Maybe there is an Automatic-Gun problem

I dont know if this has been there for longer i played Stalingrad for months now, but it seems that the older Campaings especially Moscow have now way more Automatic guns running around like before.

Behind every corner seems to be a bunny hoping PPSH wielder.

Seriuosly if i was a new player i would have deinstalled the game, because you just get slaughtered.
The Powercreep is too high.

The Assaulters should have 1 Aussaulter removed and the MG removed and replaced by regular rifleman.

The MG Squad should have 2 MGs removed and replaced by regular Rifleman.

The Engenieer troup should have 2 Engenieers removed and replaced by regular rifleman.

This reduces the density of automatic Fire on the Map significantly. Allowing for more Squad diversity becaue you cant just shit bullets With 4 PPSHs and a DT-27/ 4 Kiralies and an MG-43.

Wich is objectively at the moment the way to get the most Kills. Diversity in viable Playstyles is lacking at the moment.

An no a Boltaction Buff would not solve this on its own because most Maps dont Allow the fields of fire for Bolts to be as effective as in Stalingrad. While it would help a bit it wouldnt be enough.

3 Likes

you know that in all ther campaigns (apart tunisia and maybe stalingrad) riflemans can also use sf/smg rifle right?

4 Likes

Just few days ago I was actually wondering is there a possible way to make MG squad even more useless, apparently there is.

7 Likes

American ones are still nice with the Bars, altough you could argue they are just assault rifles with a limitation of only being able to use on assaulters.

1 Like

We shouldn’t be able to wield more than 1 Assualter squad and assaulter squads should be caped at 3 assaulters per squad not 4.

1 Like

This is what it means to make a suggestion that looks good until oyu think about it.
All this would do is weaken axis again.
Because now, instead of 3mg vs 4smg, it’ll be 1mg vs 3smg.
Then you have the point of mg squad being useless, as infantry squad can have mg also, so if mg squad can’t have more, then that just makes it the same squad as regular infantry, but with 2 less slots.
And then the fact that soviets will just replace all the lsot slots with AVSs. So it’ll only reduce automatic weapon usage for axis and not the russians.

The general idea is good, but the execution is beyond terrible. Next time mabe think before you write.

2 Likes

automatic weapons are a problem because the game forces you to fight in 500m of map and in 50m at a time, if the game had been thought better with larger maps, more distant spawns and more room to maneuver we would have had the opposite situation with people equipped with BA dominate the firefights because they would have fought from 100m-150m away instead of having the classic assaulter armed with ppsh41 in the face after 10 seconds after the initial spawn

5 Likes

GET THIS MAN A MEDAL, for outstanding intelligence

This is really the reason we want community-approved custom maps with economy enabled. Craftsmen will make good missions for all types of weapons, not just automatic spam.

At the moment, only 3 squads are enough for me to play: IL2-type3m, assault I with PPSh and AVS, and assault II with PPSh and AVS. BA is garbage at this point. At any stage of the map, these weapons are suitable for effective combat operations.

Ppsh are way overrated.
If you have your ppsh and I have my bold and both of us shoot eachother at same time , even at short range, you die and I get wounded.
The longer the range the better the odds turn on my side.
It’s not even a matter of who who shoots first. It’s a matter of who aims better.

So BA is OP ? Lets nerf it.

You are reading it wrong.

I’m saying it’s a matter of skill.

Well speaking of balance thats pretty retarded argument.

1 Like

I’d have thought they would have made the squads more representative of historical doctrines to give everyone a bit more of a feel for the unique national approach chosen by each of the combating sides.

For example:
The Soviets used 11 man, the Germans 10, the British 9 man, the US 12 man squads.

So these could represent the current infantry squad which has a generic 9, but it could be historically expanded and have appropriate roles that fulfill some of the functional effects in game.

This would slightly change the unlocks in the sense that you would be unlocking both a role eg MG or Assault as well as the specialist unit later on as per the Campaign progression. Individual role unlocks should be available within a given squad exactly as they are now, but they could change them to be doctrinal, which would be quite immersive in its own right.

The only change this would require is that respawns are now built by Squad leaders not Engineers, so the Squad leader would now be the Assault role.

If I use the Germans as an example since I have the K.St.N 13e from 1/2/1941 open, a typical squad would have 1 GruppenFuhrer w MP40, 7 Schutze with K98, 1 MG Schutze with MG34/pistol and an ammo assistant with Pistol. This opens up the opportunity for the devs to slave the loader to the MG and when both men are alive the MG can operate belt fed when static - 250rd belt. When moving you use the 50 rd magazine as per current game set up.

The MG squad could now become a heavy MG Team and have 1 GruppenFuhrer w MP40, 1 MG Schutze and 3 assistants. Esp now that you have the MG34 lafette in game, so rather than the Engineer building it, the HMG team runs with pistols, and when in position uses the same mechanic as mortar team to deploy the lafette and the MG - could take 10 - 15 seconds to set it up for example. This removes the MG build from the Engineer. Once deployed the HMG can have 250 rounds per man (total of 1000rds), and would need to watch their barrel heat gauge as per the current tank MGs. To replen it you would need the Engineer ammo dump as per current game mechanics.

The FT squad could now become an FT Team and have 1 GruppenFuhrer w MP40, 2 Schutze with FT /pistols and 2 Schutze assistants with K98. The assistants should be slaved to the FT and be ready to pick up/change over the weapon if the no1 gets killed, and the FT doesn’t blow up.

The Sniper Squad could now become a Sniper team - Spotter with Gw 41/43 and Sniper with scoped K98.

The AT squad could now become an AT Team and have 1 GruppenFuhrer w MP40, 3 Schutze with Pzb-38/39 or Grb -39, 3 Schutze assistants with K98. The assistants should be slaved to the no 1 is killed, in Normandy once you unlock the PzSchreck, that team would have 1 GruppenFuhrer w MP40, 2 Schutze with PzSchrecks & Pistols, 2 Schutze assistants with K98 and extra ammo. To replen it you would need the Engineer ammo dump as per current game mechanics.

The Mor squad could now become a PL Mortar Team and have 1 GruppenFuhrer w MP40 and one 2 Schutze mortar, or stretch it into the 2 x Mortar Schutze currently in game. Noting that the game currently does not have the capability to create the visuals for a crew served weapon, but it would be cool - so if both soldiers were present you get double the shots you currently do, if only one mortarman is alive then you get what there is now. To replen it you would need the Engineer ammo dump as per current game mechanics.

The Radio Team could remain unchanged in size 5 and consist of 1 GruppenFuhrer w MP40, 1 2IC (could be armed with Gw 41) and 3 radio operators with K98 in their own Funkkraftwagen (Kfz15) - or the Kubelwagen will do since its already in game.

The Engineer detachment would remain as is 6 men, with 1 leader, 1 2IC, and 4 Pioneers.

In all cases the funky K98 equivalents like the Vz.24 can remain, particularly if you want to customise your leaders or the 2IC with them, although the rank and file should just get K98s.

You made a mistake in your post’s title. You wrote: “maybe there is an automatic gun problem”. You should remove the word “maybe”.

2 Likes

It’s the meta and we’ve been on about this forever so…
b7d

This guy gets it, it isn’t about availability, but map design.
Even in the real war large amounts of soldiers were equiped with smgs when ever they were going to fight in a city or urban environment.

1 Like