ok, so after doing some analysis myself i'd conclude the hm-38 is mostly fine. its barrage has lower scatter than the american m1 and the grw-34 and is only slightly worse than the pm-41. in addition, due to the superior aoe profile it will vastly out-damage the other mortars vs infantry at all ranges.
dps-wise it is also better than any other traditional mortar in the game despite the lower rate of fire (time between shots is 8.6, 7.1, 5.6 and 5.6 for the HM-38, PM-41, GRW-34 and M1, respectively).
the only indirect fire team weapon that is able to out-dps the 120mm mortar at 80 range is - unsurprisingly - the pack howitzer.
i'll post some more in-depth analysis illustrating my point later
Its great against static targets, but not great enough to make up for how poorly it performs against a mobile enemy. I called in a barrage in a game last night and the first shell just landed now. |
Then lets limit SU stolen MGs crews to 4. If that is not a bonus. It shouldnt hurt in any way. What do you say? Certainly MG42 doesnt "need 6 man to work" it can do its job with 4 already
OK but that literally doesn't fix anything.... The 6 men is supposed to be a faction trait but for the Maxim it's a necessity. That doesn't mean it's not a perk for other Mg. I've triple checked the title and it appears this is a maxim thread not a... What ever the fuck you are on about thread. |
I think a price reduction to 250 ala MG34 is fair. I also think the vet one ability shouldn't force a reload. The force reload on incendiary rounds makes sense as it is literally firing a different type of ammo. On the Maxim it just feels like having to load a fresh mag on the AR15 rather than changing a selector from burst to full auto.
I'd rather reload before than pay muni to suppress the enemy, fire 1 bullet and start reloading. |
Even the crew make short Prozess with a German mg crew
I'm not sure you are correct, granted I haven't seen the scenario play out so....
However at that point there is definitely a decent risk factor. Whan if another squad shows up and wipes your crew before you deal enough damage to the crew? You just gifted the enemy a garrisonable lv. Have fun dealing with pios, or sturms or God forbid pgrens rolling around your face while you have no snare.... |
I think that medic heal ability should be something similar to what Brits IS have, it costs everytime you use unlike the brits upgrade. Atleast, it should heal every unit in the radius around it for 15-30sec.
It will help them to stay on the feild longer during the critical early game engagements. Since most of the muni gets spent on LMG upgrades and medic buncker at base. This would be a nice tweak to their self-heal ability. Currently it is 15 muni if im right, so might increase the cost to 25 muni since it is healing every unit in its radius.
No no no no no no NO NO NO NO NO. we need less stupid blob abilities not more. |
Some outlandish ideas here that don't make it more wipey:
Give its BARRAGE suppression
Now I know I know we HAD indirect units that applied suppression and it was fucking awful BUT that was different for a few reasons. Firstly, it was on auto fire which means constant suppression AND the enemy had do do nothing but park their leig and wait benifit AND the rate of fire was much higher meaning constantly applying suppression. This, being a targeted ability would mean its restricted to an area, requires micro to apply and can be avoided (one would probably try and avoid a shelling from a 12cm bomb if they could so hey its lore friendly!)
Special barrage types
one of the things that makes the usf mortar HT fun is that you have a good few goodies to rain death with... Perhaps something like that can shine life onto this forgotten beast?flammen? AP? WHO KNOWS?
Increased range on barrage?
Least inspired but at least it's something.....
Give the crew a rifle that snipes models then if nothing else you can storm the enemy lines after softening them up a bit. A true all in one mortar bound to set itself apart from the competition! (nobody said these would be good ore useful suggestions)
Wider AOE?
it's low ROF makes it pretty low impact. Why not spread the love around?
Stun when hitting armour?
It's a big boom that probably would be rather alarming hitting your metal box. Why not add some utility in the form of a headache? |
I find the vickers to be a pretty good steal actually as axis. You already have amazingly good suppression mgs, the Vicky gives you something with more teeth. The Maxim you aren't getting suppression or damage and you get a nice bonus of deathloop to round out the whole steaming pile of turds. What's more, as ost anyways, you can throw up a bunker and get great value from the Vicky if you don't feel like microing it. |
It is totally usable. Usable, not great. I would rather have a 4 man maxim than a vickers. It is still worth stealing the maxim obviously, it's just mediocre instead of being great. Soviets are paying the 260 manpower for the maxim to get a great team weapon. Enemies steal it for free and get a mediocre team weapon. Changes to performance are unnecessary.
Also to be fair, it's a gun from the 1880s being compared to weapons from the 1930s.
I disagree. Due to the deathloop and poor vet 0 performance I feel it's a liability more than a boon to man a maxim as axis. Fewer models means less targets for the enemy to shoot at which means more likely to deal critical damage to the gunner and then its a wash.
The Maxim is simply not good in the hands of anyone but the soviet because it doesn't have the boons the soviet have to keep in operating to actually get that much needed vet. I don't think we need to reinvent the wheel here, just make sustained fire vet 0 and say 20-30 mu and cut its price in down like now with vet 1. That prevents over use early game but makes it usable if recrewed. Basic functionality shouldn't be locked behind vet. |
Great take by Tobis.
My perspective is that the 6 man crew should be a bonus paid for in faction somehow, not a requirement to make a unit work.
For me, the goal to a well balanced weapon is that no matter who I am playing, I can make good use of it. I'd sooner have a higher purchase cost (to prevent spam) and a solid vet 0 Mg than have an Mg that of the enemy decrews they will destroy rather than recrew themselves (thus denying me the chance to take it back)
To reiterate, the Maxim should be usable without a 6 man crew. For me that's the baseline. |
Fair enough but it sounds like more of a map design issue than a unit design one. Additionally the SU-85 is more or less SU's sole stock option to deal with Brumbar and Tiger II so I suppose the question is whether or not focused sight makes it TOO good against those kinds of units it's supposed to counter. Personally I only find it good for trying to sneak in a killing blow on a retreating tank and even then you're stuck in focused sight mode for a bit and SU85 isn't good at chasing. I agree that camping with SU85 on lanes can be troublesome though but that's true for all TDs.
It was a fine ability when the su85 was less reliable but now it makes a very powerful su85 even more powerful. High impact units shouldn't self spot. Way back snipers used to self spot and it was changed because it makes kiting too easy. I agree the ability is well designed, it's just I'll suited for the unit it's on. Besides one thing the soviet do not lack is recon. |