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Soviet General Faction Changes - New cmdr mod 5.0

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21 Apr 2019, 11:42 AM
#141
avatar of bert69

Posts: 150

Imo the buff is strong enough on its own, cons being able to transition into a 240 mp bait/meatshield and at snare in the late game to screen team weapons and tanks is more than enough of a buff for soviets rn.
21 Apr 2019, 12:57 PM
#142
avatar of Stug life

Posts: 4474

Are people really complaining for a buff to cons ?
21 Apr 2019, 13:10 PM
#143
avatar of Crecer13

Posts: 2182 | Subs: 2

Are people really complaining for a buff to cons ?


Do you really see a buff here? I see that modders know that conscripts suck at a later game, but instead of a buff, they just blur the problem. Even with the seventh person they will be bad against other infantry in the later game, which is why they have a 20% gain in experience and cheap reinforcement - they will suck and die.
21 Apr 2019, 13:36 PM
#144
avatar of Cresc

Posts: 378

Frankly, there is just one thing I'm missing here, is where that they don't scale into late game meme started.
Conscripts were never made to scale into late game, it has been like this since day 1, so why change their design now?

What happened to a supportive infantry that is combined with elite units?
You remember how soviets depend heavily on the doctrine they chose?

Also whenever I see it happening in the several streams they are simply not doing much, it's still overall the same(for a 50 muni upgrade no less), and ironically they overperform just when they get an upgrade from airborn doc, I thought you wanted to avoid this detail?

The way I figure, the problem with conscripts started ever since they nerfed their dps profile because fanboys started whining everywhere about how blobbed cons are too hard to deal with.

Ever since that day, soviets have been trying to avoid using cons as much as they can, getting only one cons for capping/tank snare...

Partisans, maxim spam, penals... just as long as you avoid the shitty cons.

Although Jae seems to think it's great because (in late game again) you'll be able to build sandbags a bit faster, for a 50muni 7th man,the case is still the same, their dps profile is too low, for a unit that by design does not and shouldn't scale into late game nor get a weapon upgrade, their best offensive tool is the early game pressure, and they lost it long ago.

And no, it won't make penals useless, just less of a first choice, which is actually good.
21 Apr 2019, 13:54 PM
#145
avatar of Kirrik

Posts: 573

Are people really complaining for a buff to cons ?

It does not make Cons viable against OKW and it does not make them viable midgame when all infantry has their weapon upgrades. What does adding one model to conscripts accomplish in endgame against vetted blobs or artillery? Nothing
21 Apr 2019, 14:24 PM
#146
avatar of Stug life

Posts: 4474

jump backJump back to quoted post21 Apr 2019, 13:54 PMKirrik

It does not make Cons viable against OKW and it does not make them viable midgame when all infantry has their weapon upgrades. What does adding one model to conscripts accomplish in endgame against vetted blobs or artillery? Nothing
are u kidding me ? Adding 1 more model is perfect vs art ,what would be better ?
21 Apr 2019, 14:27 PM
#147
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post21 Apr 2019, 13:54 PMKirrik

It does not make Cons viable against OKW and it does not make them viable midgame when all infantry has their weapon upgrades. What does adding one model to conscripts accomplish in endgame against vetted blobs or artillery? Nothing

actually against vetted blobs and arty it improves their chance of getting out alive...thats exactly how extra models function....thats the point...

but they are still not intended to be a combat unit, it will help them fill a support role very well

the unfortunate thing is that the patch makers seem to be pushing the game towards blobs by removing any tool that might possibly punish one, which is why they will still fall. you could have 10 model cons and with no way to stop an stg blob from walking up and murdering them it doesnt matter. if the game still catered to the tactical element it would be a fantastic change, but the game is about powerful blobs now and the soviet lack any tools to do anything about those.
21 Apr 2019, 14:45 PM
#148
avatar of Stug life

Posts: 4474

They still have Katy, the best anti blob art , but they need more suppression on maxim
21 Apr 2019, 15:13 PM
#149
avatar of MrBananaGrabber.
Patrion 26

Posts: 328


the unfortunate thing is that the patch makers seem to be pushing the game towards blobs by removing any tool that might possibly punish one, which is why they will still fall. you could have 10 model cons and with no way to stop an stg blob from walking up and murdering them it doesnt matter. if the game still catered to the tactical element it would be a fantastic change, but the game is about powerful blobs now and the soviet lack any tools to do anything about those.


It's a shame more time wasn't spent on the changes to demo charges, demo charges were a great way to punish blobbers as the Soviets.
21 Apr 2019, 15:19 PM
#150
avatar of aaronmaton

Posts: 15

IMHO conscripts are not a main line inf, I really love the idea of that role splited between two Units: Penals for damage and Cons for utility/meat shield. I don't hate the 7 man upgrade, but isn't enought in this moment. I think that they also would beneficit from another durability or utility buff.

