they dont seem very effective anymore. I stormed one of bashars MG42 position with smgs by just crawling about 10 of them foward in a human wave attack and mowing it down when in range- i lost about 1 dude. probably a result of the higher pinning resistantance and hp when prone.
anyone else noticing this?
Machineguns
Moderator: Content Developer
Re: Machineguns
He will probably look at it, if I get on the desktop and he hasn't I'll reevaluate the MG.
Re: Machineguns
I'll be turning the pinned level back down somewhat; not all the way, but to the midpoint between the current level (25) and the old value (15). I haven't committed yet since I haven't had time to click through and recompile all of the inf scripts.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Machineguns
the damage resistance when prone has deperately got to go down, how about a midpoint between the old and new values?
Re: Machineguns
Can you make a case for it? If the pinned level goes down, MG nests will retain their effectiveness without us needing to reduce infantry durability. That durability is a plus generally, I think - it means you have more time to react to unfavorable situations and lessens the slippery slope a bit (ie, running into a MG nest doesn't always equal sudden instant loss of that group).
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Machineguns
my case for it is how ludicrously long it takes to kill prone enemies using riflemen- right now, smgs are the only way to roll. I have a replay of me chasing a load of crawling riflemen with smgs, yet almost none of the riflemen die despite the huge amount of bullets being fired- they just took so little damage
Re: Machineguns
I think the armour boost is too significant atm.
Re: Machineguns
So, enjoy the recent changes?