Based on what? Since the beta they were designed around horrible starting stats but exceptional veterancy. Their efficient vet3 performance is designed to make up for their lack of damage output throughout the early and mid game, and the manpower bleed they cause with their received accuracy malus.
MR upgrade was not available at beta their vet bonuses where designed with out it thus they superior to that of the other units. Now that MR is available it only natural their bonuses get toned down.
But even with current vet bonuses, cons are still not exceptionally strong in the late game, as 7m vet3 cons lose against double bren/bar vet3 tommies/rifles at pretty much every range and cover, and those units are actually dominant mainlines even in early and mid game. Cons outperform Volks at medium/long range in the late game when in cover, but they seriously struggle against them in the midgame and OKW has other stock infantry options that make short work of cons. Standard LMG grens can't defeat 7m vet3 cons even at long range when both are fighting in cover, and that I agree is a problem, but I believe there is a general consensus that the issue there is lackluster gren performance.
Conscripts do not fight "against double bren/bar vet3 tommies/rifles" and they preice range is not even close.
Cons need to be able to stand up to infantry in the late game, because SOV have otherwise trouble mantaining map presence. No durable mediums, no late game vehicle with AI killing power like Brummy/Sherman/P4, no stock elite infantry, ZIS barrage and Katy getting nerfed... SOV can't win engagements with mean looks alone, they need to have some firepower. Especially considering that they typically need to turn around VP disadvantage from mid game.
No they do not. Soviet have access to a numerous other infatry and units and conscripts are supposed to everything.
Like I already said in the past, the whole reason medic exists is for lend lease users, because for some reason these tommies can't heal with supplies. And they are forced to use the medic squad because forward assembly takes so long to build and is so expensive.
If that is the reason move the unit to the commander.
Yes they do, just lock them to base for 200 mp or buff the forward assembly otherwise. 40 seconds to build healing then you need to upgrade the upgrade and it being that expensive is ridiculous.
Glad to see that we agree that the medic squad is an unnecessary implementation.
Also, your claim that they are OP is based EXCLUSIVELY on theorycrafting and fearmongering.
You have not produced a singular replay ever to prove your claim of OP unit.
Maybe you should stop telling people to do no micro tests on a flat map and actually try to use the unit yourself and post a replay of how op it performs?
Your claim that Heavy sapper are "VERY BAD" in actual combat is simply false. Provide proof to support your claim or stop BS.
"And they still are very bad in actual combat despite all of that because"
Pls test you claim and provide evidence to support it. I have little to add until you do.
(Also work of reading comprehension because as I already posted this claim is simply false )
Vickers only gets range and not sight anymore, that's something it gets because it apparently can't be allowed to have fire rounds.
It might not have the extra on it own but there spotter units. IS get extra sight with pyro and vet 1 bonus. Even UC can be used to provide extra site at vet 1.
Nope it can't because it prevents you from reinforcing with dragging in your base, especially since your units will retreat on top of it with the ukf retreat changes.
You can simply double click on infatry select and select just them or you can drag and then cancel reinforcement for medics
I suggest you simply test them instead of theory crafting.
If you think that a dirty cheap squad, with even cheaper reinforcement, 847 EHP and the option for up you 3 weapons can not fight you are simply clueless. The EHP are close to that of vet 3 shock troops.