Thread: LMGs9 Aug 2014, 07:38 AM
My concerns: Since the patch that change infantry lethality, LMGs have been designated to long range weapons similar to SMGs excelling at close range. As the community most likely has realized these weapons can be extremely strong. These problems exist for several reasons including that long range being the most likely range for units to encounter each other in, also unlike weapons like the SMG, LMGs are still rather strong at all ranges while a weapon like the SMG are nearly useless outside of their intended range. Retreating units as well must also retreat through these units intended range if their attempts to close the distance fails, giving them another advantage in wiping retreating units.
Not to mention that this sort of balance isn't even well representative of of LMGs as a whole as these guns are hardly less efficient at closer ranges. In truth I do not believe there should be a heavy weapon excelling at long range as these weapons are simply too powerful, especially if massed.
My Suggestion: What I think would help the balance of these units is a rework of the weapons as a whole to create weaknesses and disadvantages while still maintaining a sense of lethality these weapons deserve.
LMGs should be general upgrade to normal weapons whose damage is consistent at all ranges, but in turn do less damage then other weapons to units in cover. This would solidify the LMGs role as a defensive weapon making them good for killing infantry attempting to cross large sections of land without cover, but be less useful in attacking entrenched units. It would also create a weakness for opposing forces to exploit, allowing them to use cover to overpower them and reducing their usefulness in in areas with a lot of cover. It would also be a better representation of their real life counterpart as these weapons lacked the precision to pick off enemies coming out of cover.
So what do you think of LMGs, and what do you think would help balance them? |
What's wrong with penal flamers? Rifle flamers are also pretty good if they are used correctly. You should have maxims, too BTW..............:-D Obers, falls, and upgraded fusaliers will destroy them before they even get to fire the flamer once. Long range weapons are extremely potent and OKW has no lack of them once the midgame arrives. |
Relic isn't going to create new stock units now, but it would be nice if whatever axis faction comes out next has one. |
KV8 is great and all but it comes out pretty late and you are pouring a lot of fuel praying they don't have a panther or jadg. That combined with all there other AT makes it a risky option. And it doesn't melt infantry like it used to. Cheese strats! Any sort of balanced play will get overpowered by overperformance of long range units. |
T-34/85s
Flamethrowers on penals
Maxims
I've tried the flamethrower penals. It works to counter the sturm pios, but once the obers and other long range infantry start coming out, they die before they can make the approach. After that they are just as useless as the cons. |
THey buffed Volley fire in the last patch i think its in a good place now for its cost. OF its a 160Mp unit of course its not going to massacre other infantry. And why would you put Bars on this squad anyway.
Volley fire scales with upgrades, so giving them a bar actually make the ability work. |
Maxim spam, Mass snipers, or shock blobs. Pretty much all the things the german players complain about. If you try to rely on cons or penals you'll just get run over. |
Yup it got a huge undocumented change in both effectiveness and animation. I'm not even sure if it was intentional. |
Well, if they want to punish you for overly aggressive truck placement (no refunds), why is there a cancel button anyway? If I don't get my money back on cancelation, I might as well let the enemy destroy it.
They should either refund when you cancel or remove the button, because it is misleading the way it is now. Probably just the way all constructing buildings work. Yeah it's pretty useless, but maybe the player really doesn't want to finish building for some odd reason like blocking an exit, in that case I guess it's good the option is there. |
It's intended. It is supposed to punish players for attempting to set them up in contested territory and reward allies for intercepting and stopping your set up. Devs have said so themselves during alpha test. |