If it benefits the Germans, its a feature.
If it benefits the allies, it is a bug and it'll get fixed in two days.
So don't think too hard about why a longer range, lower warning grenade with instant detonation that you get for free after teching to tier 2 is better than a shorter range, timed grenade that'll bug out and not throw that you have to research individually.
In all honesty the only reason it gets passed over for scrutiny is because of how much other ham is present in the game. If your US riflemen are getting hosed by grenadiers you gotta question what you're doing. |
The USF at gun is fine. 70 range with vet 1, sights for itself, best rate of fire in the game, low pen but with AP rounds has almost the same pen as zis-3.
Bazookas do not need a buff. If zooks got better then we would have the same horrible bloberino we see with volks.
They just need to be 45 munis
The USF ATG is a joke.
Three guns covering the same road can barely scratch a Panther pushing through even with the specialized rounds being used.
I'll pay more if it means getting an ATG that isn't made of ass. |
And you will do 0 damage with this combo coz every sane player will start to move his forces same second he hear stuka whistle. On the other hand, all you need to do with 120 is to place it in good location and forget about it. Kills and squad wipes pretty much guaranteed.
I am totally ok with harm when it need skill, but when its rng bs form static weapon... well, i hate losing to RNG.
A: There are units slow enough that they simply wont be able to move in time.
B: Who's to say the units can move? Stuka Dive bomb has been a hard counter for any static unit since the game came out.
C: Yes, lets call an OMA that can force your opponent to move his entire army balanced.
Wehraboos will defend anything. |
The same argument could go for the sake of Axis in that Ostheer shouldn't be forced to go a certain doctrine (CAS) just to counter a stupid blob. (Conscripts, American Rifles, Guards, Shocks, you name it.) Yes we all know Volksgrens can blob with Panzershreks, cry me a river over it please.
A blob of unvetted Volksgrens or Grens vs a blob of conscripts or American Riflemen, I guarantee you the Americans and Conscripts would win.
...except that the Soviets and Americans are all but forced into an extremely narrow range of commanders to begin with.
Do you not just get laughed down every time you suggest it's be a bad thing to close out how many German commanders are viable?
Never mind the, "blu ablu ablu, my blob can't beat your more expensive blob!" nonsense. |
I hate to play against this thing. Random wipes all day everyday.
I can mix spotting scopes on scout cars with Stuka dive bombing to have a high powered artillery that can be dropping almost anywhere.
There's too much ham in the game, bottom line. |
tl;dr - Problem: Same armor as IS-2, yet almost twice as expensive fuel-wise for the first unit.
Same armor as the IS-2 while only having to actually fear a narrow range of AT units.
Seriously, if you want to argue the OKW units are secretly more expensive because of the resource tax they have, then you need to agree that the same armor value for a German unit compared to an allied unit is actually more armor because allied tanks simply do not have the same kind of armor penetration German tanks do.
Is the Tiger 2 worth it? If you're fighting the US the only time it might not would be against E8 balls. Against the Soviets? If they picked an ISU-152 commander it might not be worth it.
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Off map artillery needs to be blocked from base sectors.
Without fail, every map I'll see a German player mix scout runs with something like a Stuka call in to hamstring allied players. Wanted to build on-map artillery? Slow vehicles and weapon crews? Tough shit, Nazis get a hard counter. And don't even think of retreating units.
Actually, scouting runs mixed with spotting scopes on scout cars is generally just cheesy. Suddenly it's almost impossible to not know when you're opponent's in the area.
For that matter, there should really be some sort of consequence for having your aircraft shot down, and having them crashing into things shouldn't be a potential reward. Especially if I have no say over whether my own units start opening fire on them.
Its mind boggling that the only good artillery the US gets isn't even artillery- it's a strafing run. Maybe it's the same sort of "We wanted to make an authentic game so we did all our research from the History Channel" bullshit that has the Germans getting every toy in the cabinet, but the US and the Soviets get bread scraps, but this is a serious issue- artillery was the hallmark of the US armed forces from Normandy to VE day and for it to be so poorly represented in the game is irritating.
Helps nothing that without the E8's, your tank fleet is generally garbage. Take a Soviet player with no IS-2 or ISU-152 and you get a US player. Sure, there's smoke barrages, but that's just hamming US tanks in response to hammed German tanks.
