Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Balance Discussion => Topic started by: slim on January 28, 2011, 12:49:47 AM

Title: (1.3) Vickers MG to weak?
Post by: slim on January 28, 2011, 12:49:47 AM
I don’t know if you changed the Vickers or not when placing it in the new British faction but it just sees to weak for what it costs. I was playing a game the other night and watched a volks squad (no vet) in cover at about mid to long range almost solo a MG nest from the front had I not sent squads to help they probably would have won.

A few buff ideas might be
Add the ability to change target- currently the Vickers deals that little suppression and damage that I have just watch a number of unveted squads walk past as one takes the bait.
Increase damage or suppression (not both)
Increase health – 100 HP should do it small arms just make light work of these things
Enable the ability to rotate – about 4 seconds should keep things fairly balanced with low suppression and long pack up and put down timer you are not going to be able to do it in emergency situation nor are you going to be able to suppress multiple squads on different sides but it will add a something a little different to the faction

Granted I know most of this goes against your do not change original factions.
Title: Re: Vickers MG to weak
Post by: Blackbishop on January 28, 2011, 12:53:49 AM
Don't worry dude, that's why the Royal Marine Commandos are for ;).

About the Vickers, I don't think the values were changed, after all, brits mg always have been "weak". But I'll look at it later.
Title: Re: (1.3) Vickers MG to weak?
Post by: GodlikeDennis on January 28, 2011, 03:31:16 AM
The vickers is fine. You shouldn't need to worry about empacements too much anyway as RMC since your troops are mobile and can get anywhere needed quite quickly. The vickers does less damage the .30cal, less suppression than MG42, but greater range and fire arc than both.

There is simply no way that a volks squad came remotely close to beating it. Replay or it didn't happen.

To sum up again, vickers is fine.
Title: Re: (1.3) Vickers MG to weak?
Post by: slim on January 28, 2011, 04:14:09 AM
I don’t have the replay as i did not save it but I will try and recreate it to night
Title: Re: (1.3) Vickers MG to weak?
Post by: Paciat on January 28, 2011, 07:22:59 AM
Vickers has a big advantage over the US mg nest - +5 to sight and max gun range.
Title: Re: (1.3) Vickers MG to weak?
Post by: slim on January 29, 2011, 08:02:07 AM
I know the advantages/disadvantages it has over other MG's i just never realised they were really this bad.
i did test it and have attached a replay the MG did win "just" had the volks hit a few more times it could have been a different story.

note:
volks are at long range in green cover (received no suppression)
volks use 3 Panzerfaust
Title: Re: (1.3) Vickers MG to weak?
Post by: Wilson on January 29, 2011, 11:04:47 AM
Ah, they were using Panzerfausts. I think it costs 35 munitions to use a panzerfaust? So the MG nest still won, and cost the opponent 105 munitions, which is a terrible trade for them. Normally you shouldn't use Panzerfausts against emplacements as the main method of destroying them as it costs too many munitions.
Title: Re: (1.3) Vickers MG to weak?
Post by: Paciat on January 29, 2011, 03:34:27 PM
i did test it and have attached a replay the MG did win "just" had the volks hit a few more times it could have been a different story.
Than go Royal Engineers. ::)
Since youre plaing bridge maps I can tell you that devs want to create a more mobile game and I doubt that they will be interested in buffing emplacements.
Title: Re: (1.3) Vickers MG to weak?
Post by: pariah on January 29, 2011, 04:06:02 PM
I agree that the emplacements don't need a defensive buff, since they have Royal Engineers and Expert Engineers to help with that. But it would be nice, however, if they would actually shoot what is within their firing arc...
Title: Re: (1.3) Vickers MG to weak?
Post by: slim on January 29, 2011, 11:33:42 PM
Quote
Since youre plaing bridge maps

