Another idea for the ones who care about m-42 being viable:
- Current m-42 stats on most things.
- Penetration up to 120-110-100
- Sherman-like AI/AT toggle that allows it to shoot 37mm AI shells (for example t-70 shells) with 5 second ammo change time.
- price about 280-300 mp
- possibly retreat
The aim is to make it usefull without overlapping with zis-3 in case someone wanted to go both tiers. With AI shell toggle, it can be worth about as much as maxim in AI role.
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Thread: M42 change ideas - Winter Patch 1.2 / 1.3 / 1.414 Dec 2016, 16:56 PM
In: COH2 Balance |
Thread: M42 change ideas - Winter Patch 1.2 / 1.3 / 1.413 Dec 2016, 23:34 PM
People don't really want anyting overpowered. All they ask is a solid tier they can go for instead of maxim spammy T2. Right now soviets are absolutely only faction without any tech choices. I don't count T1 as a choice as it is too easily countered and nobody uses it seriously. In: COH2 Balance |
Thread: M42 change ideas - Winter Patch 1.2 / 1.3 / 1.413 Dec 2016, 22:31 PM
But isn't having raketen-style weapon for soviet T1 all we ask for? How is raketen being, in your opinion, bad against this idea? In: COH2 Balance |
Thread: M42 change ideas - Winter Patch 1.2 / 1.3 / 1.413 Dec 2016, 22:09 PM
Why is access to one of the better AT guns in the game at T2 not enough? Please just stop this agenda of giving Soviets more and more AT. When was the last time you have seen m-42 being used? It is a completely forgotten unit. Though it is still something that can be modified into fun to use weapon team with some changes. Like it's said in the post quoted in the OP, that doesn't even have to be a AT solution for T1. These ideas can also be used to salvage commanders if ptrs penals are here to stay. In: COH2 Balance |
Thread: M42 change ideas - Winter Patch 1.2 / 1.3 / 1.413 Dec 2016, 21:44 PM
Penetration: 140 / 120 / 100 Isn't it better than zis-3 though? In: COH2 Balance |
Thread: M42 change ideas - Winter Patch 1.2 / 1.3 / 1.413 Dec 2016, 21:15 PM
Then let's make the AT gun different, instead of shitty. In: COH2 Balance |
Thread: M42 change ideas - Winter Patch 1.2 / 1.3 / 1.413 Dec 2016, 20:52 PM
No AT gun in the world is also delivered to the front with AT ammo only... The other AT guns are specialised and powerful units already so there is no need for them to have AI shells but the one that is aimed to be terrible against tanks, yet still be build, could get some AI love. In: COH2 Balance |
Thread: M42 change ideas - Winter Patch 1.2 / 1.3 / 1.413 Dec 2016, 18:09 PM
Well the mechanised has such a combination of units that one of them (the luchs) is amazing in 1v1s, so people go that tier just to get it, and the other is good for team games (the stuka). This means the tier has actually as much as two units that are either OP or UP depending on game mode making the building being build in all game modes. Another things are that in team games you need no medics as you can be served some and that okw needs all tiers either way to go KT. Soviet T1 lacks all of this. Nobody will backtech to it, the soviet mine is not good enough to outright kill LV (good play that saves ostheer T1 builds) and most of the players will just either forget about it or forget about most doctrines. In: COH2 Balance |
Thread: M42 change ideas - Winter Patch 1.2 / 1.3 / 1.413 Dec 2016, 17:56 PM
Can we actually try new penals first and then start discussing around lil at gun ? Sadly what "high risk high reward tier" means is just that: - it can only be ballanced in one game mode - it must consist at least one imballanced unit - it is never going to be used competitivly (mind word risk) - players are ment to use the other tier usually but this if they "risk" so most of the times we will still see maxim spam. I would like to see about equal amount of both openings. In: COH2 Balance |
Thread: M42 change ideas - Winter Patch 1.2 / 1.3 / 1.413 Dec 2016, 17:44 PM
I just like the way raketen works. Also, as T1 looses the flamer on penals it lacks staying power against/in garrisons. T2 has maxim and mortar combo for that but T1 can only throw a satchel and its hard against good players. An AI version of the gun would allow killing garrisoned mgs and keeping buildings for yourself by putting powerful unit in. It also promotes the support team oriented playstyle of soviet army, combined arms and usage of abilites like merge becouse the gun would be great against infantry and LVs if supported but hopless alone. And last, but not the least, such implementation of the gun is, in my opinion, good enough to go T1 just for the gun not in spite of it. In: COH2 Balance |
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