snip
Third test was pretty close though, and also in the second they got very decent damage in. Also on your 180° turning test, I think the crew did not get much damage in (only watched it once though).
So I did some testing as well and have to say ullumullu is not entirely wrong. If the Maxim catches a short burst while traversing through the cone and the models manage to hit the rear armor a couple of times, it can get a little dicey for the Kübel. I did 8 tests myself with the Kübel usually catching a small burst of the Maxim, then parking outside the cone at short to mid range and shooting. Kübel lost in one case where I drove past the crew to allow for rear armor hits, in two others he still won despite that but it was close. Also when parked at very short range, it could get a bit tough. When handled somewhat properly however and mostly front armor is shown, Kübel did a decent job. I can't say too much about range dependency, but I think the shorter the range the better for the crew, at least that would also be supported by the DPS calculator site.
In all cases however I'd say it is impossible to lose your Kübel to a Maxim crew since you can always reverse out and even if the crew won they suffered a lot. I agree on the case that Kübel is not a go-to counter for pushing up face to face and expect to win, so if there are very laney sections like Poltawa or Angermünde, Kübel might indeed not fare very well at least in these specific scenario.
But claiming that the Maxim could fend off both a flanking Kübel plus a frontal Volks squad is exaggerated, unless the OKW player is an idiot and charges with the Volks squad until it is suppressed before supporting with the Kübel. This combination will force a retreat unless you REALLY want to gamble with your Maxim. |
we both know that the kubel will lose to a mg crew when driving around the mg cone and try to kill the crew...
Don't try to pull me into this.
All weapon crews are shit at fighting by design. If the maxim crew is different, it is an oversight. Not saying it cannot be the case, but since it is mot supposed to be that way and I never experienced a strong maxim crew in game, I asked you for a video or at least some data from tests how many models the Kubel kills before it has to retreat or something |
my intention was: OKW lack any good anti MG mechanic for early game. its super easy to push back okw when you play smart with your mgs and see what comes from flanks. okw is in trouble than. that why you have no nice time on lane maps when u have only okw in your team. you have no smoke, no sniper, no mortar, no mg, no carrier, and your kubel is not able to win a fight vs a flanked mg crew
For 3v3 and 4v4 on the narrow maps I could see this, but then if you are not super unlucky you will have team mates to help you out and can always drop your lane to reinforce somewhere else for a double push, which will give you map control somewhere else. Additionally, large modes tend to have less cut offs so even if the OKW lane goes shitty the faction will make it easily to their indirect and flame nades. If you make it past the early game then the Maxim built will become utterly useless.
In 1v1 and all except for maybe 2 maps in 2v2, flanking is always possible.
Also the Maxim suppression is so low that it can't do anything against units in green cover. Once the SOV faction loses a position, it is gone for good since Volks all have sandbags.
did the kubel won? show us a vid/ proof
You can also always upload your video showing that, since you made the initial claim.
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its easily proofable and even the devs from here said that is true and the thinking about to lower the dps per shot from maxim models.
if you would read this forum active, you would see it often that a kubel lose vs a flanked maxim crew, since they crew model hit and pentrate everytime the kubel with every shot. Must be new for you, if u dont know it...so i recommend you to test it by yourself.
I don't know if this is true or not, judging by how CoH2 works there might be an oversight with yet another unit and the crew never got properly nerfed.
Still... How exactly does this proof that the Maxim is in a good position? With the same logic we could say that a (hypothetical) Raketenwerfer with only 20 penetration is fine because it can still deal with a Scout car and UC. So let's better start focusing on what the Maxim is supposed to do: suppression.
And in that regard it is highly unreliable, especially late game when more yellow cover is around, but also in the early phase against units in green cover. If the Maxim targets the wrong model that just happens to be in cover (and a small crater can be enough sometimes), the MG might not suppress. Also, the Maxim is the only MG that basically cannot suppress units in green cover. While other MGs might need a few burst, it is impossible to move your unit out of cover since every additional burst will suppress when they move. Impossible with the Maxim, and since it got nerfed the whole MG spam meta vanished into nothing. I think I have not seen an MG spam for the last two years, even though my rank is shite and I would not wonder too much getting matched to someone just trying it out to test if it is viable. |
Well then this game pass will probably add a net increase of a handful of players to the CoH2 community by the time the Steam 64 bit version releases...
That's kind of a wasted opportunity unfortunately, because I assume that the 64 bit update and cross play will not be advertised |
But I did give short explanations? Some of it is just self evident to anyone who plays the game. I don't need to make calculations to prove that soviets float ammo because it's an obvious fact you can deduce from playing the game. Same with a lot of the other issues.
That's the issue: you are 100% convinced by it and therefore conclude you must be 100% right since everything is self evident, which is often not the case.
Example: your ammo point.
I just gave you a quick calc showing that Sov have roughly the same ammo need for their mainline (at least when playing T2), they just spend it later (however I forgot the Ost medic bunker). Apart from mainline upgrades, why do Axis suddenly need more ammo? They do not. Axis have quicker access to nades, but if you spend ammo on nades instead of mines then this is a choice.
The ammo difference up to the midgame is about 1 mine.
Also your point about popcap - that's a mere statement. Your point about the normal T34 is the same and I would even say factually wrong since all P4s are much stronger in survivability. Other point are as I already said faction flavor, just like Axis get stock access to elite infantry for example. If I want to explain how Obers are OP vs Allies a mere 'they exist' is not a good argument. I'd rather have to explain how they completely shut down Allies play with very few counters and deduce that they lack a weakness or something. But this is missing in many of your points. |
This thread will probably go nowhere.
Half of what you pointed out are actual faction design points to keep flavor for Soviets, just like other factions have their specialties. You do not try to explain why you think they were OP, you just state that they are without backing it up.
A lot of other points revolve around Soviet munitions float: yes, Soviets can float munitions early on. That does not mean they have more overall.
They spend usually about 4x50 on on Conscripts in the mid late game, Ostheer usually spends 3x60 on grens and OKW 3-4x60 on Volks. It's not far off, just the timing is different. This by itself could be an issue, but also here you never try to reason why that was the case. |
Can't get into a single MP game, been searching for half an hour...
That's because you can only play against other people that use the beta version, and these are probably only a couple at any given time. |
Well that announcement was quite unexpected.
Not quite sure how much is in there for Relic, but apparently enough to make it worthwhile (at least with Microsoft's support).
Overall great to see that some bugsplats might be resolved and most of all that Relic is still having at least some thoughts for this community. Good to see something like this for a relatively old game! |
To maximize damage output, the target should be placed right in between two adjacent squares. This way there is the (rather small) chance of two rockets impacting right next to the target, but the odds to miss completely are also highest.
On the other hand, if the target sits right in the center of any square, chances to completely miss are rather small, leading to more consistent damage output on average.
Damn, I always had the feeling that placing the barrage right on top of your main target (for example clicking directly on an enemy MG leads to less damage and wipes. Now I know why, thank you!
Apart from that, I remember that some pro players had the rule of thumb that the first rocket will approximately impact on the first arrow of the overlay. Not sure if that is true, but maybe that helps some people as well as it is rather easy to follow if you want to hit two distant targets at once (which the Stuka is perfect for) |