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The maxim thread

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28 Oct 2020, 15:05 PM
#81
avatar of Spoof

Posts: 449

so, if maxim arc got buffed to 120 like most mg's, would that be ok? or would something else be nerfed to compensate? maybe give it shorter effective range to dmg/supress?

There's no way an MG with a 6 man crew should have a 120 degree firing arc.
28 Oct 2020, 15:12 PM
#82
avatar of Aerohank

Posts: 2693 | Subs: 1

so, if maxim arc got buffed to 120 like most mg's, would that be ok? or would something else be nerfed to compensate? maybe give it shorter effective range to dmg/supress?


What would help the maxim is a more realistc pricetag of 240mp, reduced cost of T1 and T2 down to 80MP with faster build time to actually allow the unit to hit the field in a reasonable timeframe, and make T3 cost 80MP more to not boost the T70 timing.

28 Oct 2020, 15:42 PM
#83
avatar of BetterDead ThanRed

Posts: 219

jump backJump back to quoted post28 Oct 2020, 15:05 PMSpoof

There's no way an MG with a 6 man crew should have a 120 degree firing arc.


and your suggestion about making maxim a tad better was?
28 Oct 2020, 15:44 PM
#84
avatar of Spoof

Posts: 449


and your suggestion about making maxim a tad better was?

Buff the price by bringing it down to 250/240 MP, buff suppression and DPS a little, maybe decrease the setup time by 0.5s, use Miragefla's squad formation that somewhat alleviates the deathloop. The Maxim doesn't need radical changes, otherwise it'll swing from underpowered to overpowered.
28 Oct 2020, 15:50 PM
#85
avatar of JulianSnow

Posts: 321

fairly certain the maxim is not in the top 10 units that need to be fixed at this point in the game.

feels like yesterday since the endless maxim spam was put to an end.
28 Oct 2020, 16:04 PM
#86
avatar of Widerstreit

Posts: 1392

fairly certain the maxim is not in the top 10 units that need to be fixed at this point in the game.

feels like yesterday since the endless maxim spam was put to an end.


+1

But still, it is useful versus OKW if flanking is no map-option. Only leIG18 helps.
28 Oct 2020, 16:10 PM
#87
avatar of Spoof

Posts: 449


+1

But still, it is useful versus OKW if flanking is no map-option. Only leIG18 helps.

Exactly. That's why I'm against increasing the arc and decreasing the setup time.
28 Oct 2020, 17:34 PM
#88
avatar of Mittens
Donator 11

Posts: 1276

Time to build the maxim is too long, suppression AOE is too low, price would be fair if these were adjusted respectfully. I think you could keep the arc the same if you buffed its performance still requiring the player to relocate and allow axis players to flank, currently the MG doesn't do its job to stop blobs.
28 Oct 2020, 17:41 PM
#89
avatar of gbem

Posts: 1979

jump backJump back to quoted post28 Oct 2020, 15:05 PMSpoof

There's no way an MG with a 6 man crew should have a 120 degree firing arc.


6 man is irrelevant with deathloop... until the issue is completely remedied the unit doesnt count as a 6 man team
28 Oct 2020, 18:16 PM
#90
avatar of Spoof

Posts: 449

jump backJump back to quoted post28 Oct 2020, 17:41 PMgbem

6 man is irrelevant with deathloop... until the issue is completely remedied the unit doesnt count as a 6 man team

6 man is still harder to kill with mortar than 4 man. Don't act like 6 man is equal to 4 man.

On the note of the deathloop...everyone always complains about this. I have NEVER experienced a deathloop that resulted in the loss of the squad. I've seen deathloop happen to like 2 models but then the MG finally gets crewed by the third model.
28 Oct 2020, 18:22 PM
#91
avatar of gbem

Posts: 1979

jump backJump back to quoted post28 Oct 2020, 18:16 PMSpoof

6 man is still harder to kill with mortar than 4 man. Don't act like 6 man is equal to 4 man.


4 man teleporting mg = 5 man deathloop mg imo... soo thr maxim is equivalent to a 5 man mg and must be treated as such...

jump backJump back to quoted post28 Oct 2020, 18:16 PMSpoof

On the note of the deathloop...everyone always complains about this. I have NEVER experienced a deathloop that resulted in the loss of the squad. I've seen deathloop happen to like 2 models but then the MG finally gets crewed by the third model.


The deathloop is a common occurence... try zooming into your battles to see whats what...
28 Oct 2020, 18:23 PM
#92
avatar of Spoof

Posts: 449

jump backJump back to quoted post28 Oct 2020, 18:22 PMgbem

4 man teleporting mg = 5 man deathloop mg imo... soo thr maxim is equivalent to a 5 man mg and must be treated as such...

