@@alexanderjanssona.8519 Yes! And also If you use it against a Bofors, pack or a morter pit, it will get destroy them pretty quick. If, you don't get killed or surpressed first.
The CoH2 community doesn’t have a lot of content creators but I’m gonna have to say this video is one of the best I’ve seen out there. Great editing of the additional information into the shots as well as a very in depth coverage of the mechanics of the weapons/abilities and their stats. Hope you continue to grow and make more of these. I’d love to see a breakdown of tanks next.
Hey Tightrope, could we maybe get a video like this but for rocket artillery vehicles? For example time from ordering the barrage to time of the rockets arriving at max/min ranges, time of how long the rocket fire is coming and damage to for example emplacements/buildings? Think that could be really helpful information for some, and would prevent wasteful barrages.
Questions : 1. Can you load Armor Piercing for MG42 while you are in ambush camo without being revealed? 2. Can you do a manual reload, and then load AP, timing it so that it activates right at the end of the manual reload, to bypass the forced reload on activating the ability?
Anyone who has played the game for 8 seconds could tell you that the MG42 is the best mg in the game. Don't need to be a rocket scientist. It has the biggest available cone size, the best armor peircing ability, the best base damage, the best base suppression, the best base accuracy and it comes out of their tier 1 building. Wermacht players are outrageously crutched behind it, it's mind boggling tbh. Especially when the allies are ill equipped to deal with flushing them out of garrisons because unlike the Axis the allies have to purchase their nades seperatley from their tech ups.
No surprises on to which is the best. Incendiary Ammo is nuts. You might have added something about the new MG Formation. Right click on an enemy unit instead of deploying with no target means the supporting members now advance nearly 20 units ahead of the MG itself. This can be useful for making the squad immune to being 1 shot by explosives and spotting for the MG, but can also give away that an MG is being set up and allow opponents time to withdraw.
I've never really liked the incendiary ammo ability on the MG-42 it's just a tad too ridiculous to me that this already very good, cheap, t0 suppressive platform with an amazing arc of fire and suppressive qualities can activate an ability to give it better light AT and AI capabilities than even the actual heavy machine-guns like the .50 and the DShK (in terms of caliber the MG 42 is 7.92 mm and the .50 and DShK are 12.7mm). I think the ability is fine on the MG-34 it sort of fits the high-tech and sometimes experimental profile of the OKW, and to start with the MG-34 isn't really that good compared to the 42, so having this ability to provide a substantial though temporary boost to its killing power is alright I think. But as mentioned above, if I could choose I'd prefer to have the 42 lose this ability as its performance with it is just too ridiculous, especially when you factor in that the 42 is already very good at what it does. As for a replacement, something like the Soviet Guards' button ability could be neat and powerful (though balance would have to be considered), and would mean that the 42 can still be a threat to vehicles but only when working in tandem with other units with actual AT capabilities.
They purposely made it the so strong to reflect it's popularity during the war, and how iconic it is. If it's weaker it wouldn't incentivise people to use it.
You the best tightrope! The fact that nearly all MGs have to reload when using their abilities means more value to any bulletins giving +10% reload time (faster activation & deactivation of the ability). And obviously, if the MG doesn't need to reload, the bulletin will then have less effect.
Technically cheaper than the maxim because you don’t need to build tier 2(though you’d probably have to build it eventually down the line). It also has a faster pick up time and a 6 man squad so allowing it to win head on engagement with axis mgs and safety retreat.
@@user-me5oq3kl4h the dshk will beat the mg if both are max health and models. Even if the dshk is suppressed it’ll still fire and suppress the opposing mg albeit with longer cool down. Even if it had less damage it’ll beat the axis mg because of the 6 man.
8:38 these microtips are based on minor differences, in how these abilities work. However, these are all just ammo types, so my question is: Are these differences intentional, or did relic just a bad job in implementing the same ability (ammon types) on different factions. I mean, for me it makes no sense, that you can activate the ability for the dshk before setting it up, and you cant do it for the mg42. Thats just weird, isnt it?
It has always bugged me as a gun guy that they made the 34 lesser than the 42 in CoH. The 34 was a superior weapon in every regard, the update was actually a downgrade because the 34 was a more complex and finely tuned design and took longer to produce, was more expensive, and used more skilled labor. 42 gunners would trade their actual butthole for a 34, particularly on vehicle mounts. Fun fact.