the map was just the map i noticed it on in order to recreate i used the same map.
yes they did use Panzerfausts but one volks squad can get the MG to half health from the front easily (no faust)
i guess if I want stronger emplacements I could use RES i just found it odd that once volks squad could do so much.
Title: Re: (1.3) Vickers MG to weak?
Post by: Paciat on January 30, 2011, 07:28:54 AM
but one volks squad can get the MG to half health from the front easily (no faust)
No It cant. ::)
You had to use 3 Volks with fausts to destroy it.
Even when Volks are equiped with MP40 they still have to run (no cover) under fire 25 COH land units. (35 = max range of any infantry rifle).
It usually takes about 1min to destroy a Vickers with unupgraded Volks (when not suppressed) witch is a long time in COH.
Every Volk in e squad should fire its rifle more than 30 times! to destroy a Vickers.
Title: Re: (1.3) Vickers MG to weak?
Post by: pariah on January 30, 2011, 01:17:31 PM
1 Minute should generally be plenty of time to send reinforcements, no?

What i particularly hate, though, is when a pesky Kettenkrad comes in, and manages to neutralize a Strategic Point my Vickers is covering before it gets destroyed. Or when they send in Panzer Grenadiers to draw its fire, the Kettenkrad can capture just about any point before dying...
Title: Re: (1.3) Vickers MG to weak?
Post by: GodlikeDennis on January 31, 2011, 08:06:19 AM
Yeah, damn those overpowered kettenkrads...  ::)
Title: Re: (1.3) Vickers MG to weak?
Post by: Chancellor on January 31, 2011, 08:39:58 AM
Vickers is fine.  Why we are even discussing about it for so long is beyond me.
Title: Re: (1.3) Vickers MG to weak?
Post by: Paciat on January 31, 2011, 08:47:55 AM
Or when they send in Panzer Grenadiers to draw its fire, the Kettenkrad can capture just about any point before dying...
Quick question.
Can you order the MG nest to attack a specific target (like a ketten instead of PGrens)?
Title: Re: (1.3) Vickers MG to weak?
Post by: Mr. Someguy on January 31, 2011, 11:41:15 AM
Or when they send in Panzer Grenadiers to draw its fire, the Kettenkrad can capture just about any point before dying...
Quick question.
Can you order the MG nest to attack a specific target (like a ketten instead of PGrens)?

I may be wrong, but I am fairly sure you can.

The US and WM Bunkers I'm less sure about.
Title: Re: (1.3) Vickers MG to weak?
Post by: pariah on January 31, 2011, 12:54:46 PM
I'm not sure... I rarely get the opportunity to try it. But, if you can, i'm sure that'll make things much easier!

In my experience, the Vickers will target the first enemy to come within range, and keep shooting at it until it's either out of range, or dead. So i think that's why the A.I. will send in Panzer Grenadiers to draw its fire, get pinned so they take little damage, and send in the Kettenkrad to take the point the Vickers is covering, then pull the Kettenkrad out and retreat the Panzer Grenadiers. The A.I. can be scarily smart sometimes... Shit, i shouldn't have watched those Terminator films... I'm gonna have nightmares now! :-\
Title: Re: (1.3) Vickers MG to weak?
Post by: Mr. Someguy on January 31, 2011, 10:25:26 PM
Okay guys, I tested it multiple times, and here are the confirmed results.

American M1917 MG Nest: Can NOT change targets
Wehrmacht MG42 Bunker: Can NOT change targets
British Vickers MG Nest: Can change targets
PE 2cm Flakvierling 38: Can change targets

The American and Wehrmacht MG Bunkers are both considered buildings, while the British Vickers and Panzer Elite Flakveirling are both considered units, and can be commanded as such.


Oh, and as someone mentioned earlier, the Vickers MG's field of view is much smaller than it's arch shows.
Title: Re: (1.3) Vickers MG to weak?
Post by: pariah on January 31, 2011, 10:29:19 PM
Thanks for clearing that up for us, Mr. Someguy! ...If that is your real name.... :-\
Title: Re: (1.3) Vickers MG to weak?
Post by: Mr. Someguy on January 31, 2011, 11:58:22 PM
No problem, glad to clear it up.