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1.3 GCS - Maxim Feedback

20 Apr 2017, 20:24 PM
#41
avatar of voltardark

Posts: 967

Yep, stopped playing for a full week. But I love to play COH2, some modder's comments gave me some hope et voilà i'm back !

But i'm not blind.
20 Apr 2017, 21:46 PM
#42
avatar of wouren
Senior Social Media Manager Badge

Posts: 1280 | Subs: 3

Yep, stopped playing for a full week. But I love to play COH2, some modder's comments gave me some hope et voilà i'm back !

But i'm not blind.

Welcome back
21 Apr 2017, 07:24 AM
#43
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post20 Apr 2017, 19:33 PMwouren

No offense intended, but didn't you make that whole thread about leaving?


He only likes suggestions about buffing allies
28 Apr 2017, 22:45 PM
#44
avatar of Mittens
Donator 11

Posts: 1276

I'd like to suggest that we either increase the suppression slightly or simply bring the cost down by 10 to 250. I think the changes to its damage and fire arc make it perform more like a standard MG but it feels so weak in comparison to other options opposing factions have as well as their potency.

TLDR: Maxim is good at nothing outside of a 'slightly' faster set up time but its trade offs make it not worth it in larger game formats (2v2-4v4)
28 Apr 2017, 22:52 PM
#45
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

Should go back to costing 240 MP.
28 Apr 2017, 23:24 PM
#46
avatar of aomsinzana

Posts: 284 | Subs: 1

buff it more, will turn to be 2nd Garrison Vicker.
just lower the price
28 Apr 2017, 23:33 PM
#47
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

I think its good.
29 Apr 2017, 05:25 AM
#48
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

is there a way to make maxim act like mg42 or vickers or 50 cal.? pickup/teleport etc etc. instead of it acting like an ATG?
29 Apr 2017, 06:02 AM
#49
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

jump backJump back to quoted post29 Apr 2017, 05:25 AMpigsoup
is there a way to make maxim act like mg42 or vickers or 50 cal.? pickup/teleport etc etc. instead of it acting like an ATG?


Sadly, no. It would not to be changed on Relic's end. I don't know anyone who has fixed the maxim issue through the Attribute Editor.

On the Maxim, we'll be keeping an eye out on it.
aaa
29 Apr 2017, 07:16 AM
#50
avatar of aaa

Posts: 1486

this unit being unseen on vonivan's streams is already an indicator.
Maxim is good but only for axis.

It have been overall weaker than any mg in the game even pre patch. Mainly bcs it is becoming useless vs infantry midgame and after. Now its useless early game too. Some $hithead sugested to fix maxim and they surely did it. dead game.
29 Apr 2017, 08:11 AM
#51
avatar of skemshead

Posts: 609

jump backJump back to quoted post29 Apr 2017, 07:16 AMaaa
this unit being unseen on vonivan's streams is already an indicator.
Maxim is good but only for axis.

It have been overall weaker than any mg in the game even pre patch. Mainly bcs it is becoming useless vs infantry midgame and after. Now its useless early game too. Some $hithead sugested to fix maxim and they surely did it. dead game.


Maxim was a giant cancer on this game and only selfish retards wanted it in the game. Relic either have a warped vision for this game or have simply no idea how to fix it ( maxims that is ). Either way the mods are doing what they can to improve the situation and i am sure they will get there if allowed by relic.

I am glad maxim spam is finally dead.
29 Apr 2017, 09:08 AM
#52
avatar of tightrope
Senior Caster Badge
Patrion 39

Posts: 1194 | Subs: 29

I don't think it suppresses fast enough. Reminds me of the vickers where volks can run head on into it and get an incendiary nade off.
29 Apr 2017, 09:41 AM
#53
avatar of Vipper

Posts: 13476 | Subs: 1

I find myself using maxim allot more than I used. With some bulletin the unit performs fine.
29 Apr 2017, 10:02 AM
#54
avatar of le_saucisson_masque

Posts: 485 | Subs: 1

I don't think it suppresses fast enough. Reminds me of the vickers where volks can run head on into it and get an incendiary nade off.


the maxim just came back to be a support weapon;
no support weapon (mg, mortar and AT) should be left on their own against even a single ennemie squad.

i am sure that if you keep an conscript engineer squad nearby, the maxim is doing fine.

a maxim can shoot more far that it can see -> use recon to spot ennemy early and so he will never get close to launch nades.

once the ennemy squad is suppressed, you can just keep your engineer shooting on it and they will remain supressed until they get killed so that you can use the maxim on something else.


but if you keep using it as a A-moove weapon, then yeah you might have truble with supression not coming soon enough.
29 Apr 2017, 10:16 AM
#55
avatar of Crecer13

Posts: 2182 | Subs: 2

Should go back to costing 240 MP.


I agree, with its current productivity it is necessary to return 240 or even 220
29 Apr 2017, 10:27 AM
#56
avatar of Mr.Smith

Posts: 2636 | Subs: 17

I don't think it suppresses fast enough. Reminds me of the vickers where volks can run head on into it and get an incendiary nade off.


It's true that the Maxim might be weak, especially in the early stages.

However due to cover bonus manipulation the usefulness of the Maxim scales well into the late-game and doesn't become a basket-case like the Vickers.
29 Apr 2017, 10:49 AM
#57
avatar of Aradan

Posts: 1003

Proposal:
- remove maxim from game
- give conscripts possibility for "maxim weapon upgrade" (side tech, or after building T3)
- two models use maxim, others fire from rifles
- for the price less mobility, consripts will gain lategame firepower
- make suppression abbility for munition
aaa
29 Apr 2017, 10:59 AM
#58
avatar of aaa

Posts: 1486



I agree, with its current productivity it is necessary to return 240 or even 220

But y understand unlock price means little. Only thing matters is reinf per squad. Which is 120 for max vs ~80 of oponents mgs.

Two more things to note.
1. Likely that death loop feature ussualy negates slight advantage of 6 models over 4. Plus 6 models have problems related to cover and possibly AOE. Optimal is 5.
2. Maxim is never combined with penals. So its support is weaker than oposing force.

So what strengths maxim have?
29 Apr 2017, 11:35 AM
#59
avatar of BartonPL

Posts: 2807 | Subs: 6

just because maxim isn't spammable unit now people gets crazy about it, maybe try using combined arms with like 2 maxims and penals or so? IMO maxim works great now as a support weapon, and it's great in defence thatnks to increased arc of fire, maybe stop complaining and l2p/play tutorial, take your pick
29 Apr 2017, 11:42 AM
#60
avatar of Muad'Dib

Posts: 368

From my admittedly limited experience so far, the Maxim works fine now. Even if some adjustments to the stats may be necessary, it is now a true support weapon that you need to position in advance. If you still want to a-move a blob of units (but for some reason insist on playing CoH) you can still go for Dushka.
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