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Oh, and you can NOT have blob control tools that will not be effective against single squads.
Decide what you like more, blob warfare or ability to stop them.
You don't think buffing the traverse speed, the suppression, and making it so it hits the entire screen was a bit too much? A 42% traverse speed increase means it's way more difficult to actually try and flank MGs now.
Also USF seems to struggle against this more than the Brits due to the fact that the mortar is the only indirect fire weapon.
The smokes got heavily nerfed and when you are talking multiple machine guns where 1 minor mistakes means the squad is effectively removed from play... Well my micro just isn't that good. Maybe yours is.
I mean they could have done some of those "iterative changes" they talked about. Instead MGs got a health buff, traverse buff, suppression buff, area buff, and a smoke nerf with a cost and build time reduction for some factions.
It feels a bit over the top right now, the MG42 in particular, if it even sees the squad you are instantly suppressed, pinned 2s later, and the squad is dead unless it retreats. The issue is there is no counter play, you can't even get a smoke from a mortar in time to save the squad, it's done. The additional 3s to suppression recovery time is also... interesting.
In the video the time from entering the MG42s arc to pinned is 4-5seconds with the squad losing half its health.
for USF you can use the 4x4 jeep to get around the map pretty well. Its good at forcing team weapons to reposition.
It will shake up the early game when unit variety is limited. but smoke and reposition and try to use less common routes. Best of luck with the new meta. its an adjustment for sure.
Besides as the video also shows, switching targets means suppression wears off on the original target rather quickly now as opposed to CoH2 where you could apply bursts of suppression, then keep the target suppressed and out of the fight with regular small arms fire. I find that arguably even more powerful.
You also have other options like snipers and abilities. The scout squad you start with gives you a way to spot and plan against MGs right away and it can be upgraded for smoke and flares for example. You can also opt for sprint on Rifles to help out.
In that scenario, the 30 to 20 second duration nerf shouldn't play that much of a role as some well placed smoke should force an immediate reaction no matter what.
Some tweaking is definitely needed. Maybe keep the suppression stats the same, but lower the killing power, and reverse the health buff. Coz right now, there are two issues.
1. if you only get 1 or 2 units behind the MG for a flank, you can't kill it most of the time. Both units could grenade it, and be shooting from optimal range, and the MG will still escape. Plus MG's can sit there and take far too many mortar shots now. Heck, even with the reinforcement nerfs, they can reinforce as fast as they lose models.
2. it has become viable to just spam MG's instead of infantry. Because they pin + kill. Are so cheap, and build so quickly.