The title here is real confusing.
MG42 vs. Maxim, Maxim wins every time in equal cover at equal set up time.
That's just how it is for some reason. That's how it has been.
Against infantry like OP is talking about, I'd recommend getting two MGs.
Or you can put an MG bunker on a flank.
Hell, in the late game if your squad preservation is going well, you can buy another MG42 then. Have three.
The more the merrier, am I right?
S-mines are also an option. A squad of Pgrens on a flank can help. MG42 is better than Maxim in almost every respect though. Maybe in a building the Maxim is better because it has the same firing arc as the MG42.
Anyway. Get more practice with MG42s. It helps a ton.
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Register Time: 20 Jan 2014, 06:00 AM
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Post History of Gbpirate
Thread: MG42 vs Maxim27 Aug 2015, 06:34 AM
In: COH2 Balance |
Thread: British Patch 3 Sep27 Aug 2015, 06:27 AM
Oh dear God no. Please no. That would really put a dent in any Wehrmacht force. You see, if I, as a 1v1 Wehr player have 1 fuel, 1 vp, a muni point, and a few strategic points, that's great. Ten minutes in the game, I'm doing decent. Weathering the soviet assault. I got MGs, a Pak, 3-4 grens, maybe a 251 or a 222, then, all of a sudden at the 12 minute mark, I hear the sound of a Katyusha. I'm done, man. I've been holding my ground like any good Wehr player in the early game, but that Katy just wrecks all. If the Pwerfer was still available in Ostheer T3, I'd be all for moving the Katy to T3 as well. But it's not. So any T2 heavy Soviet player has to be either out-microed, mortared to death, or burned with a mortar HT. This isn't all the time, trust me. But hell, it can be quite frustrating. Anyway, as a general note, this patch seems good. We must kiss away our M3s with flamer engies or penals, say good bye to our beloved Barton Car (M5 with double flamer) and be content with the M5/T70. I'm excited for OCF. A good 1v1 tourney is what we need right now. In: COH2 Gameplay |
Thread: Help with counter sniping the soviet sniper team 26 Aug 2015, 16:40 PM
4x Grens -> Tech up -> Flamer HT is a reliable build order to counter Sniper play. Do not engage on open fields where he can shoot your Grens and withdraw and shoot again. Stay behind shot blockers and defend your territory or capture external territories. If you want to attack then come from multiple directions. Once you got your Flamer HT push together with your Grens (who should reinforce if needed) and be careful about AT nades or Guards. Get a PaK40 as soon as possible to counter light vehicles. I think if I tried this I'd get rekt. Does it work at such Godly ranks, Theodosios? Flame HT is not in the meta at all and a T70 or ZSU would wreck it. I could see my PaK gun getting decrewed by snipers as well. Those risks are necessary? |
Thread: Stuka CAS op?21 Aug 2015, 19:35 PM
I won this game with a combination of three MG42s and Stuka CAS at the end. Lightning War + CAS seems to be my go-to strategy as Wehr in 1v1. NB: according to CELO, my opponent was ranked 1538 as Soviet, I was 1301 as Wehrmacht all in all, it was still a good game from both sides. In: Replays |
Thread: Steppes slugfest15 Aug 2015, 20:47 PM
Close game on Steppes. Lots of Soviet armor, indirect fire, etc. It was hard for us with a low amount of fuel but the game could've gone either way. It was quite the draining experience. In: Replays |
Thread: StuG Idea - Swap TWP for Barrage9 Aug 2015, 15:07 PM
I think Target Weak Point is an important ability that aids in the survival of the Stug and the Pak guns. The allied factions have such a focus on fast, medium armor that TWP is one way to maintain survive-ability and reduce the chances of one's armor being flanked. It costs nearly as much as a teller mine and has an almost identical purpose. It is not overpriced; as Ostheer, one must often decide between upgrades, mines and unit abilities/actions, especially when the munitions are split even or not going in the axis team's favor. TWP fits Ostheer's faction design. Does the Elefant need TWP? Eh, maybe not. But that's a different discussion. If you see vetted Stugs/Paks, expect TWP on important vehicles when pushing. Edit: Voted not sure. while I'm 100% against Target Weak Point on Both STuG's and Pak-40s(hard AT weapons should be capable of self stunning you'd think they'd learn that lesson from DOW II) I see your point with this... perhaps an ability to fire an HE round effective against soft targets and infantry would be appropriate? That really defeats the purpose of the Stug though. The Stug III G is a tank destroyer in this iteration. In: COH2 Gameplay |
Thread: USF - Worst faction in COH History25 Jul 2015, 17:13 PM
One must also consider the fact that lower-ranked and skilled games play much differently than the top 200 ranked players. If you had graphs of players in the top 200, 500-201, 501-1.000, 1.000-2.000, 2.001-4.000, 4.001-8.000, 8.000-15.000, then 15.000+ it would be different. Those are really arbitrary numbers but, you know, whatever. The point is that it would be nice to get data from across all skill levels in order to make a more accurate decision about the win ratios of factions in 1v1. In: COH2 Balance |
Thread: When will relic fix the FHQ...12 Jul 2015, 06:08 AM
The only automatch 4v4 that really has issues with FHQ is La Gleize. Both cutoffs have stone structures adjacent to the capture circle. On every other map it can be avoided. Simply skirt around the HQ. On Lienne Forest, just ignore it. It is possible to hold the fuel while the enemy has a FHQ in the closest building (on both sides). Steppes doesn't matter. City 17 can be a bitch, but you just shift mid and take that VP, hoping that your buddies on the open side secured that portion of the map. If you are starting in the north there is no reason why the enemy should put a FHQ on the big building overlooking the fuel point. Lanzerath is difficult, but the houses near the fuel points can quickly be brought down with concentrated fire. Often times it takes 3 or all four allied players to shut down fuel. That allows your teammates on the other side of the map to cap the right side, even harassing the enemy fuel if they are highly concentrated. Your point about the Katyusha and Panzerwerfer isn't necessarily true. With the current tech system, Soviets can obtain rocket artillery much faster than Ostheer. If Pwerfer was T3 like it was in closed beta two and a half years ago (like the voice actors suggest) Soviet v Ostheer games would be significantly more evenly-matched. Walking stuka is certainly helpful against FHQ. The trick is to push back enemy MGs so your MGs can move up to suppress and pin infantry around the FHQ. Drop incendiary and/or flank enemy mortars, forcing them to move. FHQ isn't that difficult to beat in 4s. It just takes some lucky indirect fire rng, time, and pressure to force your enemies into one space so your teammates can cap around it. In: COH2 Balance |
Thread: Mentoring Program1 Jul 2015, 16:35 PM
Bloodnok, I appreciate the work you do. If anyone is interested, The Angry Bears are always looking for new cubs to train and play with. The only requirements are to not be an asshole and to understand the mechanics of gameplay. Anyway, I would sign up but I won't be around much for the next two months. I'll have to pass this up :/ In: Strategy Desk |
Thread: Shreks5 Jun 2015, 01:29 AM
Hey guys, just so you know, it's schreck, not shrek. In: COH2 Balance |
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