What do you mean by 4 man teleporting mg?
28 Oct 2020, 18:25 PM
#93
avatar of Spoof

Posts: 449

jump backJump back to quoted post28 Oct 2020, 17:34 PMMittens
Time to build the maxim is too long, suppression AOE is too low, price would be fair if these were adjusted respectfully. I think you could keep the arc the same if you buffed its performance still requiring the player to relocate and allow axis players to flank, currently the MG doesn't do its job to stop blobs.

Realistically the Vickers and the MG34 are not good at stopping blobs either. Only the M2HB and MG42 are capable of doing that.
28 Oct 2020, 18:27 PM
#94
avatar of gbem

Posts: 1979

jump backJump back to quoted post28 Oct 2020, 18:23 PMSpoof

What do you mean by 4 man teleporting mg?


The mg34 42 and vickers all teleport when the gunner model dies

jump backJump back to quoted post28 Oct 2020, 18:25 PMSpoof

Realistically the Vickers and the MG34 are not good at stopping blobs either. Only the M2HB and MG42 are capable of doing that.


The vickers and mg34 will stop a blob fat better than a maxim ever can...
28 Oct 2020, 18:32 PM
#95
avatar of Spoof

Posts: 449

jump backJump back to quoted post28 Oct 2020, 18:27 PMgbem

The mg34 42 and vickers all teleport when the gunner model dies
The vickers and mg34 will stop a blob fat better than a maxim ever can...

Except all 3 of them still can't. It doesn't matter how much better the Vickers and Mg34 might be against 2 squads, none of the 3 MGs can stop blobs of 3+ squads.

Since deathloop is unfixable, why not lower Maxim's reinforcement cost? Losing whole MG crews to deathloop is greatly exaggerated, although I can understand the MP bleed caused by constantly dropping models.
28 Oct 2020, 19:01 PM
#96
avatar of achpawel

Posts: 1351

It is a normal mg imo - the tradeoff being larger crew and mergeability. I feel that those suggested two front entities will also increase its vision a bit making it less vulnerable when solo guarding map fragments. I'd wait for the patch and test before any other changes are applied. One step at a time (lots of previous patches were 2 steps and it was too much).
28 Oct 2020, 19:21 PM
#97
avatar of Protos Angelus

Posts: 1515

It is a normal mg imo - the tradeoff being larger crew and mereability. I feel that those suggested two front entities will also increase its vision a bit making it less vulnerable when solo guarding map fragments. I'd wait for the patch and test before any other changes are applied. One step at a time (lots of previous patches were 2 steps and it was too much).


Agreed. Maxim is the worst of the MGs. MG42 is the best, then 50cal, MG34 and Vickers are pretty much the same with the vickers being better in buildings and MG34 having better suppression performance overall. Maxim has 0 "pros". However, this does not warrant heavy buffs. Slow and steady, perhaps. It can still do it's job. With lower performance and lower arc of firing, the main selling point of Maxim should be fast deployment/pack-up. Maybe buff that and keep the overall performance the same.
28 Oct 2020, 19:41 PM
#98
avatar of thedarkarmadillo

Posts: 5279

so, if maxim arc got buffed to 120 like most mg's, would that be ok? or would something else be nerfed to compensate? maybe give it shorter effective range to dmg/supress?

the problem isnt its arc. the problem is that it provides no value if: there is ANY cover at all, it doesnt have a 6 man crew and it doesnt have vet and enough time and munitions to pop the ability. if any of theses 3 things fall through the maxim will not hold the line.

instead of increasing arc and decreasing range one might try going the other way, increasing the range and decrease arc so that it has the extra few seconds of applying suppression so the enemy might actually eat dirt before getting a nade off or walking outside the arc.
this would actually help with the death loop too as its less likley to be receiving enemy fire, however if flanked its only as durable as before
28 Oct 2020, 19:58 PM
#99
avatar of Vipper

Posts: 13476 | Subs: 1

if the problem with maxim is incendiary grenades reduce the range of incendiary grenade by 2-5
28 Oct 2020, 19:59 PM
#100
avatar of Katitof

Posts: 17891 | Subs: 8

jump backJump back to quoted post28 Oct 2020, 14:04 PMGrim
I keep trying to use Penals or Maxims but usually end up regretting it.

Conscript spam all the way and hope for the best tbh.


Do 4 cons+mortar+commie.
Just do it.

fairly certain the maxim is not in the top 10 units that need to be fixed at this point in the game.

feels like yesterday since the endless maxim spam was put to an end.

I'd argue it actually is, given how the only "serious" pressing balance matters are osttruppen t2 rush and 5 man grens for ost and BGHQ viability/accessibility for OKW.
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