http://www.coh2-stats.com/small_arms/maxim_m1910_hmg_mp
<Da truth>
[/code]
Oh it does eh? The area multiplier's just half a what the 42 does. Cool. |
Thanks! |
The 42 has area suppression (and so do all MG's except the maxim), so it deals suppression in an area around whatever it's shooting at. No idea how big said area is. |
So, say I want to give conscripts a grenade ability, for now lets just say it's native to them instead of researched/vet gained, how do i do that? |
As I understand it, suppression is incurred when you are shot at, regardless of hit or miss. Accuracy has nothing to do with suppression. Cover just lowers the amount of suppression dealt per shot.
|
Okw armor is basically paper thin until the panther/biggertigger hits the field, and that wee little AT gun you can get from def doc is actually good at killing the flacktrack. Best of all, it pops out from off map on demand. You can use T4 and mines for killing the real armor.
If you hate the flacktrack that much, leave def doc in your roster and don't pick a commander until you see what he spends his early fuel on. |
I wish they'd make it "pay (howevermuch - 20 maybe) fuel, get a cons squad". Or make it 50ish and it summons two at once. That way you could actually use them to save you on manpower for other things. It's not a vehicle you say? Then have them be dropped off by a Studebaker and be done with it.
They'll never do that, but whatever.
Edit: There's manpower to fuel, manpower to munitions, munitions to fuel, fuel to munitions, and (with the current rapid conscription - terribly) munitions to manpower. Fuel to manpower is the only resource conversion you can't get as far as I can tell. |
The only thing I'd change about it would be it's horizontal traverse speed (needs to be faster) and adding an automatic reload when out of combat( or something similiar).
Oh man, auto reload. Forgot that one. Yes please. All MG's should have this. Hell, every unit should just reload when out of combat for like 20sec. |
210 posts so i have no idea if somebody has said this before.
Just a quick "workaround" for jacksons.
Usually (for me at least) I don't need a jackson as my first tank. I usually get an M8 Scott as my first build of T4. The scott then proceeds to murk infantry and be generally awesome. Used aggressively, it will have a fair amount of vet by the time I get a jackson out. Then I swap crews since the jackson really needs HVAP and the scott is good at vet0. If I build a 2nd jackson, I do this again.
Balance comment: penetration up, damage down. I'm fine losing a 1 on 1 fight to a panther, it's an expensive beast and deserves to be king of the medium tanks, but i'd like to consistently do some damage when it chases me down the map. |
I don't mind that infantry can crawl up and nade you (re-positioning is micro, micro is good), but when your MG team gets focused down in a second or two in the mid/late game because it is effectively always at one less level of cover than everybody else, it's just dumb.
End the daggum +25% received accuracy on all weapons teams, and give MG crews vet bonuses relating to pack/set up time, traverse, and small received accuracy buffs to keep them alive in the late game.
And up the 42's damage a wee bit - I know that mostly it's firing to keep their heads down or whatever, but it's the friggin MG42. |