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Author Topic: HMG  (Read 18398 times)
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lionel23 Offline
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« Reply #20 on: May 07, 2011, 06:51:01 pm »

That may be in all actuality, but I've yet to see that in the game.  Is the base resistance thresholds just lower for allied troops over axis then maybe?
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Mysthalin Offline
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« Reply #21 on: May 07, 2011, 06:54:43 pm »

No. It's just because the burst on the .30 cal is so god-awful long it may seem like it takes 2 bursts to suppress.

Suppression recovery could theoretically allow a squad to not be suppressed, I guess - but same applies to mG42 as well.

And no, you can't suppress in 4 shots with an MG42. You need a minimum of 16 (ignoring suppression resistance).
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Demon767 Offline
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« Reply #22 on: May 07, 2011, 07:13:18 pm »

With that in mind, i dont see a problem in 30.cal and the mg42 anymore

If the threshold on axis infantry is higher for them to have a smaller resistance to suppression, that would be fine since allies have the ability to fireup
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Tymathee Offline
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« Reply #23 on: May 07, 2011, 07:17:11 pm »

It seems british have the best suppression rates

http://dow2.info/coh/basics/suppression.html

i always assumed axis had better supp rates.
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TheVolskinator Offline
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« Reply #24 on: May 07, 2011, 07:23:16 pm »

Put 2 M1917s covering eachother, slap some sandbags into the mix for lolz. String barbed wire in intervals along the displayed dotted arc of the MG. Watch as KCH glob thru the wire, get slowed, and the 2 MGs deal approx. 180 damage in 4 seconds. GG KCH. More skill, tbh. You guys bash me for being new to EiR, so be it, but even in vcoh you USE MORE THAN 1 MG and have them COVER EACHOTHER. 2 of these covering something like wired off red cover would devestate even the largest of blobs. Keep flamers on hand so if they manage to make it to the sandbags (which you should have wired off so they dont benefit, hurrrr), they get green-cover-flame-crit'd. Keep riflemen around to deal in damage, and slap on Suppress and Menouvre (I swear it must be spelled menouver, im too tired+too lazy to check. Someone spellcheck, pl0x). I play VERY passively, I'm not a 'hurrr rush teehee i win' player at all. ATG and MG micro <3, just keep them covering eachother or tiered so if one gets overrun, you pack up and run like hell into the arc of the second. Remember that supp thresholds dont empty instantly so a pin is very very likely :3.

/thread?
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Tymathee Offline
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« Reply #25 on: May 07, 2011, 11:40:59 pm »

...yeah the kch will just go right into the wire and wont sense the trap?
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smurfORnot Offline
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« Reply #26 on: May 08, 2011, 01:19:29 am »

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NightRain Offline
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« Reply #27 on: May 08, 2011, 01:45:51 am »

If you have troubles in keeping your HMG covered just build some wire in front of it to prevent the squad from rushing it :x it costs 20 munitions for a reason.
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Poppi Offline
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« Reply #28 on: May 08, 2011, 02:10:58 am »

If you have troubles in keeping your HMG covered just build some wire in front of it to prevent the squad from rushing it :x it costs 20 munitions for a reason.

raise Mu and make it useful then.
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NightRain Offline
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Posts: 3908



« Reply #29 on: May 08, 2011, 03:19:59 am »

raise Mu and make it useful then.

It already does what it is needed to do. Suppresses and kills. Area of Denial that's its job. You get rushed by KCH? Well then where is your MGs reinforcements.
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TheVolskinator Offline
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« Reply #30 on: May 08, 2011, 06:01:32 am »

Which is why I mentioned supporting roflmenz and flamers...  Roll Eyes
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vonsteph Offline
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« Reply #31 on: May 08, 2011, 06:48:58 am »

Guys i dont mind that kch or any other infantry killing my hmg team. But i just wanna state that an infantry should not be able to overran an hmg DIRECTLY. If they come from the side and are maybe just shortly in the fire radius i do understand that they can overwhelm hmgs, but overrunning it from the front? cmon, that should be absolutely deadly.

Btw i do support my Hmg teams, mostly with backed up mortar + riflemen; but still they manage at least to crawl close enough to throw grenades on the hmg.

I mean an HMG with <500 rounds per minute should just tear up every infantry facing it frontal.
Its not only a issue to american Hmg but to all!
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Mysthalin Offline
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« Reply #32 on: May 08, 2011, 06:52:07 am »

And without abilities such as fire-up or FTFL - infantry will NOT be able to rush the HMG frontally.
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vonsteph Offline
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« Reply #33 on: May 08, 2011, 07:02:54 am »

And without abilities such as fire-up or FTFL - infantry will NOT be able to rush the HMG frontally.

Of course i mean except such abilities  Wink
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Mysthalin Offline
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« Reply #34 on: May 08, 2011, 08:56:41 am »

That's the point. Infantry are NOT able to do what you describe.
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vonsteph Offline
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« Reply #35 on: May 08, 2011, 10:10:39 am »

That's the point. Infantry are NOT able to do what you describe.
What?`although im new to the mod ive seen what ive discribed  quite often. Normal Infantry like Volks, Grend aproching under HMG fire near enough to grenade the hmg without getting  bad loses...
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Mysthalin Offline
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« Reply #36 on: May 08, 2011, 10:11:46 am »

that is not the same as taking on the HMG frontally.

And losing half the squad does fall under "taking bad losses" in my books.
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Spartan_Marine88 Offline
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« Reply #37 on: May 08, 2011, 11:24:19 am »

A normal squad should NEVER be able to approach near enough to grenade an Hmg on open field. therefore are snipers, mortars, flanking etc. Storming it frontally and taking it down is the easiest way and just stupid; + unrealistic , theres no tactic in this..

A normal squad isn't able to rush a hmg in a frontal attack every, maybe with smoke but thats a tactic.

spread 2 squads out a bit, rush with both and you got a fair chance to get off a grenade, but in my opinion its probably not worth it. Even fire-up charge with a nade gets too many rangers killed (1-2 is too many) for a frontal attack to be worth it.
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vonsteph Offline
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« Reply #38 on: May 08, 2011, 11:40:13 am »

A normal squad isn't able to rush a hmg in a frontal attack every, maybe with smoke but thats a tactic.

spread 2 squads out a bit, rush with both and you got a fair chance to get off a grenade, but in my opinion its probably not worth it. Even fire-up charge with a nade gets too many rangers killed (1-2 is too many) for a frontal attack to be worth it.

I dont know, which hmg u guys have but i was just playing and what happened: one grenadier squad was rushing my hmg team frontal throwing grenades and killing it. this should not be possible, not even with 2 or more squads. Mg is an anti infantry anti blob weapon, it needs to be more powerful vs these. Either decrease the grenade range or better increase the HMG range!  But i see u guys want believe that  Tongue
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Unkn0wn Offline
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« Reply #39 on: May 08, 2011, 05:16:30 pm »

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