Mg42 vet 1 ability
									30 Aug 2013, 22:55 PM
				
	#1					
								
					
				
		
Posts: 177
Anyone else noticed that activating the incendary/ap rounds seem to make them deal more damage to infantry? Or is it just a fluke observation I had from trying it?
			
		
									30 Aug 2013, 23:23 PM
				
	#2					
								
					
				
		
Posts: 950 | Subs: 1
it does make them do more damage vs infantry.  each shot actually does 8.8 damage instead of 4.4.  the other big change the ability has is it makes the penetration 9 instead of 1.  this ability is actually amazing.  it will easily take care of vet 3 shock troops.  it can kill a t70 if its dumb enough to stay in the mgs arc.  it can even take about 50% of a t34s hp if you shoot it in rear armor the whole time.
			
		
									30 Aug 2013, 23:24 PM
				
	#3					
								
					
				
		
Posts: 176
Use Jaegar Infantry Doctrine (Camouflage) + Incendiary rounds, your welcome.
			
		
									30 Aug 2013, 23:25 PM
				
	#4					
								
					
				
		
Posts: 139
It really is an amazing ability - just have to factor in it takes a couple seconds to switch to the AP rounds.
			
		
									31 Aug 2013, 00:26 AM
				
	#5					
								
					
				
		
Posts: 480
Killing a T-70 with this is possibly the most satisfying thing in the game right now.
			
		
									31 Aug 2013, 00:29 AM
				
	#6					
								
					
				
		
Posts: 915
Killing a T-70 with this is possibly the most satisfying thing in the game right now.
lolol
									31 Aug 2013, 04:09 AM
				
	#7					
								
					
				
		
Posts: 409
Killing a T-70 with this is possibly the most satisfying thing in the game right now.
I'd love to see that.
Side-note: Anyone else think it's stupid that the ability timer starts counting down while the guy is switching mags?
									31 Aug 2013, 04:38 AM
				
	#8					
								
					
				
		
Posts: 950 | Subs: 1
I'd love to see that.
Side-note: Anyone else think it's stupid that the ability timer starts counting down while the guy is switching mags?
well part of the reason for that (im guessing) is that the ability applies a .5 reload time modifier. so if the ability started after the reload, the reload would take 6 seconds. currently it takes 3.
									31 Aug 2013, 10:22 AM
				
	#9					
								
					
				
		
Posts: 604
Its effect stops anyways once they empty the reloaded magazine. Compared with the time it takes to empty it, the activation time is very long. With a bit of recon you can activate it well before the battle starts and don't really lose much of its effect except because of lower DPS on bigger ranges. But trimming down enemy forces quickly before they get closer is also pretty good.
			
		
									31 Aug 2013, 10:38 AM
				
	#10					
								
					
				
		
Posts: 177
What I noticed was that the pinned guard squad in fron of me started taking more damage as well once they loaded the rounds
			
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