Totally agree with maxim assessment, especially the buff it just got. Suppression is not everything.
Maxim is to be used differently for its strength, speed survival and damages. Supported by cons. Wehr grens definitely have much harder time killing maxim, so its doing its job.
I rather maxim have smaller cone and even higher dps, to make its role more offensive.
Suppression is not everything like i feel
the thing is, other MGs dont really have DRAWBACKS, just stronger strenghts
all of the maxims strengths are offset by drawbacks.
sure its durable, until models start dropping, then it has the death loop.
sure it packs up fast allowing it to try and get around quicker, but its also got a fairly narrow arc and also doesnt actually do anything to units in the arc.
even the mg34 can and does suppress. its slow at vetting which should be addressed, but its cheap at least and isnt restricted by specific tech
suppression is what one builds an mg for primarily, the maxim used to have a small cone, high dps and low suppression, but it wasnt a good mix as it was unable to stop massed infantry, murdered lone squads and was also ideal for spamming. its not a good mix. the addition of the mg34 to the OKW lineup proves that someone somewhere in charge of game design things being able to control infantry is an important role, this is further reinforced by the last usf tech overhaul to make mgs and AT guns more accessible.
all factions should be able to punish blobs. the maxim of all mgs fails at that |
I brought this up like 2 years ago. I hope the team will notice this time around.
im not entirely sure the purpose of the ability if not specificly that tbh. take out a bunker maybe? certainly not a garrison or SWS truck...
fingers crossed they take notice |
No, because if you don't even know the very basics about the unit - namely that its dropped in by plane and not spawned in via houses - there isn't much point discussing anything else, because it clearly shows you either have never used it or you simply don't know what you're talking about. Either way, the resulting discussion wouldn't be occurring on a credible level.
and myself? making the exact same points but without misremembering a recent patch that changed nothing about the unit save for how its delivered to the field? |
Absolutely, categorically no.
People complain about the PzGrens, but having Paratroopers with Thompsons or LMGs running around at minute 5 would wreck Axis unit on the field at that point, in particular Grens would be absolutely demolished.
Second, if you want to talk about Paratroopers arriving too late and being squishy with 6 man, may I introduce you to Fallschirmjägers?
HI! If you actually read the thread thus far, you would see that weapon upgrades were discussed! Including multiple ways to restrict them!
What's more is that um.... Falls don't require ANY weapon upgrades and also start with camo. This allows them to be high impact units, granted, harder to use. You can get a lot more out of falls if you have what it takes.
Additionally falls are clearly specialist infantry, but by nature no usf squad is due to weapon racks, so they are directly competing with rifles, where falls are competing with Obers.
Apples and oranges. Only thing similar is that they both fall from a tree (which is funny cause paratroopers Amma right?) |
I dont think their spawning 'anywhere' is a big deal at any CP. The plane pass is easily visible and the paras themselves are massively vulnerable during and after drop - provided they dont all touch a tree or a building and die instantly. It's not like they're infiltration units that magically spawn out of houses anywhere on the map without warning.
And yeah, the timed charge is mostly useless. There's really a lot of problems with the way paratroopers are implemented right now, and I dont think it's too much to say that theyre completely uncompetitive right now, with their timing, veterancy, and basic starting stats.
I still think they should come as early as possible for airborne company, no matter what. Even if it means removing the M1919s. At CP3 there is no competitive reason to produce this unit, most certainly not several of them, and Id like anyone to point me to a high level game showing otherwise tbh.
its more the flexibility of being able to be behind enemy lines, although i guess thats the point...
if they drop to 1 cp i wouldnt want any changes other than locking their upgrades behind an officer or the weapon rack, at 2 CP id see some deeper reworks that make them a bit more durable and adjusting their vet so it delays their bleed slightly (even 10% at vet 1 would be alright)
you have convinced me that it might not be soo bad, but i would like to test it for sure, its not an unconditional flip of opinion
edit: fixing that demo would be choice as well, regardless of what happens to paras |
Yeah if you can get close enough to a lefh for like 7 seconds or whatever with a squad that has a 1 target size, you deserve the kill.
Plus, that kind of stuff is literaly what paras did in real life so...
Absolutely! I'm wondering if the demo should get a flat damage buff or a modifier change.
Both work, however I wouldn't be opposed to a flat damage buff as any building or fortifications that paras encounter should be effectively damaged with the charge especially give that its a timed automatic explosion and not a a player controlled one. It's basicly a satchel with more steps and time. |
It should. No two ways about it. That has always kinda pissed me off.
never noticed it didnt, had the opprotunity today (scwhere was behind a shot blocker) and all my reward was a retreated blob and i was out the MP for the paras and the muni for the demo.
seems like a major flaw in design. |
The carbines higher static dps at mid/short range I see as a tradeoff for having 100% RA until Veterancy 3, and of course the unit being 360MP and 9 pop.
As for the LMGs, I wouldn't be opposed to locking them behind either tech, CP (like Infantry Company/Tactical Support Company M1919s, which, I should note, have entirely different stats from the Airborne M1919s), or even removing M1919s from the Airborne Company Paratroopers entirely, leaving it as more of a Recon Support Company thing.
It is good to hear actual concerns, however, and these are valid points.
zooks and thompsons wouldn't be too bad i dont think,. the m19191s let them be too good all round and in fact even overshadow the thompsons in most maps.
another thing that may be troublesome is if too early is the ability to spawn them anywhere, at 1 cp thast could be very powerful in and of itself, let alone the good dps they can put out, if dropped to 1 cp they should be restricted to only spawn on beacons, but i dont really like that....
side note but related to paras, i just found out that their timed demo (that ability that nobody ever uses) wont OHK a big arty.... seems like a huge design flaw doesnt it? |
hey guys, so just got out of a game where i was trying to make use of paras for another thread and had the privilege of infiltrating them behind an enemy howitzer and laying the timed demo only to find that the demo does not destroy the lefh
which made me wonder.... shouldnt it? that seems like its purpose doesnt it?
thoughts? |
The ability of paratroopers to reinforce via beacons is a feature of theirs which, it is true, I did not really address in the OP. However, I'm not really sure it's something that would be any more game-breaking at CP1 than it (isn't, really) at its current place in CP3.
Paratroopers reinforce incredibly slowly when using the beacon reinforce, making it something I've only really ever seen as situationally useful.
Again, I definitely can understand the concern. I just don't think it'd be any more of a big deal at a lower CP level.
While expensive I would also fear that their weapons would impact heavily if they came too early. Elite carbines are quite good, but 2 lmgs that fire on the move at the same price as 2 BARs without delaying tech could prove problematic.
Maybe I'm being too cautious but I'd rather err on the side of a bit late and slightly underpowered than too early and game breaking simply due to how sparce patches are. Smaller steps instead of leaps is all I'm thinking. |