The Soviets need to be de-hamed, but that's just an old, broken record about failed design choices. SU76's and T-70's legitimately could be removed from multiplayer with minimal notice, Katyusha's are laughably easy to kill for what they cost, and Penal Battalions are redundant, if mildly insulting.
There honestly isn't much I'd do with the Osthere. They're not good but they're not exactly bad, and most of it comes from the fact that their tech tree is the equivalent of dry toast. It's boring.
OKW....I don't know where to start. If it's not the wildly inconsistent flak halftrack or Sturmpioneers who can't make up their mind between being an assault unit and a support unit, so they're really just an expensive support unit, its balance rending hyper-accurate stuka halftracks and Pumas. These guys have design flaws up the ass, but unlike the Soviets and the Ostheer, their issue's that everything is expensive and potentially useless.
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Since we are talking real world, not game stats, I have to disagree. The MG-42 was a really good machinegun, so good that its still used with only minor changes (MG-3) with a lot of todays armies. And I don't agree that the difference in rounds per minute is irrelevant. You really do feel the difference, and in an exchange of fire the superior volume of fire can be a huge advantage.
Still, I guess its a matter of opinion and tactics. I think soldiers in the US have a very different view on this subject compared to a lot of their European counterparts.
Any changes made to the MG-42 to make it not eat itself alive makes it not an MG-42. At least you didn't jump off the deep end and call the MG-3 a literal clone of the MG-42, as I've seen some wehraboos do.
The issue with the rate of fire is that past maybe 600 rounds a minute the ability to fire faster isn't really that useful. You're already not hitting the same spot twice- because automatic weapon- and the people you were firing at were going to hit the ground if it was 600 rounds a minute or 6,000.
Still the best MG in WW2 hands down, and still doesn't change a thing what I stated.
That's simply not the case. If it were so good why were so many other machine guns used by Germany?
Because its cheap and strong and is intended to be used defensively. It might be too good if you could position them offensivley easily (like used to be the case).
The timer last longer than the bursts. Your supposed to scout for when danger is coming and activate it with plenty of time.
Point being that abilities that apply damage modifiers- Incendiary rounds, HE rounds, what have you- should be loading a fixed resource to the unit. |
Dear Relic,
The MG42 was the most superior MG in WW2. One MG can shoot 1200 to 1500 rpm. This is massive supression from ONE gun! COH2's current state of the MG42 has a horrible suppression rate, why is this, dont tell me to make 2 MG42s when the allies MGs the Maxim, the DShk and the 50-Caliber suppress almost immediately with a single MG. Please update the MG42 to a more realistic suppression MG like in WW2 and to shred infantry.
Few notes:
MG42 -
The MG 42 has a proven record of reliability, durability, simplicity, and ease of operation, but is most notable for its ability to produce a high volume of suppressive fire. The MG 42 had one of the highest average cyclic rate of any single-barreled man-portable machine gun: between 1,200 and 1,500 rpm, which results in a distinctive muzzle report.
Maxim - estimated 850 round/min
DShK - estimated 600 rounds/min
50 caliber - estimated 450–600 rpm
I appreciate your time.
Thank You,
ICE
I got bad news- horrible news- the MG42 wasn't that special.
Yes, to be blunt, it was good. It was inexpensive to produce and light, but that's about where it's perks end. It's fanatical rate of fire lead to issues where it would literally eat itself alive. There's fundamentally no good way to engineer a gun firing 1500 rounds a minute to properly seat each round. Sometimes it missfires and destroys the barrel, sometimes it missfires and it's junked. And that rate of fire? Irrelevant. 600 rounds per minute firing at you, 1500 rounds per minute firing at you. You know as well as I do that the difference is irrelevant, you're hitting the dirt regardless.
In COH2 the MG42 is fine. It doesn't have comparable suppression values to the Maxim or the M2 (I'd have to look up it's tables but what I've seen is that it's entirely forgettable and almost insulting to the real gun) because it's suppression area is much larger. Only the worst kind of blobber will be stopped dead by maxim crews.
The only real issue with the MG42 is the broken incendiary rounds ability. Why the fuck is it time based? Between that and the mandatory reload it triggers when activated, you're basically making a useless ability that fights against itself. |
Running ahead guns blazing without fixing current content I see.
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