20 munitions to force a sturmpioneer to retreat in the early game is well worth it. The more map control you have, the more munitions to spam volley fire. The downside is you wont build up any CP, so if you are relying on callins then you wont get them.
But if you just wanted to stall until M15, or m20, or stuart, then this worked very well.
just like the mg 42 supres almost as soon it hits should volly fire be as soon they open up fire and supress. make it so that they need a longer reload time after they empty them magazines so the other units can get out of supression. so its more a combined abillaty on 1 unit they supress
They used to function like this, and what USF players(including myself) would do is focus on munitions, spam RE and completely lock down any enemy mobile infantry by suppressing them and having another squad to maintain the suppression nearby. Then if another squad popped up, you just use volley fire with the other RE.
If you want to compare damage on the move do so of the whole squad at close/mid/far.
Comparing percentages of drop of a single weapon at single range can be misleading.
Finally Ober are probably better of standing still instead chasing a retreating squad.
Damages are at ranges 0/10/20/30
Top number is static dps, middle is moving dps, bottom is damage ratio.
Percentages rounded to nearest tenth of a percent.
Naturally paras and commandos have substantially higher dps at point blank range both on the move and standing still. Commandos retain this edge up to range 10 but sharply drop off after that(in both static and mobile dps) while para DPS starts to drop at around range 4 due to the carbine weapon profile.
Obers are better at chasing and in fact, Tightrope did a video on this already.
Ober testing is around 7:30.
I don't have an issue with ober static damage output, I just think as long range LMG equipped squad, they should be LESS effective when chasing, not more.
RA does not help against AOE weapons. A 4 men squad is significantly less durable against tanks and mortars or other indirect fire compared to a 6 men squad. Which hurts Obers a lot. They need to have remarkable DPS to compensate this.
If their damage isnt good enough, their static damage output should be buffed instead of keeping their mobile damage so high.
It also almost exclusively matters at max range, because at 20 range for example Obersoldaten as a squad have ~55% DPS on the move while LMG Paratroopers as a squad have ~45%.
Now obviously the difference goes up in favour of the Obers as more models drop, but they need to have an advantage for being a 4 men squad.
I thought their advantage was their impressive RA, and concentrated high damage output. I just dont feel like they need to have excellent mobile LMG damage output as well. The IR stgs give them that.
These numbers are not correct because the amount of weapons between the squads varies (Paras have 2x LMGs). For example at max range Paratroopers as a squad go from 25,4 to 9,7, which is 38% and not 18.
I was referring specifically to the LMG dps and not the dps of the squad as a whole which still favors obers anyway.
I suppose I should have seen this coming after so openly reminiscing about my adventures with LMG obers in the forum and chat.....
They're still a 4 man squad and not supermen even with 0.7 RA as standard. The LMG is actually worse the closer the target is, so you really want to keep the squad behind cover and picking off models afar.
I understand the role. And I think the damage output when standing still is fine. I just dont like the fact that obers can MOVE while retaining so much dps.
For the record, this is something I've been meaning to post for some time now but I've been on the fence about if Obers being "uber" elite makes it acceptable.