I don't understand, some people here seem to not understand that that all axis units have proportionally higher DPS than their soviet counterparts to account for the larger squad sizes.
A german sniper kills a soviet 6 man team just as fast as a soviet sniper kills a 4 man team.
A grenadier squad kills a maxim just as fast as a conscript squad kills a mg 42 team.
This is nonsense argument. support weapons are not supposed to get hit. if you then you have made a mistake. second the mg42 and 34 and functioning perfectly fine despite facing the ami's which can have the highest dps output per popcap in the game.
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Sorry, but no. MG42 at the start of the game was game braking. Especially in 2v2 and beyond.
in what way? |
And all this time I had thought you were complaining about maxims in a teamgames because they sure as hell are not problematic in 1vs1.
Yeah, those SSSS builds from coh1 sure weren't support weapons in any shape or form. Or how about mg42 at coh2 release?
yes and the ssss builds in coh 1 is the reason why snipers are not nearly as potent as they are in coh 2. i think people are severely over blowing the worth of the mg42 back then. it could not function by spamming. flamethrowers where much more powerful and as such m3 + flame engie was even more powerful. you could put snipers in m3 and the mg42 only had 3 men back then. and of course maxim spam was a problem back then as well as the maxim simply could be rammed into a mg42 and get on top because their hp differences. only later relic fixed that. however they took the best anti maxim unit: the flame ht from tier 2 and since then the maxim became a problem for the ost again. |
I regularly beat maximspam in 1v1. I haven't seen a single good 1v1 player ever complain about them either. There are many ways to counter it and maximspam has very little scaling, so once you get your T3 rolling he's toast. Before even that, good MG42 placement, superior micro, buildings, riflenades, mortar HT, normal HT, mortar, sniper all counter Maxims and are all available in T2 or earlier. If maxim is to be down to 4 men, then it needs an AoE suppression buff so that it can actually do its job as an HMG and suppress more than a lone vet 0 grenadier.
Of course you defeat maxim spam 1 vs 1 ,and i can do so as well. it doesnt mean however that this unit is not over performing .. also you only list ost strat against it but no okw strats. thats because the okw has far less tools available then the ostheer. if a support unit is spammed over the regular infantry then something is wrong with it period. |
What about kubel Wagon ? it is just as strong as the wc51, better nerf that too then. A early kubel wagon is just as a pain in the ass as a early jeep. Only difference is the jeep counters the kubel with is 50 call hmg which has good pen, it is slower and IT REQUIRES A COMMANDER.
This is just bad balance discussion . you dont compare unit x with unit y. you look upon an unit and how it functions within an army. the dodge would not be op in the soviet army. the kubel is not op for the okw. the dodge is however op in the ami army as it significantly improves early game power of the ami's a bit to much. |
Except... they are not.
Rifles might have slightly too big long range dps, but there is nothing wrong with maxims, they are pure l2p issue.
2vs2 players do not understand the problems of 1 vs 1 issues. maxims become less useful as more infantry squads appear. in 2vs 2 they have less impact then 1 vs 1 where early game dps is low enough for the maxim to be op.
the maxim is the only unit in the entire relic franchise that can be spammed while its a support weapon. this is a major mistake and needs to be addressed by reducing the maxim squad from 6 to 4 man.
Rifles are fine however. early game power or not combined arms works well against them. |
Undoubtedly Maxims are an effective MG (whether they're OP or not is still under discussion). The problem with nerfing them is what else do the Soviets have to compete with Sturmpios... LMGgrens etc?
I'd say very little.
The problem with the maxim is their early game durability. simply put reduce the 6 man to 4 man and the spam will stop overnight as maxims then no longer have the durability to operate alone and grenades finally have an impact on them. it still makes them excellent support weapons and the emphasis is on support. they are meant to support other soviet units and not operate alone. |
If anything, the M3 Half-Track needs a buff, it's weak as hell for its cost. It provides no protection at all, so battlefield use is impossible. It seems to exist solely to bring in Assault Engineers, then be withdrawn.
Its a reinforcement point. besides the frailer and slow as hell ambulance not to mention you can use it in enemy territory. |
I agree. If you see mechanized on the loading screen, and the map supports it, go double sturmpios.
If you SEE a second dodge on the field, then you can get a puppchen
The problem with sturmpioneers is that it only works on cc maps. maps where long range dominates and little green cover and double pioneers become nothing more then mp bleed.
Simply put on a lot of maps you a screwed. |
If you see one and managed to chase it off instead of killing it, build a raketenwerfer as the 2nd one is bound to come (fighting 2 of these together is a pain without proper light AT). The flaktrack or puma is also good to get since US won't be getting their AA HT anytime soon due to spending their initial fuel for these things.
I feel like the real star of the doctrine is the 155mm arty that has the chance to severely damage OKW trucks if not outright killing it. These used to 1-shot OKW trucks but less so now... but will probably bring down the trucks to ~10% health.
This is seriously bad advice. going for a raketenwerfer is the same as losing the game in 1 vs 1. how are you going to fight his rifles with a rakentwerfer? unless he is completely stupid and loses the dodge to the werfer it will not accomplish jack. |