Suggested Improvement of HMGs

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Walderschmidt
Posts: 224
Joined: 27 Sep 2017, 12:42

Suggested Improvement of HMGs

Postby Walderschmidt » 08 Sep 2019, 09:33

One of my pet peeves with MGs is that there's no hold position capability. From what I understand, it's a model limitation.

What this often means is that when I manually switch targets with an MG, he often packs up to "get into a better firing position", rather than shoot at the target, even if said enemy is well within the left and right limits.

My thought is to make a 4 man squad, similar to the Ranger Squad call-in from the Infantry Doctrine.

It has a set-up time and left and right limits. And hold position.

So why not make a new HMG squad?

Make it 4 man, have a firing cone, hold position, set up and break down time, and the same stats/cost as an HMG?

Wald

Walderschmidt
Posts: 224
Joined: 27 Sep 2017, 12:42

Re: Suggested Improvement of HMGs

Postby Walderschmidt » 15 Sep 2019, 07:21

Nevermind. Kwok and I tested this and it won't work.

Wald

MenciusMoldbug
Posts: 144
Joined: 17 Mar 2017, 12:57

Re: Suggested Improvement of HMGs

Postby MenciusMoldbug » 16 Sep 2019, 10:49

Walderschmidt wrote:
What this often means is that when I manually switch targets with an MG, he often packs up to "get into a better firing position", rather than shoot at the target, even if said enemy is well within the left and right limits.



This is something I learned way back in company of heroes online because some video was featuring it:

If you wait for the MG42 (or any HMG) to stop shooting its 'burst' (its lasts for like 2 seconds) and then manually switch to another target. It won't pack up and re-pack like it does in this situation. The reason behind this I don't remember, but I've kept it in my head when dealing with this issue involving HMG's.


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