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OKW MG-34 Buff (But not the way you think)

18 Feb 2019, 21:09 PM
#21
avatar of Hater

Posts: 493

Its as durable as any other HMG crew in game

No other HMG dies so fast under frontal attack as MG-34 even if you starting to pack it immediately (maxim's deathloop says hi though). Anyway, if you're correct, then that's just my feeling based on RNG and entities spacing.
19 Feb 2019, 01:51 AM
#22
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post18 Feb 2019, 21:09 PMHater

No other HMG dies so fast under frontal attack as MG-34 even if you starting to pack it immediately (maxim's deathloop says hi though). Anyway, if you're correct, then that's just my feeling based on RNG and entities spacing.


Should just be RNG. All models have the same health and target size, all non Soviet mgs have the same squad size. Only other variable would be if the squad is suppressed as that has a negative impact on the suppressed squads dps. But also the MG34 doesn't facts cheap squads with long range grenades so there's less chance of receiving a game changing smack.
19 Feb 2019, 08:28 AM
#23
avatar of Dyingbattery22

Posts: 32

i would personally have the mg-34 close to the vickers in terms of dps and suppression but put it back to the luftwaffe Ground Forces and fortifications commanders. maybe make it cost 2 CP like the dshk.
19 Feb 2019, 09:16 AM
#24
avatar of Alphrum

Posts: 808

OKW is not supposed to have powerful support weps, the mg34 is cheap and performs as it should
19 Feb 2019, 09:57 AM
#25
avatar of Sander93

Posts: 3166 | Subs: 6

I think the HMG 34's performance is fine for what it's supposed to do - suppress infantry. The HMG 34 deals about 90% of the suppression of the HMG 42 in the most common engagement at mid range (27,5 range) with ~2.11s to suppress a squad vs the HMG 42's 2.33s (no cover).

Though if there was ever going to be an HMG patch I'd maybe lower its cost by 10-20 MP because it does so little damage.


The problem for OKW in dealing with blobs is not their suppression platform, but rather that they do not have a late game AI vehicle like the Katyusha (Stuka aint good vs blobs) or Brummbär. And the blobs problem in general (no penalties for big blobs).
19 Feb 2019, 11:12 AM
#26
avatar of SeductiveCardbordBox

Posts: 591 | Subs: 1

No late gane anti blob tank? Don't be silly! The KT deals just fine with blobs!

More seriously, the MG34 is fine. Low damage is offset by the vet ability, and the suppression is way more valuable than the damage would be. Look at the Maxim. It deals damage and no suppression, and it is regarded by anybody with sense as an awful, awful machine gun. Thugh it also deathloops and bleeds MP all day which does not help.

Does its job, does it well enough. Decent MG, well worth 250mp.
19 Feb 2019, 14:09 PM
#27
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



Should just be RNG. All models have the same health and target size, all non Soviet mgs have the same squad size. Only other variable would be if the squad is suppressed as that has a negative impact on the suppressed squads dps. But also the MG34 doesn't facts cheap squads with long range grenades so there's less chance of receiving a game changing smack.


There's also target priority but that's something i'm not sure where to look for.
19 Feb 2019, 23:15 PM
#28
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

Invised a post for being offtopic
20 Feb 2019, 00:00 AM
#29
avatar of KiwiBirb

Posts: 789

i would personally have the mg-34 close to the vickers in terms of dps and suppression but put it back to the luftwaffe Ground Forces and fortifications commanders. maybe make it cost 2 CP like the dshk.


No
21 Feb 2019, 01:19 AM
#30
avatar of Stug life

Posts: 4474

Adding the 3 accuracy bulletin (3+2+2) seems to fix the suppression issue
21 Feb 2019, 03:04 AM
#31
avatar of Dyingbattery22

Posts: 32



No


why? i dont like how the OKW got a standard MG in the first place, it makes them less unique as a faction i would prefer the MG-34 to go back to the commanders but make it a better MG overall.
21 Feb 2019, 07:15 AM
#32
avatar of Kurobane

Posts: 658

The biggest issue with the MG-34 in my personal opinion isn't so much the HMG-34 itself but the Vet for the unit. Getting any support weapon for OKW to vet 5 is an achievement of itself and usually when you do get something to Vet 5, it will get one shotted by some form of rng which defeats the purpose of having Vet 5.

EXP Per Vet Level for Maxim (Soviet)
Vet 1: 480
Vet 2: 960
Vet 3: 1920

EXP Per Vet Level for Vickers (British)
Vet 1: 480
Vet 2: 960
Vet 3: 1920

EXP Per Vet Level for 50 Cal (USF)
Vet 1: 540
Vet 2: 1080
Vet 3: 2160

EXP per Vet level for HMG-34 (OKW)
Vet 1: 400
Vet 2: 800
Vet 3: 1600
Vet 4: 2132
Vet 5: 2666

EXP Per Vet Level for MG-42 (Whermact)
Vet 1: 480
Vet 2: 960
Vet 3: 1920

I would like to see better EXP tables for Support Weapon Vet in all factions.

For example

Proposed EXP Tables for All HMGs
Vet 1: 400 EXP
Vet 2: 800 EXP
Vet 3: 1200 EXP

The purpose of Vet is to have your units scale in strength/power by rewarding unit preservation. The whole premise of the game is to prevent squad wipes which is why we have a retreat mechanic. Most Support Weapons, HMGs, Mortars etc will get wiped very easily which causes them not to scale into the mid/late game phases of the game. This is why you see Volksgrenadier blobs, The Vet 5 system works for Volksgrenadier Infantry Gameplay. For Support Units/Weapons such as the Kubelwagon/HMG-34 for example it just doesn't work well.

Another thing that the game is supposed to promote is the idea of combined arms. It would be nice if we had a system in place for each faction that would promote this concept and reward it via shared Veterancy. For example, Conscripts would share veterancy with nearby Maxims if they purchase Molotov/AT Grenades. After getting T2 for Whermact, Grenadiers share vet with MG-42s and so on.
21 Feb 2019, 16:41 PM
#33
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Veterancy is based on damage done not on suppression apply. Units with low damage output have a harder time vetting up.
22 Feb 2019, 04:38 AM
#34
avatar of Sp33dSnake

Posts: 149

Thank you for all the replies.

We have opinions ranging from no buff at all, to slight accuracy/suppression/veterancy, to even making it a call in.

I'm still not a fan of the way it is, and would be happy with a slight buff (very slight).

For now, I will learn to live with it.
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