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russian armor

attack ground for all mg's

19 Feb 2015, 06:29 AM
#21
avatar of What Doth Life?!
Patrion 27

Posts: 1664

Screw this. The function we have asked for multiple times is a manual reload for all MG's.
19 Feb 2015, 07:14 AM
#22
avatar of dpfarce

Posts: 308

Why are smoke grenades hard counters to mgs anyway?

en.wikipedia.org/wiki/mortar <-- back in the good old days...
19 Feb 2015, 07:38 AM
#23
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

you mean like 1453 good old days?
19 Feb 2015, 08:12 AM
#24
avatar of turbotortoise

Posts: 1283 | Subs: 4

It could be neat. Stick it in a vet1 ability: give more incentive to keep weapons teams alive, and or a shared LOS requiring support to your mg to outflank the smoke
19 Feb 2015, 08:25 AM
#25
avatar of tuvok
Benefactor 115

Posts: 786

yawn...stop talking about it, it's not gonna happen
19 Feb 2015, 08:30 AM
#26
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

guys attack ground is literally just a true/false variable and can be enabled with any weapon
19 Feb 2015, 10:54 AM
#27
avatar of ferwiner
Donator 11

Posts: 2885

guys attack ground is literally just a true/false variable and can be enabled with any weapon


The problem is not the toggle but the way it will change the behaviour of the unit. Here is how damage is calculated in coh2:
Taking into consideration size of the target, range and weapon data like accurancy game calculates for every single shot if it hits the enemy the unit is aiming on or not. If it hits armour value is calcualated and enemy receives damage. If it doesn't the shot hits the ground (but it cannot hit another unit, only ground or neutral objects). Small arms have no aoe so the place it hits doesn't matter, even if the soldier lies there the shot will go through dealing no damage. That's basically why blobbing is so benefitial and why mg's can have attack ground but it will do nothing.
While attacking ground you simply can either shoot the ground or shoot the ground, enemy soldiers will avoid bullets like in matrix.
Ofc the "suppress area" ability may patrially solve the problem, It was not in the game when the topic was discussed for the first time, during "shocks uber alles" phase of the game long before wfa.
20 Feb 2015, 01:07 AM
#28
avatar of ZombiFrancis

Posts: 2742

Missed shots still give suppression in a radius.

Even if the MG is missing all its bullets, it still gives suppression around the missed shot at a reduced rate.

What makes things problematic is that there is very little functional difference in terms of targeting between shot blocking and sight blocking entities. Things like smoke, a wooden fence, and a concrete industrial building, all block sight and therefore the AI's ability to target and therefore shoot at enemies.

(A lot of object entities block sight and shots even if destroyed, which leads to those weird pockets of blinding invisibility in a lot of maps.)
20 Feb 2015, 13:19 PM
#29
avatar of ofield

Posts: 420

This would completely negate smoke, so it's a no from me.


Agree.
20 Feb 2015, 13:43 PM
#30
avatar of Routaloid
Donator 11

Posts: 33

Just make mg's like they were in coh1. And everything is ok. Though maxims could be pretty op after that.
20 Feb 2015, 13:51 PM
#31
avatar of TensaiOni

Posts: 198



The problem is not the toggle but the way it will change the behaviour of the unit. Here is how damage is calculated in coh2:
Taking into consideration size of the target, range and weapon data like accurancy game calculates for every single shot if it hits the enemy the unit is aiming on or not. If it hits armour value is calcualated and enemy receives damage. If it doesn't the shot hits the ground (but it cannot hit another unit, only ground or neutral objects). Small arms have no aoe so the place it hits doesn't matter, even if the soldier lies there the shot will go through dealing no damage. That's basically why blobbing is so benefitial and why mg's can have attack ground but it will do nothing.
While attacking ground you simply can either shoot the ground or shoot the ground, enemy soldiers will avoid bullets like in matrix.
Ofc the "suppress area" ability may patrially solve the problem, It was not in the game when the topic was discussed for the first time, during "shocks uber alles" phase of the game long before wfa.


Suppression would probably still work (through AoE suppression value).
20 Feb 2015, 14:18 PM
#32
avatar of Katitof

Posts: 17884 | Subs: 8



Suppression would probably still work (through AoE suppression value).

Isn't that calculated on the base of squad/vehicle which is being attacked primarly?
Which would mean that if nothing is attacked, then there is no source of AoE suppression.

Attacking deployed OKW trucks or tanks with infantry nearby with HMG42/34 would be best example of it.
20 Feb 2015, 14:26 PM
#33
avatar of WingZero

Posts: 1484

USF has no mortars and smoke grenades is the only viable way to take on early MG-42 and you want to make the smoke useless? This is not the answer to fix the MG-42.
21 Feb 2015, 15:21 PM
#34
avatar of Nathanm465

Posts: 204

Permanently Banned
Yeah but lets not make the mighty riflemen infantry spam less potent then it already is!!!
26 Feb 2015, 01:55 AM
#35
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post20 Feb 2015, 14:18 PMKatitof
Isn't that calculated on the base of squad/vehicle which is being attacked primarly?
Which would mean that if nothing is attacked, then there is no source of AoE suppression.


Airborne with M1919's have an AoE suppression ability.
26 Feb 2015, 02:40 AM
#36
avatar of Omega_Warrior

Posts: 2561



Airborne with M1919's have an AoE suppression ability.
I'm pretty sure their ability slows infantry, not suppresses.
26 Feb 2015, 03:18 AM
#37
avatar of ASneakyFox

Posts: 365

its not even an issue with smoke, itd fundementaly break the unit. Whats to stop you from just leaving the MG on attack ground the whole game? youd be suppressing units that are beyond the MGs sight range.

Attack ground only makes sense for weapons that are aimed.
26 Feb 2015, 04:02 AM
#38
avatar of ilGetUSomDay

Posts: 612



With the exception of the Maxim MG's for the most part suck right now.

MG-42 has problems doing its job vs allied infantry
MG-34 has the same problem (Although for very cheap)
M2HB Gets squished by gren and ober blobs
DsHK Not very high suppression and expensive to boot.

MG42 and 34 should be better at its role.

M2HB and DsHK damage output should be way higher.
(12.7x99 & 12.7x108mm)

Two different classes of weapon between the sets of two.


exception of the maxim? Maxims are terrible. mg34 and 42 have at least have legitimate aoe supression good for slowing down blobs. Plus they have AP rounds which wreck vehicles and are good at murdering shocks
26 Feb 2015, 07:02 AM
#39
avatar of ☭ Калашникова ☭

Posts: 322

exception of the maxim? Maxims are terrible.


26 Feb 2015, 07:35 AM
#40
avatar of Mr. Someguy

Posts: 4928

its not even an issue with smoke, itd fundementaly break the unit. Whats to stop you from just leaving the MG on attack ground the whole game? youd be suppressing units that are beyond the MGs sight range.


Presumably the same thing that just keeps you from setting your Pak 43 on Attack Ground all game.
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