I don't see why the Maxim can't fall to 5 men, they did it to the 120mm and it worked well enough. |
it is faster than the mg42. it is so fast that a non-setup maxim can setup from alone and supress a squad without fear to be flanked (except if the enemy has sprint)
this doesnt work with mg42.
Except it doesn't suppress so idk what you are on about. I've walked through Maxim arcs across the width of them under fire and not been suppressed. A volks can walk up to a Maxim under fire and get close enough to flame nade it frontally every time because it doesn't suppress. It could spin on a dime and it wouldn't matter because it's important stats are ineffective. It's supposed to suppress and it does a piss poor job at it. |
i think the maxim is in some ways more potent than mg42.
it can defense on itself, cause of high speed setup time, 6 models and fast supress
it can with no problem reposition and hey...models dropped? when u planed right there is a con squad nearly and u can merge...
Update your game. The Maxim is certainly not quick in any way especially not quick to suppress. |
Toughness doesn't mean shit when they can't do anything in the time they are around. Every other faction is slinging automatics centralizing DPS and offsetting everyone else's RA bonuses, except cons who are still relying on rifles. That's the problem. Cons are basically a KV8 with the 45 fighting enemy armour. They can feed vet wonderfully but that's the extent of it. |
So because the sole unique thing cons have the Maxim must remain trash? They have no forward healing, merge costs the same or more per man (iirc) the only boon is that it's instant. Hardly any reason to keep it unable to perform the role its intended to do. |
When conscripts are concerned the grass IS greener and always have. Faction differences and all but when EVERY other mainline can pay munitions to scale cons automatically fall to the bottom of the food chain, one might counter with "but durability! Cons win in theory but lacking dps while also facing units that have the ability to greatly increase their own leave the durability argument meh at best. It's true cons have a Ludacris vet 3 durability, but until that point they are dead weight this is SEEN by then being bypassed at every possible chance. They don't offer great map control, it can be nearly matched by okws VASTLY superior volks (let alone a Kuble) but It does offer great bleed! Utility is what one might fall back on, cons have utility! They can build sandbags, and have a snare of and area denial grenade! All things the 10mp volks do... All bundled into their 250mp cost and in the case of the lava nade, they do it further and faster, not as an extra side tech that takes a units worth of mp off the field without getting you any closer to tanks. Well they can merge! True, granting models to the squad who are more likley to get hit due to the larger than average target size of cons. Useful for sure, but worth then Bing good at LITERALLY nothing else? Idk about that... they have sprint too, like most other sprints except with an audio cue that it's happening and Iirc is more expensive than other on unit sprints too.
All other factions can also heal on field, making the larger target size of cons and large unit count account for even more lost field presence due to having to drop a volks squad worth of MP (again not getting you closer to tanks) for 3 medics locked in base who can't AOE heal.
The grass looks green on the other side of the sandbag wall because it is. Others can do everything they can do (in the case of volks especially...) but more effectively, more efficiently and more easily.
Add in their half assed support roster of literally the worst unit in the game combat engineers, the worst MG in the game Maxim (anybody else remember how having a suppression platform was so important that okw had one moved out of doctrines to be always availible nomatter how they tech up? The Maxim didn't get that memo being both trash at suppression AND skippable, one of 2 mgs in the game like that... Only the other is terrifyingly good...) and you have a unit designed to suxk |
A unit that is supposed to rely on cheese is not a good unit (see must be spammed Maxim for details)
I wouldn't be opposed to having them upgrade for free into Smgs so they are not as cheesy and remain cheap but get some sort of buff. An ambush bonus would be nice, an offensive one that improves the ppshs would be out of question but one that inflicts a debuff on the enemy (accuracy?) or buffs their own durability slightly would be interesting. I don't think they should stand up in direct combat, they are not assault units nor should they be. We need more varied roles for infantry types and less WFA style "one unit can do quite literally anything" design |
The barrage ability is exactly what this is, an increase in RoF at the cost of accuracy.
Doesn't the increased accuracy from vet also effect the barrage tho? |
I like the idea. Accuracy helps a lot in single target removal, but sometimes area denial is an important job. Even an additional barrage at vet 3 would be great |
the 5 man upgraded grens do perform very well vs double bar riflemen (will just have to wait and see how the pros use them). Upgraded Pgrens will lose to upgraded rifles unless riflemen run up to p-gren's optimal range.
I wonder then if a kit realignment is needed for grens with the upgrade. Locking out the lmg is a fairly large price to pay but so are the perks gained, especially after this round of changes |