mg42s vickers and mg34s do not suffer from the death loop
only the maxim DSHK and 50 cal do
You don't have to repeat yourself the hole time, we got it. Back to the root, it is how the blue-print works and no bug.
I/We understand it isn't fine how it works, I will look at it, to find a work-around.
the deathloop occurs when the gunner model dies and the troops have to do a pickup animation that delays their movement/retreat... machineguns aside from the 3 mentioned instead teleport the machinegun from 1 model to another... the difference here is that when the gunner model
unfortunately no... the deathloop is a coding error with the game... and the maxim unfortunately is the machinegun that has the worst pickup animation of all machineguns... soo its wiped quite regularly even with its 6 man crew
It is how the blueprint works, it isn't a bug, it works like PaK or leIG.
I will look at it, if that is needed to nerf it and stop Maxim-blobbs.
your comment clearly shows that you have no idea on what the deathloop truly is....
no only 3 machineguns have the deathloop
How should you remove that mechanic? That is how the blue-print works.
Is there a modder fixing that? I can look on it. For me it was a mechanic, because it ignores suppression, so it never was a huge thing for me.
Remove the deathloop first then we can consider 5 man maxims
Deathloop, like all support-weapons have?
Then you have less then zero risk for OKW aggressively and recklessly putting trucks forward as punishment no longer exists.
Or, we could not try to fix something that isn't broken and first time in 5 years have OKW players consider an actual risk to how they put trucks out.
You can't use them, rep. them at the frontline is more risk than reset. You need the base, you only get the chance so survive some situations. Like UK and US have.
Try it out, then decide.
With Maxim-buff a 5men squad will be large enough.
Maxim blobs become popular at the moment again, even without changes.
What would you say, if base-buildings of all fraction can't be destroyed, simply damaged, so that they can't order units?
e.g. OKW-base will become a frak, you can repair it or destroy it by your own (like PaK 88) if you wan't to rebuild it.
Same can be made with Soviets and Ostheers base, so all fraction become same chance like Brits and US have.
e.g. OKW also got the funktion you can't refresh if you arn't in connected area, so that also fits.
I'd argue it's actually too much.
It has really good speed and insane reverse. It takes six hits to kill now and is very hard to counter mutliple it usually sneaks in and kills anything in a dive attack without actual micro play.
It could use an HP reduction.
You ever used snares? A Panther with broken engine is a gg, use your range and Panther can't deal tank-destroyers. You will not have more than 2 Panther, because of pop-cap (if you wan't to rep them with more than one Pio).
Panther is only useful versus heavies, beside that there are better solutions.
Now it is time to give Ostheer's Pios K98 (~Volk DPS) so they don't get a DPS nerf with flamer-upgrade, because their weapon-profile gets smashed.
(Then give weapon-crews also a K98, same stats as OKW-crews.)
To compensate that make the shock-grenade non-doc for Grens (like for OKW-Pios).
Next ideas in future.
Edit: Something that would make balance also better would be to make StuG E nondoc, move Brummbär to the commanders instead.
-> Revamp StuG E (~ give it same stats as leIG18. Less range)
-> Increase StuG G's price to 100 fuel, range to 55.
I will make a small review mod. I understand that only small changes will be made.
The way I see it is the 6 man crew is a bonus of the Soviet, they an pay for it if they need to via higher no cost getting the unit, but the uniy shouldnt REQUIRE a 6 man crew to function. It doesn't have to be cost effecient but it HAS to work because Supression is a core mechanic in the game and it's vital in stopping blobs and holding.
Then the angle of fire has to be nerfed again, it becomes too potential.