Company of Heroes: Eastern Front

Author Topic: [1.04] Changes to the MG Dugout  (Read 16968 times)

Offline WartyX

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Re: [1.04] Changes to the MG Dugout
« Reply #30 on: March 03, 2010, 08:43:48 PM »
Perhaps the reason for the delay might be a temporary lull in manpower - more work is not a good idea.

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Re: [1.04] Changes to the MG Dugout
« Reply #31 on: March 08, 2010, 06:22:09 PM »
Perhaps lowering the pop from 3 to 1, then at least ppl could try using MG`s to guard OP`s...

Perhaps the reason for the delay might be a temporary lull in manpower - more work is not a good idea.

"Lull" of MP? In game or dev`team? Seams you need to recruit some coders for the cause  ;D

Offline ford_prefect

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Re: [1.04] Changes to the MG Dugout
« Reply #32 on: March 09, 2010, 05:26:39 AM »
I'd think people would die to be part of this mod. I'm to busy; for I have started a clan for the source mod "battle grounds 2" were the 21st Regiment of Foot (type in my name if you want to join  :)) sorry off topic but as I was saying I would think people would love to join this. Some advertisement does wonders by the way  ;)

Offline Akalonor

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Re: [1.04] Changes to the MG Dugout
« Reply #33 on: March 16, 2010, 02:58:45 PM »
I think I heard their wallets scream from here.....Anyway I've had no problems with the dugout, I always give it AT support and put it in a nice long stretch of land with closed sides, often boobytrapped with mines. :)
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Offline SavageWorld

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Re: Changes to the MG Dugout
« Reply #34 on: March 19, 2010, 11:34:47 PM »

[/quote]
There is one more difference between these 2. Soviet Ingenery cost 150 while Tommies 450. Every UK unit is needed to fight/cap while its not hard to save 150MP when plaing Soviets. Thats why MG Dugout should cost some fuel like the US MG. It just needs a lower (240) MP cost.
[/quote]

This argument is flawed since Brit always will have Tommies out. I think that it should be cheaper.

Offline GodlikeDennis

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Re: Changes to the MG Dugout
« Reply #35 on: March 20, 2010, 01:42:15 AM »
This argument is flawed since Brit always will have Tommies out. I think that it should be cheaper.

And a Russian will not have ingenery? That argument is also invalid.

I think that the vickers nest is critical for Brits to hold far off territories due to their slow movement speed and lack of separate squads. This is not true for Soviets, they will easily have enough troops spare to send. If they could gain a massive capping advantage, and cheaply lock it down, they would be very op. I would prefer for the soviet mg to cost alot but have an interesting effect. Maybe reinforce from them, upgrade with flamers, upgrade to AT rifle/gun etc. This way it could be used to hold a critical point effectively without being spammed all over the map, and also give a nice difference between the others' mgs.

After re-reading my post, I personally like the flamer idea. Soviets lack an effective way to deal with their own trenches until they get guards.
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Offline Fementedbeancurd

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Re: [1.04] Changes to the MG Dugout
« Reply #36 on: March 20, 2010, 04:36:53 PM »
Wouldnt a Maxim be way cooler though , in like a slightly smaller bunker and maybe different range , damage , fire rate to even it out

Offline Ltevanlee

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Re: [1.04] Changes to the MG Dugout
« Reply #37 on: May 08, 2010, 10:55:37 PM »
I think there is a problem the mg crews getting killed to fast
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Offline Akalonor

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Re: [1.04] Changes to the MG Dugout
« Reply #38 on: May 08, 2010, 11:29:21 PM »
To be Honest I've never had that happen to me, even in vCoh
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Offline Fementedbeancurd

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Re: [1.04] Changes to the MG Dugout
« Reply #39 on: May 09, 2010, 01:52:17 AM »
Yeah i think the dhsk , or maxim would make a good mg , but they really need to fix the problem where , the people in the dugout can die and then your left with an empty bunker and cant recrew it.

Offline comrade2012

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Re: [1.04] Changes to the MG Dugout
« Reply #40 on: May 11, 2010, 03:51:09 AM »
The crew is easily killed by fire. Then all that is left is a bunker, that isnt even that damaged.
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Offline Ltevanlee

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Re: Changes to the MG Dugout
« Reply #41 on: May 12, 2010, 10:49:52 PM »
This argument is flawed since Brit always will have Tommies out. I think that it should be cheaper.

And a Russian will not have ingenery? That argument is also invalid.

I think that the vickers nest is critical for Brits to hold far off territories due to their slow movement speed and lack of separate squads. This is not true for Soviets, they will easily have enough troops spare to send. If they could gain a massive capping advantage, and cheaply lock it down, they would be very op. I would prefer for the soviet mg to cost alot but have an interesting effect. Maybe reinforce from them, upgrade with flamers, upgrade to AT rifle/gun etc. This way it could be used to hold a critical point effectively without being spammed all over the map, and also give a nice difference between the others' mgs.

After re-reading my post, I personally like the flamer idea. Soviets lack an effective way to deal with their own trenches until they get guards.
Having an AT rifle would be nice, also so I don't have to build trenches for an AT hunter squad, and not having to build the squad at all.
"AT missile is OP, Infantry is fine"

Sincerely, Tank

CoH name: LTEVANLEE
Steam: ScarfaceOsamaBinPolPot
TWC: http://www.twcenter.net/forums/member.php?u=147065