@6235125 made a video talking about an issue:
and here’s my solution. It’s based on the MKb 42(H) and Stalingrad, but applicable to every campaign and every select fire weapon usable by every class (“select fire weapons” or “SF weapons”):
- Restrict SF weapons only to classes who unlock them. That would be:
- Radiooperator II in Moscow (obviously for Soviets only),
- Engineer II in Normandy,
- Engineer II and Radiooperator II in Berlin,
- Engineer II in Stalingrad.
- Change the engineer squad layout. In the video mentioned above Dawg is using this squad layout:

I (and pretty much everyone who versed those squads in Berlin) have a problem with this - you can’t do this with any other squad. So my idea here is to change the engineer squad progression from this:
to this:
or maybe even this (or this plus one additional trooper, like it is in MG squads):
Lets be clear, it doesn’t matter to me if it gets tweaked or not. Because its not going to change much until the population shifts. I maxed out Germans and was starting to get bored of passive soviet games. I played 8 rounds of soviets, with rifles against the MKB meta and barely noticed them. What I did notice however is the current soviet player base does not move…at all. (of-course there are some exceptions)
You can walk into a point with “insert smg here” and clear it without the team. This isn’t exclusive to MKB. And if its not the MKB it will be the Kiraly or PPSH. Infact I only equip my assaulters with Kiralys because they are Superior for close combat fighting. (PPSH are just as good if not better). And my first choice is flame squad for clearing objective.
8 games with stock standard Russians, same KD, will be amazing with upgraded gear and proper perks. The only difference is no one went near the objective. The Russians have really good equipment over all, especially battle rifles and smgs. They just currently too passive to use it.
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Haenel mkb42 is not a particularly powerful weapon. Of course, it is easy to operate and can provide accurate and sustained vitality at medium distance. However, due to the low firing speed and the reduction of the power of 7.92mm rifle short cartridge, it can not even deal with two enemies with bolt rifles at close range, which makes you have to pay attention to the engagement distance when using mkb42. That’s why my engineering team has two soldiers with ppsh - a medic and a commando to deal with the enemy in the house. In fact, I can’t understand why the sniper’s mkb42 has a higher firing speed. Do the producers think the sniper is a kind of weapon used for close combat?
And it doesn’t matter to me what Russian or German teams are doing. I hate it when people avoid the topic with those “skill issue” or “team issue” phrases.
But to the point: Yes, you can win against a German team running top tier squads and weapons in Stalingrad (and every other campaign). But the problem of some weapons being OP will not disappear magically.
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No I addressed both. For a gun so brokenly over powered, it should have been reflected in the combat stats of the matches I played against them. Base k/d with beginner Russians is pretty much the same as my maxed out Germans. (It’s only going to go up with more unlocks and gear)
The point about player base was win/loss is determined by players being passive or aggressive. Not combat ability as it is equal (stats)
I also pointed out that smgs are superior at close quarters, while rifles are at extreme long range…
Mkb is the jack of all, great at all ranges, just not the best at all ranges.
So what is the excuse if there is no Mkb around?
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What do you mean by “what is the excuse”?
So what if there is no Übermenschenwaffe / super gun in the current match? You still lose because the German stuff is OP even if they don’t use it most of the time? some sort of psychological effect?
Hes saying remove it, and you’ll get clubbed by the next thing (ppsh, kiraly)
I don’t really get your logic.
If they won’t use OP stuff, it won’t be hard to defeat them (duh!).
And even if they will use it, it is still possible to win. A good example of this is Enlightened Enlisted and his ~98% winrate on Tunisia Axis despite them being a weaker faction there.
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So why do Soviets still lose even if the Germans are on the same/ similar gear level in Stalingrad?
Skill? Nah… that just a stupid phrase.
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But all other guns have their Soviet counterparts - Kiraly has Thompson which trades range for damage, but still is an awesome SMG (especially this exact variant), PPSh-41 (MP 717(r)) has… a better PPSh-41 and the ZH-29 (which isn’t full auto, and this twice higher fire rate will be getting a bug report from me soon) has the SVT-40 and so on.
You didn’t get my point (or I just wasn’t precise enough with my wording). I called those “stupid phrases” because people use them way too often when they shouldn’t.
My position on the topic isn’t “skill and teamplay don’t matter”, but rather “let’s make progressions balanced and if nothing changes, and only then discuss skill and teamplay”.
If nothing or almost nothing would change after nerfing SF weapons availability, then we can talk about skill or PTFO.
They are not. MKb 42(H) still is way to common. It was the point of both Dawg’s video and my thread.
if the problem is in current playerbase, how is the sf nerf going to fix it ?
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And I was talking about the matches.
Why do Soviets still lose even in matches where the Germans dont have any Mkb, any 39M, any MG42 (or whatever people claim OP) in this matches?
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Because the playerbase is not the only problem, and weapon balance is easier to fix.
is it ?
I havent seen anything done to T-50
Nor to early level smg’s vs soviet smg’s.
And id say they have been quite alot longer presented in the game.
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They don’t lose nearly as much as you claim they do. My win rate in Stalingrad for Germany is about 65%, so it’s not like Soviets lose all the time. It’s definitely different than for example Berlin Axis (they do lose almost all the time, at least when I play them).