My sugestions are (they exclude each other out)

- Lower their price, 240 is to much, maybe 220 or 225.
- Or give them more survivability, a small armor buff like those en shock trops (but in this case about 0.25 damage reduction) at lvl 3 vet or with their 7th man update.
- Or give them an extra offensive utility ability (Like a non flame nade with the 7 man update, a rifle grenade without a big visual indication would be great, like the rifle grenade from grens).
21 Apr 2019, 15:29 PM
#151
avatar of Kirrik

Posts: 573


actually against vetted blobs and arty it improves their chance of getting out alive...thats exactly how extra models function....thats the point...

but they are still not intended to be a combat unit, it will help them fill a support role very well

the unfortunate thing is that the patch makers seem to be pushing the game towards blobs by removing any tool that might possibly punish one, which is why they will still fall. you could have 10 model cons and with no way to stop an stg blob from walking up and murdering them it doesnt matter. if the game still catered to the tactical element it would be a fantastic change, but the game is about powerful blobs now and the soviet lack any tools to do anything about those.


Whats the point of surviving and saving a squad that will always lose engaments in late game anyway, genius? You will lose VP's and you bleed insane amount of manpower which could be spent on squads capable of actually winning engaments and dealing damage back. What does additional man change? Conscripts arent grenadiers, they were never weak against artillery in first place, adding a man just increases bleed and MP reinforcement decrease offsets it and as result you just have 7 man conscripts... which changes nothing as they still bleed you and you still lose engagements
21 Apr 2019, 15:32 PM
#152
avatar of Cresc

Posts: 378

They are never going to fix soviets I guess, the cheesiest faction in this game's history, and they will remain so for still some time...
21 Apr 2019, 16:34 PM
#153
avatar of Farlion

Posts: 379 | Subs: 1

Imo this thread shows why the Wehrmacht is in such dire straits. Instead of fixing the issues with OKW, the other factions are getting buffed to match OKW, with Wehrmacht being left in a ditch.
21 Apr 2019, 16:44 PM
#154
avatar of jagd wölfe

Posts: 1660

TMW people call 7 men cons bad because they won't slaughter obersoldaten =(

I suggest you actually try it in the mod their dps is basically slightly less than volks stg vet 5.
21 Apr 2019, 16:47 PM
#155
avatar of Cresc

Posts: 378

jump backJump back to quoted post21 Apr 2019, 16:34 PMFarlion
Imo this thread shows why the Wehrmacht is in such dire straits. Instead of fixing the issues with OKW, the other factions are getting buffed to match OKW, with Wehrmacht being left in a ditch.



What could they fix with OKW besides specops doc and volks?
And what about nerfing UKF for a change?

I don't feel like soviet is being buffed, they just go too much cheese going on for them, their only asset is the heavy call-ins, which you see in every single game right now.

And the m42 canisters being op too, wish they could remove it, the small nerfs doesn't make them less annoying.
21 Apr 2019, 17:08 PM
#156
avatar of Stug life

Posts: 4474

jump backJump back to quoted post21 Apr 2019, 16:47 PMCresc



What could they fix with OKW besides specops doc and volks?
And what about nerfing UKF for a change?

I don't feel like soviet is being buffed, they just go too much cheese going on for them, their only asset is the heavy call-ins, which you see in every single game right now.

And the m42 canisters being op too, wish they could remove it, the small nerfs doesn't make them less annoying.
remove volks stg, lower their near dps, give them mp 40 upgrade instead (grenade change too), remove raketen give pak 38 from v coh, give better RA to volks at vet 4, divide tier 4 in 2 tier (60 fuel each) ober and jagd panzer 4 in first unlock and p4 + panther in the next one
21 Apr 2019, 17:16 PM
#157
avatar of Kirrik

Posts: 573

jump backJump back to quoted post21 Apr 2019, 16:34 PMFarlion
Imo this thread shows why the Wehrmacht is in such dire straits. Instead of fixing the issues with OKW, the other factions are getting buffed to match OKW, with Wehrmacht being left in a ditch.


And how would you fix OKW? Remove stg and flamenade from Volks? Rifles and IS will just shit all over them without stgs. Conscripts are the problem here, despite costing same as volks and even more considering upgrades volks better than cons in every imaginable way once midgame rolls in. SVT upgrade scales cons to volks levels, but that is somehow unacceptable because... "muh penals" Penals themseles are a crutch unit replacing an actual mainline infantry which soviets lack, faction would be unusable without them and thats whats wrong with sov.
21 Apr 2019, 17:20 PM
#158
avatar of Katitof

Posts: 17875 | Subs: 8

are u kidding me ? Adding 1 more model is perfect vs art ,what would be better ?

Ability to kill infantry stopping your advance, so you can actually move on before that arty takes a shot at you. That's why penals are popular.
They still have Katy, the best anti blob art , but they need more suppression on maxim

-katy
-best anti blob art

pick one, soviets don't have access to panzerwerfer.
21 Apr 2019, 17:31 PM
#159
avatar of Stug life

Posts: 4474

jump backJump back to quoted post21 Apr 2019, 17:20 PMKatitof

Ability to kill infantry stopping your advance, so you can actually move on before that arty takes a shot at you. That's why penals are popular.

-katy
-best anti blob art

pick one, soviets don't have access to panzerwerfer.
debetable, PW is good at short range and in mass, kat is good even at long range and is more of an area denial, the bolb has to back unlike the PW that only supress
21 Apr 2019, 17:33 PM
#160
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

Probably the bonus to Conscript Mosins when they get the cover bonus, or maybe without, would be cooldown, but strictly for their Mosins. Their accuracy in general is good enough and we don’t need them ignoring the RA of Elite infantry so rate of fire will probably help. Though, it’s more potent for range where their cooldown is the highest by a considerable margin.
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