Solution for support weapons spam (maxim currently)
![avatar of Abdul](/images/no_av.png)
Posts: 896
I agree that its very annoying and gives the spammer an unfair advantage. I think the solution to make support weapons less easy to spam is to reduce their sight slightly. For example, if sight for all infantry is 50, it should be made 40 for support weapons.
Therefore, if a good player carefully approaches a point he can see the maxim/mg42 before the support weapon sees him and stop or take a different rout. I think this rewards good play and reduces the incentive to spam support weapons and send them off on their own to dominate the whole map.
![avatar of DanielD](/uploads/avatar/785.jpg?updated=1491441916)
Posts: 783 | Subs: 3
edit: because oorah and riflenades are already such good counters to MGs, and I think it should be viable to have a well positioned MG alone not be vulnerable to a single main-line infantry unit that doesn't know where the MG is.
![avatar of Abdul](/images/no_av.png)
Posts: 896
I would be OK with this if vet 1 for both units gave back the old sight radius.
vet 1 for maxim and mg42 used to give a sight radius increase? When was it changed?
![avatar of 5trategos](/images/avatars/kv-2.png?updated=1396165063)
Posts: 449
There is allot of discussion about support weapons spam especially maxim being op, unfair, annoying to play against, etc.
I agree that its very annoying and gives the spammer an unfair advantage. I think the solution to make support weapons less easy to spam is to reduce their sight slightly. For example, if sight for all infantry is 50, it should be made 40 for support weapons.
Therefore, if a good player carefully approaches a point he can see the maxim/mg42 before the support weapon sees him and stop or take a different rout. I think this rewards good play and reduces the incentive to spam support weapons and send them off on their own to dominate the whole map.
Yep +1
![avatar of Porygon](/images/avatars/uberkubel.png?updated=1414778283)
Posts: 2779
Sight decrease is nice, because support weapon are support weapon.
How funny that Maxim was like the heaviest MG to carry but has the ultra mobility
![:lol: :lol:](/images/Smileys/lol.gif)
![avatar of DanielD](/uploads/avatar/785.jpg?updated=1491441916)
Posts: 783 | Subs: 3
vet 1 for maxim and mg42 used to give a sight radius increase? When was it changed?
Sorry I mean the old sight radius if the range was reduced. As in, its 35 now, so if it was nerfed to 30, it should go back up to 35 at vet 1.
![avatar of Brichals](/images/no_av.png)
Posts: 85
![avatar of Lichtbringer](/uploads/avatar/5919.jpg?updated=1376521257)
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![avatar of SuperKeitel](/uploads/avatar/5827.jpg?updated=1371338454)
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![avatar of Kreatiir](/images/avatars/tiger_ace.png?updated=1440837258)
Posts: 2819
I agree spam is sometimes annoying, but there are decent counters to it.
![avatar of Crecer13](/uploads/avatar/7985.png?updated=1635749247)
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![avatar of Kronosaur0s](/uploads/avatar/8994.jpg?updated=1386160334)
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![avatar of OZtheWiZARD](/uploads/avatar/7525.jpg?updated=1400407007)
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![avatar of Abdul](/images/no_av.png)
Posts: 896
SNipers only have 40%? hitchance against buildings, and yeah I notice it too. Maybe the Sniper to building range is calculated from the middle of the building, but the MG range is calculated from the edge?
Good point this can be exactly what is happening.
![avatar of Abdul](/images/no_av.png)
Posts: 896
I think maxim and mg42 are not that good atm, so a further nerf would make them even less attractive.
I agree spam is sometimes annoying, but there are decent counters to it.
mg42 is a little weird and in fact "might" need a boost to its suppression, but the maxim is perfect and its fast to setup and reposition. Myabe the only thing it needs is for the crew to setup a little further apart when next to cover. This is of course to reduce all soldiers dying from 1 rifle grenade.
![avatar of FestiveLongJohns](/uploads/avatar/7075.jpg?updated=1410036873)
![Patrion 1](/images/badges/crowdfunding/patron_1.png)
Posts: 1157 | Subs: 2
![avatar of 5trategos](/images/avatars/kv-2.png?updated=1396165063)
Posts: 449
So tired of hearing about the support weapon issues. The strat is frustrating and annoying to play against, but there are plenty of viable counters. I don't want to see a nerf to their combat effectiveness, because that only means more reason to build only cons/grens. We've been there before, and its not good for gameplay.
A sight range reduction could be accompanied by a slight buff elsewhere (eg. long range accuracy) to encourage their use.
As for con spam, the main reason it works so well is because mgs don't counter them properly. A single mg should have a much easier time of stopping incoming conscripts with a larger aoe suppression.
I guess the takeaway here is mgs should not function too well on their own because that leads to spam, but they need to be more efficient when combined with other core units (grens/cons) than these core units on their own.
![avatar of elchino7](/uploads/avatar/7864.jpg?updated=1488595911)
![Senior Moderator Badge](/images/badges/badge_SENIOR_MODERATOR.png)
Posts: 8154 | Subs: 2
I want to avoid those mistake you sometimes may do when you want to switch target and instead you move the MG
![:P :P](/images/Smileys/tongue.gif)
![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
Posts: 17908 | Subs: 8
Q: does A order changes the direction or target when already deploy?
I want to avoid those mistake you sometimes may do when you want to switch target and instead you move the MG
Only if target goes out of arc.
![avatar of Array](/images/avatars/tiger_ace.png?updated=1440837258)
![Donator 1](/images/badges/crowdfunding/donator_1.png)
Posts: 609
SNipers only have 40%? hitchance against buildings, and yeah I notice it too. Maybe the Sniper to building range is calculated from the middle of the building, but the MG range is calculated from the edge?
Buildings height gives you additional sight range. The taller the building the further you can see
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