Login

russian armor

Wehrmatch Osneer HMG42-Into-Rape meta

2 Apr 2017, 16:42 PM
#1
avatar of DangIT

Posts: 6

Permanently Banned
2v2 and above is unplayable. The ost player just rushes 2+ MG42s into key buildings and then rushes a flame HT (arguable more powerful than a crocodile), and then after that arrive a horde of OSTWINDS (which appear to be ninja buffed) and PIVs, supported by 240 DPS panzershreck blobs. Not to mention heavy sim city bunker spam on victory points. I have some questions for balance philosophers and experts, once you answer them then we can accept that the HMG is balanced.

  • Why should an MG so powerful, so versatile, and supported by the best mortar in game and highly accurate baseline inf be available right at the beginning of a match?
  • Why does it heavily damage light vehicles?
  • Why does it cost less than .50?
  • Why do MG bunkers spot for themselves?




With maxim nerfs, this thing should be next.
2 Apr 2017, 16:57 PM
#2
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

Maxim is being reworked to be a support weapon, not mainline infantry. MG42 is like the golden standard for MGs imo. It does its job well but with good coordination, micro and indirect it can be defeated. It also must be mentioned that garrison rushes are a part of teamgames because garrisons are so powerful. I suggest rushing key garrisons yourself so you can beat the MG42 to the garrison.
2 Apr 2017, 17:00 PM
#3
avatar of frostbite

Posts: 593

its funny cuz thats how it always goes down in game, its tough as hell if they get in a building. as sov if u go t1 u cant get flames on penals so u have to get flames on engis, it sucks cuz u got to wait to get ur 60 munis so they control for a bit. t2 helps the most since u can get mortars. and most likely will be forced to get cons with molis which is better, brits have a tough time to till they get flame car, but they can also get a mg in a vital building fast to make the same impact. usa wont struggle to much now since they get a mortar in t1. the worse is t1 for soviets now
2 Apr 2017, 17:06 PM
#5
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2

Personally, I would not mind if it was swapped with Grens. It would fix a lot of early field presence. Additionally, will help reduce the number of times you see snipers and reduce the affect of early USF Mortars since they would be trying to hit mobile targets.
2 Apr 2017, 17:07 PM
#6
avatar of __deleted__

Posts: 4314 | Subs: 7

Personally, I would not mind if it was swapped with Grens.


You want to kill ostruppens ? Because that´s how you kill ostruppens
2 Apr 2017, 17:14 PM
#7
avatar of Tiger Baron

Posts: 3145 | Subs: 2

1. Hey here's an idea, HOW ABOUT WE REMOVE ALL T0 MGs?!

2. Because it gains the ability to effectively with light vehicles at vet 1.

3. Let's see here, it shoots a 7.92mm round compared to the 12.7mm round of the .50 cal, do the math. Not to mention that the .50 doubles as an AT unit while the MG42 needs ammunition, of which the Wehrmacht is very starved, in order to deal with light vehicles.

4. Everything spots for itself, thing is most things have bigger range than sight, meaning that he might have had a sniper there to give his bunker sight.

It was actually pretty fucking funny watching an MG bunker destroy a bofors because it was just in it's range.
2 Apr 2017, 17:18 PM
#8
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2



You want to kill ostruppens ? Because that´s how you kill ostruppens



1. There is only one doctrine with Osttruppen (non relief/not reserves) so that is one of many doctrines.
2. Osttruppen are still more cost effective than grens until slot weapons start being added.
3. Then why not a non-doctrinal Osttruppen and turn grens into more elite? Though then, it may kill Stormtroopers.
2 Apr 2017, 17:22 PM
#9
avatar of spajn
Donator 11

Posts: 927

mg bunker spots for itself because there is a gunner who holds the machine gun and he happens to have eyes.
2 Apr 2017, 18:03 PM
#10
avatar of SupremeStefan

Posts: 1220

jump backJump back to quoted post2 Apr 2017, 17:22 PMspajn
mg bunker spots for itself because there is a gunner who holds the machine gun and he happens to have eyes.

soo usf gunner is blind ? Because usf bunker cant spots for itself
aaa
2 Apr 2017, 18:33 PM
#11
avatar of aaa

Posts: 1487

2+ mgs into 2-3 lights is hard to counter in 1v1 only i think.
Once even staff member gave me some inaccurate build vs this that i consider 100% wrong.

What i was doing vs noobs is rad intercept and m3 with penal flamers to deal dmg before 222 arrives which is small window.


