WiFiDi (moderator): removed first sections as it breaks rules im tired of having damange discusion by removing whole posts for just 1 part so this one is getting the edit treatment which won't happen often.
Maxim aren't defensive weapon like MG42, it is used for offensive, to support your guys behind, therefore it has ultra fast pickup, rotate, set up and narrow arc of fire.
Works wonder when following a cons riot and pinning grens when they need.
Using them like MG42 just asking for getting wipe.
I have already made a list of the pros and cons of the maxim compared to the MG42, to which I think you will agree.
Please explain to me why, considering the above, you think it is a bad idea for the maxim to be able to stop axis blobs? Why is it that the early game blobbing of grenadiers should go unpunished, when conscript/rifle blobbing is considered bad micro and should be punishable in a harsh manner?
This thread is quite entertaining. By all the complaining here you'd think COH1 was unplayable because people actually had to flank. There was no smoke from the gods, or oorah on non doc inf, or flamer rifleman, or any of that crap. Yes if you blob 4 rifles into 1 MG your 4 rifles SHOULD NOT win the engagement. Spread out 4 rifles and flank and you will win easily. Just because your 4 rifles cost 5X more than 1 MG doesnt mean squat. If you play like a scrub you should get whooped like one and obviously too many scrubs got used to climbing the ladders with a crutch under both arms.
Nobody is asking for frontal blob assaults to work on HMGs.
What people are asking for is:
- Give Maxim the same treatment, you can blob 4 (volks)grenadiers up to a maxim and kill it just fine.
- Do something about rifle grenades so you can't blob up grenadiers right up to HMGs and rifle grenade it from max range
- Give USF some MP only counters in the form of early mortars or snipers or whatever so HMGs don't automatically shut down half of the 2v2 maps.
Failing that, make the MG42 more expensive because (in large part due to the above reasons) it performs way better than the other HMGs.
I find Defensive Tactics to be quite a fun commander actually. It is one of the few ways where you can get a good soviet combined arms army that includes a sniper without having to over-invest in tech so you can still have armor out fast. With the new SU76 I have been having quite a bit of fun going
2x engy
T1, sniper or penals depending on the map, possibly scout car
2-3 conscripts
DHSK
Mortar or mini AT gun if necessary
SU76 or other T4 units, depending on the situation
Quite a fun build if you can live with the fact that the soviet sniper doesn't do well if you only make 1 of them instead of 2.
The AP rounds are fairly cheap and got an indirect buff from the basic pen of the Dshk being increased. AP rounds increase then pen by x4 meaning now it will pen at mid and close range everything that isn't a Puma or P2 and at 80 damage per burst that's pretty huge. The reload on the Dshk is also shorter meaning the Ap rounds activate fairly life quickly
At close and mid range, the arch is so small that only an immobilized vehicle would have to fear from DHSK AP rounds. Combine the ease of escape with the low DPS (yes, against vehicles it ís low, unlike MG42 IAP rounds) and you have an ability that is very underwhelming.
The only light vehicle that has to fear from the DHSK is the Kubel, but even a maxim is enough to force a Kubel back.
I NEED AT-GUN WHEN I MAKE STUG E WHEN I HAVE 2,5 MORE FUEL THAN MY OPPONNENT ?
Fucking liar
Your fuel is only so high because you skip tech and always use call-ins like a crutch.
In any case, your suggestion in this thread is beyond retarded. It is literally the absolute worst suggestion I have ever read on any game forum, ever, by far. Ironically, you have just created a thread that is the ultimate argument against your own proposition: . Because you have just showed me, and everyone else on this forum, that you have an absolute lack of understanding for mechanisms of balance.
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If a man with a disadvantage of fuel can comeback with a motorized unit or not, so his tank is OP, or one commander is Op, for exemple CAS.
The Player with less Fuel need to loose vs a opponnent with more Fuel.
If he can compete, comeback or win, the unit or ability use is Op.
That's why Only Players with HIGH SKILL for each Mod can balance the game and if they test the game Together for see if a player with a disadvantage of Fuel can comeback.
If that is the case, why not remove AT guns, AT mines, bazookas, panzerschreks, AT nades, AT strafes etc? After all, they are all non-fuel options that can compete with fuel units. OP!!!!!!
In fact, why not take it a step further? Why not replace VPs with fuel, and have the first person to get a tank win? Or why even bother with the tank, Just make it first person to X fuel wins. The one who gets the tank first needs to auto-win anyway right? Why not simply make the tank roll-in with the "Victory" sign?
The Dhsk always suppresses on the first burst and does really high DPS so while it may not stop blobs like the .50 cal or MG42 does being caught in it's LOF hurts really bad.
And it does high damage to light vehicles using it's special ability, the only thing it can't pen 100% of the time using it is a Puma or PII.
The DHSK does have nice AI damage and does suppress 1 squad quickly. But the AP rounds are more for show and not worth the resources. It does less damage and less penetration than the HMG42 with AP rounds and it's easier to save your light vehicle from death by driving out of the arch. I'd welcome anyone to show me a replay or cast where they have been able to use this ability with a reasonable degree of success, because I have never personally see it have any major impact on a game (unlike MG42 AP rounds that tear up infantry and light vehicles alike).