Actually, reasons for maxim meta are multiple and maxim itself is just one of them.
As I've said, direct and indirect nerfs to cons made them unusable, despite rec acc buff anything still rolled over them is one reason. You're still doctrine dependent if you want to use cons at all for anything else then cappers, AT nades and opponent vet source.
Another is, people got fed up of playing same 2 doctrines over and over and over and over again for YEARS, because you need shocks and IS-2 or guards and 34/85.
3rd reason is, T1 should be AI focused alternative to all-around T2, but due to penal state, snipers losing effectiveness from patch to patch, M3 being garbage and huge doctrinal dependency, increased viability and potency of axis light vehicles the whole early game tier got pretty much removed from the game.
All of that added up to people using maxims as mainline infantry, we can't play same guard motor doc for 4 years without going insanse(see cpt molo).
We will feel this nerf, but meta will remain unchanged.
People will still spam maxims, because there is no other valid option.
The nerf is lazy band-aid fix on a more severe issue.
Soviet T1 had their good-old days
I once recall Paulad and Sib can use 2 snipers with dual tech ZIS to completely ruin the day of Axis players.
`Sniper-car removed~
`Sniper can no longer sprint
`M3A1 dps nerf
`T-34/85 cant call-in
After all these nerf, T1 is basically doomed. Penal? I wont build them even if they are 240 mp.
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They are not much different in core desgin, if we talking about HMG teams, not emplacements or trucks. They all are deffensive HMGs, they performing pretty same, their core desing is pretty similar.
You said yourself, that only differense between MG-42 and 0.30, that 0.30 deals more damage, in exchange too slow RoF and supression. And you know what - this is great! Let's make MG diversity in CoH 2 in same way. Similar core design, similar foundation - different stats.
I just really belive, that that "uniqe and original" design of Maxims/DShKs is great fail. Fixing it will fix all other problems, conected with Maxims.
In games units/items/abilities are not always what devs want them to be.
Maxim is designed to be used at offensive so it has more crews, faster set up but limited firing arc, like what it is now, that what devs want it to be in the first place.
But something went wrong in between Maxim has assumed the role of core infantry rather than support weapon in this version (and many times in history versions). It's not because Cons are worthless (which they are not), it's just Maxims are just great. Once upon a time Maxim squad equals to a 6-men con armed with Maxims HMG with same price as Cons, no wonder players don't need cons. For example u can build a Panzerabwehr volk squad with 1 schreck for 255 mp will you still build vanilla volks? Of coz not.
But I DO agree this nerf is a bit too much, the cost increase is entirely not needed.
A bit of diversity is fun, we can always introduce a new MG for Soviet, one which is similar to Mg42. |
Diversity between factions is good, but balance is more important.
I keep using that example - in vCoH all HMGs were pretty similar in their mechanics. Wide arcs of fire, AoE supression, long set-up time. Only different were abilities, damage and other important poitns, not so hardly connected with core design. I don't understand, why not to make it same here - all HMGs have same arc of fire and setup/packup time, as MG-42/Vikkers, maybe little different AoE supression, dependend on damage dealing and make diversity in their abilities and other stuff. But not in general design. Let them be all "in general" like MG-42s, change other parametrs, damage, supression per shot, penetration, maybe add some abilities...
You are wrong about vCoH.
The US .30 M1919 has rather slow RoF and low suppression but deals more damage compared to Mg42, but they are cheaper. PE has no infantry MG but they have mobile MG HT 250/2. Commonwealth only has doctrinal Commando MG but they can build MG nest to suit their rather defensive early game.
MGs in vCoH are very different |
That's not mystery at all. Even 222 cars can destroy Su-76s, just because SU has veeery low armor, specially in back. SU-76 is not medium tank at all - it is light tank with med-tank gun.
So, Luchs can destroy SU, there is nothing specific in that.
We are not discussing whether or not Luchs or 222 process the capability to destroy Su-76, we are discussing why there are players who would lose them to Luchs or 222. It would require a great more micros for German players to outmaneuver.
So the issue here is L2P |
Good Job Dullahan
Good to see someone has proved Soviet Stronk with some real proofs
Despite those who constantly crying Soviet need buff, it's still has good 1on1 win ratio among top players |
This one is the best fan-made faction I have ever seen.
Hope one day I can see it become real
Besides, a advise for you.
Since this is "Company" of Hero I don't think it's good to introduce General here
How about Vet0 for Leutnant, Vet1 for Hauptmann, Vet2 for Major and Vet3 for Oberst |
Hey guys how does a M18 Drop/Bazooka instead of an upgrade sound?
Paradrop M18 sounds very good to me, it's strong and can combine with other tactic or your teammates but not op.
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Leaving my opinions here in the form of changes I've already completed:
Mines (General-Purpose and Tellers)
Reducing the amount of RNG involved as 30 munition is too cheap for the chance of killing a vehicle's engine. Tellers lost the chance as well due to their higher damage. Mines also deal less damage to infantry to prevent one-hitting full squads. In exchange, they deal suppression to help halt pushes or assaults on the flanks.
-Removed the chance to deal heavy engine damage.
-Deals 35% of normal damage against infantry for 70 damage leaving full health models at 10 health. (General-Purpose)
-Deals suppression on squads hit by mines. (General-Purpose)
This change would make the Soviet Defense Commander look powerful, their 5 muni mines are guaranteed for at least 1 model kill, so a cluster of them (6 for 30 muni) would deal more damage and still faster to deploy
If you mean to nerf the 30 muni mines of OKW and Soviet, this has to be nerfed too |
There are other nice RTS games coming out, but due to close to non existent marketing no one hears of them
Gothic Armada anyone?
Its sad that RTS market shrunk to CoH2/DoW2, Total War and SC2.
Gothic Fleet Armada is not a complete game yet, intel shows there are at least 3 more factions coming after release.
Space Marine or Adeptus Astartes as promised
Tau Empire because the they won the poll
these 2 are free for the players who preordered it.
and one or two more from Necron or/and Tyrannids
The game is boring, full of bugs and far from balanced, I will spare you the detail because this is a COH Fourm..
But I will play it for Chaos!
BTW, thx relic. I would buy more CoH and DoW games if you release them |
WM is fine what it is now, it's just USF sometimes too good |