I hate that almost all armies have the penetration rounds... This game is losing asymmetrical balance with each patch, and this is expected when community is doing the patches
Is it true that you can keep troops that have been supressed under supression when you fire at them with grens? Do they need full supression to show this effect, this could be really usefull when your mg get's flanked
Yes, troops that are already suppressed are much easier to keep suppressed, even grenadiers or pioneers shooting after yellow suppress is enough to keep them suppressed for a lot longer.
@@randy2811 if they're behind heavy cover, probably not, since suppression decays faster and is less effective on cover, but yeah, against enemies in the open you can do it.
nice video!, could you please make a vid versing fallshirmjaeger and obersoldaten with stgs, in late game i dont know which is better in holding a side as the fallshirmjaeger get that camouflagr bonus
Falls beat out Ober dps when upgraded and vetted especially with the ambush bonus. But obers do scale faster hitting massive combat bonuses at vet 2 and generally can stay in combat for longer. falls also lose lots of dps when dropping models when compared to obers getting most of their dps from 2 stgs or 1 mg. Since falls hit the field earlier than obers, they’ll be comfortable in the late game as long as they’re kept alive. If given the choice between obers and falls, go for obers since they scale faster and trade models more efficiently
@@samuelvo6653 dude 😒😒😒 You are right (in general), but this is not a matter at all. As for me - you or anybody else should start with: They are two DIFFERENT units with DIFFERENT roles. Even LMG Obers and STG Obers - role still different. and later - your wiev of that "role".
It is the same as the mg42, you can see in the video I select it at one stage and it is right at the start of its cooldown, even though I didn't use it the whole video.
That intro is legendary
My man gonna look back at this 5 years later and cry.
Don't forget that MG42 and MG34 armor piercing incendiary can be used to flushed out garrison like as if it was a flamethrower
Really??
@@alexanderjanssona.8519 yeah, I've tried it multiple times and it's glorious seing enemy squad gets melted inside a building
@@alexanderjanssona.8519 Yes! And also If you use it against a Bofors, pack or a morter pit, it will get destroy them pretty quick. If, you don't get killed or surpressed first.
@@Ziknich wow! Thanks for the info
@@alexanderjanssona.8519 i think that thing can start fires inside buildings.
Unequivocally the best source of info regarding the "nitty gritty" aspects of the game the world over.
Yes. Best current source since patches can turn your videos into a misinforming peace of crap.
I had to rewind that intro several times, that's how good it is
The CoH2 community doesn’t have a lot of content creators but I’m gonna have to say this video is one of the best I’ve seen out there. Great editing of the additional information into the shots as well as a very in depth coverage of the mechanics of the weapons/abilities and their stats. Hope you continue to grow and make more of these. I’d love to see a breakdown of tanks next.
So the MG42 excels in both penetration and AI? Essentially making it the best mg? Wow what a shocker
Plus it has a wide arc, plus excellent suppression, plus it's tier 0...
Yeah but vanilla granaries are horrible. PGrens are paper. That's why.
@@deadhead7930 no they're not. This false claim needs to die lol
@@deadhead7930 theyre are not horrible. its comparable to cons, they can hold their own until they upgrade to mg42
@@deadhead7930 pgren paper lol
Another mod player who can't git gud with vanilla and talkshit about it
i like the MG42 one because it looks like it's spewing fire and the sounds are great.
And because its broken overpowered weapon.
You are the real MVP of COH2 man!
MG42 totally isn't OP guys
best damage, best arc, best penetration, best suppression, tier 0
u mean mg42
I mean, it is the MG42 after all, what else can one expect?
@@Fruzhin5483 wehraboo detected
@@phoenixdelta346 "I am not defending German technical superiority, I am stating the fucking obvious..."
thank you for doing these, very insightful and well put together!
i was surprised to see the dhska nd 50 cal outperformed by the mg42, but in the end it just is the best mg in game
Hey Tightrope, could we maybe get a video like this but for rocket artillery vehicles? For example time from ordering the barrage to time of the rockets arriving at max/min ranges, time of how long the rocket fire is coming and damage to for example emplacements/buildings? Think that could be really helpful information for some, and would prevent wasteful barrages.
Ive been waiting for this for weeks. Never disappoints
Stupid that 50. and DSHKA are lower dps against armored units with AP ammo.
Those 2 guns should be kings when dispatching light armored vehicles.
7:02 so, Luchs like the mg-42 is king.
Awesome vid!
