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russian armor

Soviet merge

30 Apr 2020, 03:15 AM
#1
avatar of VIGNASH

Posts: 187

Just a burning question,

If I merge cons to Gaurds or Shockies, do the merged cons get the same dps/accuracy/..etc as the original gaurds/shockie model?

Cheers for answering!
30 Apr 2020, 04:36 AM
#2
avatar of Mr. Someguy

Posts: 4928

Yeah, they gain the same offensive stats as the squad they merge with. On the other hand, the Conscript model himself does not gain the stats of the Shocks / Guards, so a Shock Troop squad made entirely of merged Conscripts will die to gunfire as fast as a standard Conscript squad.
30 Apr 2020, 08:26 AM
#3
avatar of JulianSnow

Posts: 321

jump backJump back to quoted post30 Apr 2020, 03:15 AMVIGNASH
Just a burning question,

If I merge cons to Gaurds or Shockies, do the merged cons get the same dps/accuracy/..etc as the original gaurds/shockie model?

Cheers for answering!


Answer is no, only reinforced models have the same stats as the original models.

Merging conscripts is purely to keep your squad alive, and most efficiently used when merging to your team weapons (who don't rely on the stats of the models but the gun it opperates).
30 Apr 2020, 08:38 AM
#4
avatar of Muad'Dib

Posts: 368


Answer is no, only reinforced models have the same stats as the original models.


Actually, I am fairly certain the offensive (weapon) stats and veterancy bonuses apply to the merged models. However they do retain their original base received accuracy (size) and armor.
30 Apr 2020, 08:46 AM
#5
avatar of Vipper

Posts: 13476 | Subs: 1



Actually, I am fairly certain the offensive (weapon) stats and veterancy bonuses apply to the merged models. However they do retain their original base received accuracy (size) and armor.

Models that merge are equipped with weapon the squad they merge to is using and benefit only from the vet bonuses of the the squad the have merged to.

The remain conscript entities and have the conscript stat and abilities.

It break down to this, units in Coh2 have entity abilities/stats and squad entity/stat so merged cons retain the first and acquire the second.
30 Apr 2020, 09:31 AM
#6
avatar of WAAAGH2000

Posts: 730

Weapon will same as Guards or shock ,RA will be 1.087x vet bouns
30 Apr 2020, 10:07 AM
#7
avatar of Hannibal
Senior Moderator Badge

Posts: 3104 | Subs: 2

What Vipper said is right.

Imagine it that way: everything related to the squad (weapon loadout, veterancy as well from the game's perspective) will be adopted, everything related to the solder entity (RA, health etc) will stay the way it was.

So you basically get a Conscript with different weapon (and suddenly also different vet).
Since there barely are units with worse weapons that Conscripts, merging is almost always useful. If you merged, expect your squad to die slightly faster in the next fight, since there might still be Conscript models left.
30 Apr 2020, 12:07 PM
#8
avatar of VIGNASH

Posts: 187


Awesome! Thanks for clarifying it everyone who answered.

I was thinking of spam merge into gaurds or shockies in 2v2 thus lowering the man-power bleed...haha

A cheese tactic indeed :))
30 Apr 2020, 12:10 PM
#9
avatar of Katitof

Posts: 17875 | Subs: 8

jump backJump back to quoted post30 Apr 2020, 12:07 PMVIGNASH

Awesome! Thanks for clarifying it everyone who answered.

I was thinking of spam merge into gaurds or shockies in 2v2 thus lowering the man-power bleed...haha

A cheese tactic indeed :))

Its not cheese at all, its very much intended use of merge.
Also, don't really use it to "save on reinforcement", but more to either keep the squad on field, allowing it to vet fast and be constant threat at high menpower or to get it back on field instantly when there would already be healthy con at base ready to merge(just don't keep one there permanently).

There was long time ago a meta of 2 cons 2 penals, where you would use cons to keep penals on field all the time as penals themselves aren't exactly durable with low rec acc vet.
30 Apr 2020, 12:32 PM
#10
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post30 Apr 2020, 12:07 PMVIGNASH

Awesome! Thanks for clarifying it everyone who answered.

I was thinking of spam merge into gaurds or shockies in 2v2 thus lowering the man-power bleed...haha

A cheese tactic indeed :))

Merging with guards is fine is fine since they start with 0.97 target
Merging with penal is also fine since they start with a target size of 1
Merging with Shock troops should be avoid since they take heavy damage and conscript entities will not have the armor Shock have.
Merging with HMGs is good since they start with 1.25 target size
30 Apr 2020, 14:19 PM
#11
avatar of Stug life

Posts: 4474

Fun fact since they retain the ability of cons merged squad and weapons team used by the ai can some time use at nade and Molotov :romeoHype:
30 Apr 2020, 14:25 PM
#12
avatar of SuperHansFan

Posts: 833

Fun fact since they retain the ability of cons merged squad and weapons team used by the ai can some time use at nade and Molotov :romeoHype:


The virgin Brit AI medic spam vs Chad Soviet AI merge spam

30 Apr 2020, 14:44 PM
#13
avatar of Sander93

Posts: 3166 | Subs: 6

Fun fact since they retain the ability of cons merged squad and weapons team used by the ai can some time use at nade and Molotov :romeoHype:


That's not because of merge, that can happen with most/all squads that the AI recrews team weapons with. For example team weapons recrewed by an AI's Riflemen can throw grenades.
30 Apr 2020, 19:39 PM
#14
avatar of Stug life

Posts: 4474

AI biggest brain where can we learn such skills
30 Apr 2020, 19:55 PM
#15
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

AI biggest brain where can we learn such skills


Play teamgames and then just drop. EZ.
1 May 2020, 12:37 PM
#16
avatar of A table

Posts: 249

Fun fact since they retain the ability of cons merged squad and weapons team used by the ai can some time use at nade and Molotov :romeoHype:


This was patched out long ago right?
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