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HMG
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Topic: HMG (Read 18400 times)
0 Members and 22 Guests are viewing this topic.
lionel23
Donator
Posts: 1854
Re: HMG
«
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?
Logged
Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)
Mysthalin
Tired King of Stats
Posts: 9028
Re: HMG
«
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).
Logged
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: HMG
«
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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Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
Tymathee
Donator
Posts: 9741
Re: HMG
«
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.
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: HMG
«
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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Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.
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Tymathee
Donator
Posts: 9741
Re: HMG
«
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
EIR Veteran
Posts: 4715
Re: HMG
«
Reply #26 on:
May 08, 2011, 01:19:29 am »
Logged
NightRain
EIR Veteran
Posts: 3908
Re: HMG
«
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.
Logged
Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
Poppi
EIR Veteran
Posts: 1080
Re: HMG
«
Reply #28 on:
May 08, 2011, 02:10:58 am »
Quote from: NightRain 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.
raise Mu and make it useful then.
Logged
NightRain
EIR Veteran
Posts: 3908
Re: HMG
«
Reply #29 on:
May 08, 2011, 03:19:59 am »
Quote from: Poppi on May 08, 2011, 02:10:58 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.
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: HMG
«
Reply #30 on:
May 08, 2011, 06:01:32 am »
Which is why I mentioned supporting roflmenz and flamers...
Logged
vonsteph
EIR Regular
Posts: 16
Re: HMG
«
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!
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: HMG
«
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
EIR Regular
Posts: 16
Re: HMG
«
Reply #33 on:
May 08, 2011, 07:02:54 am »
Quote from: Mysthalin 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.
Of course i mean except such abilities
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Mysthalin
Tired King of Stats
Posts: 9028
Re: HMG
«
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
EIR Regular
Posts: 16
Re: HMG
«
Reply #35 on:
May 08, 2011, 10:10:39 am »
Quote from: Mysthalin on May 08, 2011, 08:56:41 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
Tired King of Stats
Posts: 9028
Re: HMG
«
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.
Logged
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: HMG
«
Reply #37 on:
May 08, 2011, 11:24:19 am »
Quote from: vonsteph on May 08, 2011, 10:26:55 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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Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
vonsteph
EIR Regular
Posts: 16
Re: HMG
«
Reply #38 on:
May 08, 2011, 11:40:13 am »
Quote from: Spartan_Marine88 on May 08, 2011, 11:24:19 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
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Unkn0wn
No longer retired
Posts: 18379
Re: HMG
«
Reply #39 on:
May 08, 2011, 05:16:30 pm »
Thread cleaned.
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