Best intro ever! love your vids, hope to see AT-guns next =)
Another banger tightrope thanks.
More intros like that please, that caught me off guard 😂
Questions :
1. Can you load Armor Piercing for MG42 while you are in ambush camo without being revealed?
2. Can you do a manual reload, and then load AP, timing it so that it activates right at the end of the manual reload, to bypass the forced reload on activating the ability?
Im sure he'll respond soon.
Anyone who has played the game for 8 seconds could tell you that the MG42 is the best mg in the game. Don't need to be a rocket scientist. It has the biggest available cone size, the best armor peircing ability, the best base damage, the best base suppression, the best base accuracy and it comes out of their tier 1 building. Wermacht players are outrageously crutched behind it, it's mind boggling tbh. Especially when the allies are ill equipped to deal with flushing them out of garrisons because unlike the Axis the allies have to purchase their nades seperatley from their tech ups.
sadly, the Soviet Maxim underperforms very badly because they take YEARS to kill a single model with their terrible accuracy
No surprises on to which is the best. Incendiary Ammo is nuts.
You might have added something about the new MG Formation. Right click on an enemy unit instead of deploying with no target means the supporting members now advance nearly 20 units ahead of the MG itself. This can be useful for making the squad immune to being 1 shot by explosives and spotting for the MG, but can also give away that an MG is being set up and allow opponents time to withdraw.
awesome video tighrope. These insights are really useful
I've never really liked the incendiary ammo ability on the MG-42 it's just a tad too ridiculous to me that this already very good, cheap, t0 suppressive platform with an amazing arc of fire and suppressive qualities can activate an ability to give it better light AT and AI capabilities than even the actual heavy machine-guns like the .50 and the DShK (in terms of caliber the MG 42 is 7.92 mm and the .50 and DShK are 12.7mm).
I think the ability is fine on the MG-34 it sort of fits the high-tech and sometimes experimental profile of the OKW, and to start with the MG-34 isn't really that good compared to the 42, so having this ability to provide a substantial though temporary boost to its killing power is alright I think.
But as mentioned above, if I could choose I'd prefer to have the 42 lose this ability as its performance with it is just too ridiculous, especially when you factor in that the 42 is already very good at what it does. As for a replacement, something like the Soviet Guards' button ability could be neat and powerful (though balance would have to be considered), and would mean that the 42 can still be a threat to vehicles but only when working in tandem with other units with actual AT capabilities.
do you remeber the 100% accuracy vs retreating units bug on incendiary? you could lose a high health squad on retreat vs the mg 42 incendiary
They purposely made it the so strong to reflect it's popularity during the war, and how iconic it is. If it's weaker it wouldn't incentivise people to use it.
It's the fastest firing machinegun in game, the recoil was pristine on bursts.
You the best tightrope!
The fact that nearly all MGs have to reload when using their abilities means more value to any bulletins giving +10% reload time (faster activation & deactivation of the ability). And obviously, if the MG doesn't need to reload, the bulletin will then have less effect.
TR COH2 Nerd Kang! Intro had me rolling son. Thanks homie!
Remember
They're Unlocked at Vet 1, Costs 15 munitions, and has a cooldown of 30 seconds! (Or 60)
Are the cooldown functions working as intended? Doesn't seem like it.
Thanks for the top quality content TR, as always. That intro was quality
Why does the DhSK cost 300 MP then? Pretty simulary to the MG42 but with a lesser arc, should cost the same at least.. Very strange
Technically cheaper than the maxim because you don’t need to build tier 2(though you’d probably have to build it eventually down the line). It also has a faster pick up time and a 6 man squad so allowing it to win head on engagement with axis mgs and safety retreat.
@@samuelvo6653 except 6 man do not guarantee win as most likely Dshk will be suppressed by mg
Fast to relocate
@@user-me5oq3kl4h the dshk will beat the mg if both are max health and models. Even if the dshk is suppressed it’ll still fire and suppress the opposing mg albeit with longer cool down. Even if it had less damage it’ll beat the axis mg because of the 6 man.
@@samuelvo6653 a bug exist so that when dshk is supressed it can't use its ability
ahahahah Intro TOP POWER! YO
Tightrope dropping them bars.
Nice
hey i love this format !
8:38 these microtips are based on minor differences, in how these abilities work. However, these are all just ammo types, so my question is: Are these differences intentional, or did relic just a bad job in implementing the same ability (ammon types) on different factions. I mean, for me it makes no sense, that you can activate the ability for the dshk before setting it up, and you cant do it for the mg42. Thats just weird, isnt it?
