Luvnest not only turned the mg, he even activated incendiary rounds.
He turned the MG after forcing the retreat on the engies, and faced is so that it would shoot in either of the directions that it would get attacked. There is nothing suspicious about this, you're just grasping at straws.
I just did a test in cheat mod and 5 Men Grens won 3/4 at medium-long range at Vet 3. The one they lost was because Cons got a lucky early model kill and swung the engagement. You're welcome to provide evidence to the contrary but I don't really believe that they lose at longer ranges. Both upgrades add an extra model and Grens natively have better long range DPS. The STG also has better long DPS than the G43 as well so I don't see how losing the 10% Racc means they suddenly lose to Cons long range without the LMG42.
This is my go-to commander in most games. VSL squads don't struggle with Cons. The extra model makes engineers really durable and more useful than ever. There is so much indirect in 4v4's that the LMG42 was a mixed benefit anyways. If I had any wishes for this commander, I'd like the bombing run to kill howitzers instead of decrewing and some damage, even if they increased the muni cost. Also, too many of the abilities are muni based. Drop one of those and let me build JPIV's and this would be my commander in every game.
I played well once on this commander so it is still very strong and balanced!! I would rather pick this than JI commander every game!!
Weak attempt at sarcasm. I use this and Storm most of the time. If you think this commander is weak, you clearly haven't played most of the Soviet or USF commanders. I'd bet you probably haven't played any of the allied factions.
In a long game, I still get 20-40 kills with a VSL squad. The -20% damage means they are a lot harder to wipe with indirect. I'm sure I lose fewer of these than any other mainline infantry.
Is it impossible to make each individual VP less impactful? I.E, having all five VPs drains tickets only as fast as having all three would currently?
VP's count every 3 seconds (roughly). You could make slow it down to 5 seconds, but in close games, that could cause the game length to go to as much as 1:40, which is way too long. Lorch often goes 40-60 minutes already.
Also, the newer maps are already really wide. Vielsalm is wide enough to be 4 1v1's and nobody likes it.
No, you can't spam mainline inf like no tomorrow in a faction that isn't meant to spam mainline inf.
I think he was just being sarcastic. When not playing with friends, this is still one of my favorite commanders. At vet 3, 5-man Grens still have a ton of staying power and help keep anything from diving werfers. The fragmentation bomb isn't the best but it still decrews howitzers. I just finished a game using that commander and had a k/d of almost 2. If this commander is terrible, I'd hate to see what some people's idea of "balanced" is.
Isn't this just making them into PTRS conscripts, basically? Cloak and the AT grenades would improve them Offensively, incidentally. As weird as the AT satchel is, its almost purely "Defensive" due to its extremely short range.
Preferable, but simply handing them Button makes them a bit too close to Guards (And Guards use their DP28 to button tanks, it'd be odd for Penals to be able to do it without an LMG). Surely there must be design space for a somewhat different utility ability? An actual (but short-duration) stun caused by volley-firing their PTRS? An ability that causes debuff to a Tank's armour?
It would make them a lot like PTRS conscripts, but those are in one meme doctrine only, and PTRS cons have terrible surviveability.
I like the idea of a stun, but would worry about people making a chain of stuns and having it be like the old TWP. If they did make this change, it would have to be 2 seconds at most with a much longer cooldown.
Scrap the M5 and let Assault Guards be a call in infantry with access to Elite Zooks? Adjust whatever other thing is necessary.
For normal Penals, giving them cloak and replacing their satchel with the PTRS Con AT-nades would make them a lot more viable. Maybe let them make tank traps and the 15 muni stun mines. None of this would help Penals when used offensively but would help them when playing defensively.
Alternatively, just give them the same ability to slow a vehicle like Guards have - a 30 muni ability that slows tanks for a bit.
I'm not sure I'd want them to have any other buffs. Most AT infantry is terrible at AI so I think Penals should remain that way.
For Penals in Lend Lease, giving them two elite Zooks would make the doctrine better.
Only 5-men IS can realistically do such moves right now, thats why IS blob is the most frustrating to play against. Because well, MGs are kinda supposed to counter blobs after-all.
This isn't even close to true. It's just whining, not winning. You want to be able to buy 2 mgs, lock down half of the map with it, micro 2 units and win. It's inane that you think the person camping with the MG should win that engagement. They couldn't have even been paying attention to it or they would've retreated it with a couple models. No decent player leaves a MG alone like that. There's nothing to give it sight, nothing to protect it from getting flanked. In short, the camper is probably a worse player than the A-mover.
So 5 squads, out of cover A moving MG in green cover suppose to beat it? Mkay. You must be enjoying playing as brits
Five squads of anything will beat any mg. Also, a vickers has worse suppression than an MG42, and a blob of 5 obers, falls, or JLI's absolutely melts a vickers, it doesn't even have to be that many.
I don't see things like the setup time there. It was the setup time that used to make the Maxim good, but that was nerfed to where it seems about the same as the MG42. The last time I used it, it seemed like the damage was about the same as the MG42, but the arc and suppression were much worse so that it took 3 maxims to do what 2 mg42's would do. It has the advantage of 2 extra models, but who buys a mg because it can take more damage?