2 Apr 2017, 19:02 PM
#12
avatar of ferwiner
Donator 11

Posts: 2885

There is a thing that counters mgs. Its a flank. For mgs in garrisons you may need to add granades or mortar fire. Maybe even smoke. Luckily all these goodies are available to usf and soviets very early if they want them. Brits can manage with UC upgrades or simply rushing buildings themselves - they also have T0 MG.
Vaz
2 Apr 2017, 19:58 PM
#13
avatar of Vaz

Posts: 1158

grenades don't help if the building is large enough. It would cost maybe 120 mu to kill each gunner 1 by 1, assuming you can even kill 1 entity per grenade. Many of the team games have buildings in important areas that have window spacing greater than the blast radius of grenades (which means you kill guys 1 by 1). For OKW it's not as bad, since the flame will burn each gunner as they show up at the window.
2 Apr 2017, 20:09 PM
#14
avatar of ferwiner
Donator 11

Posts: 2885

jump backJump back to quoted post2 Apr 2017, 19:58 PMVaz
grenades don't help if the building is large enough. It would cost maybe 120 mu to kill each gunner 1 by 1, assuming you can even kill 1 entity per grenade. Many of the team games have buildings in important areas that have window spacing greater than the blast radius of grenades (which means you kill guys 1 by 1). For OKW it's not as bad, since the flame will burn each gunner as they show up at the window.


Mind that soviets overcome that problem with ease. Their molotov does the same as okw nade to gunners when they come in place, their satchel has much better radius than other granades and their demo has guarantee to crit-kill all entities in building, no matter how far from explosion.

Another thing to mention is that apart from gunner that actually can be controlled now to some extend, all the other team members choose windows automaticly, on the side where the target they have chosen is. So in fact its not the owner that controlls them but the opponent, who can choose the wall to approach. That means you can often micro your squad so that all 3 additional team members choose windows that are close and thus find themselves in blast radius of granade. Such granade can't even be dodged as these entities won't move until the gunner finishes packing up after owner's command.
Vaz
2 Apr 2017, 20:57 PM
#15
avatar of Vaz

Posts: 1158

Yea, that's the idea for small buildings. It doesn't work for large buildings. Each grenade kills 1 guy at a time, the others don't get hit by it.
2 Apr 2017, 21:34 PM
#16
avatar of spajn
Donator 11

Posts: 927


soo usf gunner is blind ? Because usf bunker cant spots for itself


yes
2 Apr 2017, 21:48 PM
#17
avatar of le_saucisson_masque

Posts: 485 | Subs: 1

jump backJump back to quoted post2 Apr 2017, 16:42 PMDangIT
2v2 and above is unplayable. The ost player just rushes 2+ MG42s into key buildings and then rushes a flame HT (arguable more powerful than a crocodile), and then after that arrive a horde of OSTWINDS (which appear to be ninja buffed) and PIVs, supported by 240 DPS panzershreck blobs. Not to mention heavy sim city bunker spam on victory points. I have some questions for balance philosophers and experts, once you answer them then we can accept that the HMG is balanced.

  • Why should an MG so powerful, so versatile, and supported by the best mortar in game and highly accurate baseline inf be available right at the beginning of a match?
  • Why does it heavily damage light vehicles?
  • Why does it cost less than .50?
  • Why do MG bunkers spot for themselves?




With maxim nerfs, this thing should be next.


last time i checked, you have everything you say but in 10 times better by selecting british faction.

ost begins with a pioner squad ? british -> tomee
MG42 comes at the same time that Vickers but your tomee squad will already have secured the 'strategic' building.
No need to tell you how good is british mortar in team games, especialy with the right doctrine (the one which is all about emplacement).

Oh and you complain about osther sim city ... ever seen a british one ? :lolol:

but yeah, let's do like everything you say will be taking into account by the next balance team and that it's not just another trash balance thread.

if you really want to talk about balance, please consider everything. not just one side (mg42) and forget about the other side.
2 Apr 2017, 22:00 PM
#18
avatar of DonnieChan

Posts: 2272 | Subs: 1

An "Ostheer is OP" thread in early 2017...

Why don't things get deleted, dear mods?
2 Apr 2017, 22:36 PM
#19
avatar of Mistah_S

Posts: 851 | Subs: 1

Sorry OP calling L2P here.

Go for snipers and bleed from range, or go for sov mortar. The MG's are static, use that to your advantage.
Dont just ctrl+a and go afk.
0 user is browsing this thread:

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

182 users are online: 182 guests
3 posts in the last 24h
4 posts in the last week
23 posts in the last month
Registered members: 48722
Welcome our newest member, asherllc
Most online: 2043 users on 29 Oct 2023, 01:04 AM