Thanks for the vid!
Loved this video helps newer player like me 😁
It has always bugged me as a gun guy that they made the 34 lesser than the 42 in CoH. The 34 was a superior weapon in every regard, the update was actually a downgrade because the 34 was a more complex and finely tuned design and took longer to produce, was more expensive, and used more skilled labor. 42 gunners would trade their actual butthole for a 34, particularly on vehicle mounts.
Fun fact.
Great vid btw
that into killed me xDD
this is so helpfull, thanks so much!
Very useful video
Spirit of the Law COH2 edition
Tasty vid 👍
Hello there, great video, I would only ask, where can I get this map? Couldnt find it anywhere. Thanks
I have a question, what is the map that you use for your tests ?
Test range map or something like that.
@@user-cl4kc4st7z I don't even play to this game anymore but thank you very much
i always see the MG42 with incendiary ammunition hitting terrain. Does this affect your calculations?
Shouldn't, small arms fire isn't simulated like larger projectiles. It's basically just a visual effect.
It is only visual.
I hate that almost all armies have the penetration rounds... This game is losing asymmetrical balance with each patch, and this is expected when community is doing the patches
The armor piercing exist long ago lol. It's not even a community patch.
Yeah, mg 42 should get same ability as Soviet guards
So only out of the 2 actual HMG's only one can deal with a light armor great.
can i convince you to let me translate your videos to spanish?
Is it true that you can keep troops that have been supressed under supression when you fire at them with grens? Do they need full supression to show this effect, this could be really usefull when your mg get's flanked
Yes, troops that are already suppressed are much easier to keep suppressed, even grenadiers or pioneers shooting after yellow suppress is enough to keep them suppressed for a lot longer.
@@henryhamilton4087 oh, thats intresting, thanks. So it is most likely true that you can keep them supressed indefinetly with kar98k fire from grens.
@@randy2811 if they're behind heavy cover, probably not, since suppression decays faster and is less effective on cover, but yeah, against enemies in the open you can do it.
Looks like mg43 has 5 bank accounts, 3 ounces and 2 vehicles.
nice video!, could you please make a vid versing fallshirmjaeger and obersoldaten with stgs, in late game i dont know which is better in holding a side as the fallshirmjaeger get that camouflagr bonus
I tried that and suprisingly obers with mg 34s usually beats every infantry in the game
Falls beat out Ober dps when upgraded and vetted especially with the ambush bonus. But obers do scale faster hitting massive combat bonuses at vet 2 and generally can stay in combat for longer. falls also lose lots of dps when dropping models when compared to obers getting most of their dps from 2 stgs or 1 mg.
Since falls hit the field earlier than obers, they’ll be comfortable in the late game as long as they’re kept alive. If given the choice between obers and falls, go for obers since they scale faster and trade models more efficiently
@@erdemsagrl9757 is it true, that Obers with UPGRADED MG 34 are MORE POTENT than Obers, which just grab MG 34?
@@samuelvo6653 dude 😒😒😒
You are right (in general), but this is not a matter at all.
As for me - you or anybody else should start with:
They are two DIFFERENT units with DIFFERENT roles.
Even LMG Obers and STG Obers - role still different.
and later - your wiev of that "role".
@@user-cl4kc4st7z what do u mean by that? Are u saying that which one of the stronger mg34 upgraded ober or mg 34 picked ober?
🤣🤣 I can appreciate what you were going for in the intro but it was hard to watch haha.
good thing it was only 3 seconds long then
@@BruhMoment-vq2xw those 3 seconds felt like an hour
Is the Vickers the same as the other allies with regards to cooldowns?
It is the same as the mg42, you can see in the video I select it at one stage and it is right at the start of its cooldown, even though I didn't use it the whole video.
@@tightropegaming ah thanks for the reply dude, great vid as always!
Of course german 7.9 machine gun is better that allied 12.7s if it comes to anti armour lol. Bullshit
Dshka can run
this game is so unrealistic lol, mg42 has 10mm of pen while DSHK has 30mm
Are the cooldown functions working as intended? Doesn't seem like it.
Thanks for the top quality content TR, as always. That intro was quality
I dunno, I guess no one had complained/noticed till now
@@tightropegaming I noticed when it happened to my mg42 midgame, but that was once and I'd honestly forgotten until I saw this video.