So I think it's clear this thing performs worse (e.g. worse at suppression/dmg. Worse or equal traverse or set-up speed) than any other HMG across the factions. If this situation is wrong, can someone correct me and explain what "advantage" the MG34 has (for example, the Maxim has shorter arc than MG42 and worse suppression, but sets up quicker, has decent accuracy, and has 6-men) vs. the other HMGs? It seems to just be a strictly worse version of the MG42.
- I know it's slightly cheaper, but that really isn't enough of an "advantage." (imo, anyways...)
And if this situation is the case, why is this considered balanced? Is the larger firing arc (compared to .50 cal and Maxim) really enough to justify it's non-existent DPS? Where every other HMG in this game will start to lay-on the damage AND suppress decently while they're at it, the MG34 is such a non-threat that it really only works when the enemy AFK's in front of it OR don't know how to cover...
To me, it seems the MG34 is a waste of manpower better spent on Volks, Raks, Jaegers, Obers... literally anything.
Someone make some counter points please, I want to feel good about building this unit.
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Welp, this didn't go so well and I generally got outplayed.
tomakaze had some nice T1 tips for me. Sniper after the 3rd Con, flamer clown car into Guards.
I got outplayed but maybe 5 cons isn't so great on Faymonville? A mortar w/ smoke would've been decent because that center house w/ MG42 forced me to play a side or split my forces. I really hate how slow the soviet mortar is. It really needs to get faster at aiming and rotating because it is just such a pain to use when compared to other standard mortars.
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VS
Tomakaze
GBPirate
I would not get more than 3x Cons unless you plan to upgrade them with PPSH - they tend to not scale as well as Grens/volks since they get LMG/STG 44.
Additionally, since he went flamers (the original match - not the one vs Tomakazee), he became incapable of getting minesweepers - this gives your mines free reign so start spamming them when you can - 2x CE helps with this tactic. |
1.) IMO, conscripts are heavily reliant on cover when facing volks/grens. For this reason, I think it's better to rush your first 2 conscripts to critical locations (maybe an important building or heavy cover near a cutoff) and sit them there until something runs into them. I saw you just took the closest strategic points; and while certainly not bad, it can make using conscripts awkward since they are not great at pushing into anything in cover. Against OKW, I also go 3x cons - rush conscripts to battle, maybe build sandbags at VPs/enemy fuel, and ignore taking "my" territory, and build a 2nd CE and have the CEs backcap the line behind the battle.
2.) As tightrope said, Maxims just don't seem to be nearly as potent as they once were. Not only the momentum delay, but they arent even that good at dueling infantry (I feel they are easily flanked by wary opponents). They are decent as a backstop - but you generally don't want/need such a role until like mid game.
3.) By the time your maxim came out, OKW was already sitting in heavy cover/buildings at your cutoff - probably the worst situation for maxim. At that point, you were probably better off blobbing your conscripts for an assault with a mortar team (to clear buildings) instead of a maxim.
My build against OKW is basically 3x cons, 2x CEs (including default one), T2 (for prep for AT gun and it gives you some command points), and then SHOCK TROOPS. Depending on the fighting, these guys may not come out so fast and you might end up floating some MP. This is OK imo - shocks are nearly 400 MP anyways, you can get early hospital, and you will need an AT gun to follow up the shocks since, as you said, Luchs/Flak HT is popular meta. If the fighting is slow and I still don't have 2 CP, I will go mortar since I'm just so turned off by lackluster maxim performance early game. Shocks do very well vs basically every OKW squad, making them a superb infantry superiority fighters (compare this to OSTHEER, where LMG grens/HMG teams are prevalent and can laser these guys from far range - vs - OKW who tend to do better mid/close range - MG34 is also kinda bad and so not a great counter to shocks imo). |
Advice on opening soviet build orders also appreciated - I feel it's hard to nail it down with 222/flame HT meta. |
Me trying to fit into this new meta (dam I hate this flame halftrack rush)
GG |
Ah, balance forums never change. |
That's what happens when you have a game based on long-term strategy and tactics (avg game is 20+ minutes.... nevermind close games), but also have cheesy as fuck units/abilities that end the game in seconds.
Very frustrating. |
blame Paul.a.d and abusers like him for the rampant use of these CLEARLY unintended uses of mechanics, pushing people to use this for a competitive edge. |
and I would always take cal 50 over mg 34 every day it's faster more pen more damage more suppression
Same |
I'd take a rak over any allied AT gun any day. What you fail to sum up is just how broken an invisible at gun is, I'll say that again an INVISIBLE AT gun.
"But its ROF is crap and it's rotation is poor" + other bullshit people throw out, whilst ignoring the fact that when the AT gun is invisible you can position it in such a way it doesn't need to rotate for the second shot. The first shot is a fucking surprise, you can't see it coming, by the time you realise it, a second shot has hit.
Anyone that thinks the rak isn't good needs to watch/rewatch barton Vs Wada and learn how broken an invisible AT gun actually is.
Only good for people who don't micro squads and get of cheap shots. It may be useful to finish off almost dead tanks - but if your tank is so far forward that it gets 1-shot by rak, you deserve to lose the tank. |