Aren't volksgrendiers literally translate to Civilian Soldiers and if I remember history right, Volks should be on par of Conscripts since thats what they were historically.
I mean, thats just me looking at it from a historical point, but yeah, I think Conscripts should be reduced in manpower cost and upkeep rate.
You are thinking of volksstum. Volksgrendiers were solders. |
I'm curious, what about changing the penal AT upgrade to 3 ptrs (reduce deflection damage to keep it the same vs later armour) to make it SLIGHTLY more bursty against lights like the FHT? ROF could be adjusted so it's not an outright 50% dps buff. This would have the added effect of further reducing penals DPS and making it even more of a trade off to get the AT package. PTRS should be the answer to something like the FHT not the zis.
Edit:less direct damage and more DOT would also be a good change for the FHT. Kv-8 as well for that matter (church isn't going to chase, nor is the hetzer so I think they are fine) |
To be honest I don't honestly see any reason for cons to even HAVE a side tech given their performance... You could tack 20 extra fuel onto t3 for timing and I don't think it would make cons OP to have their kit outright. Would make up for their I'll performance for cost and they could be left at 240mp. T0 techs could include a munitions acquisition that cheapens abilities by 5mu across the board or something for combat engies (I think that armour for them would be wicked, making them durable if nothing else) |
I guess, he meant hit-scan "kv-2-like" model of shell calculation. More like 152mm ML-20/105mm LeFH - you can't see the shell itself, but can easily say that it is coming in by sound.
Also, it is rather historical accurate - HE-shells were produced with less propellent chardge to save space for explosives inside of shell itself, so they were slower.
Is-2 used a 2 part shell iirc so the propellent space in the payload, this lead to a powerful shell but a long reload time. The shell was extremely potent and selected with German cats in mind as well as fortifications. |
yes you can if it has an ability that gives it damage reduction like hit the ground or/and when you use another infantry to attack like suggested penal or/and it fi support it with maxim/moratrs.
Have a nice day.
I think what he means is they are just bodies if they don't have any teeth. Which they don't. They can't defend if they are not a threat to the infantry that are attacking and I agree with that. |
Your logic in solid, i agree that cons need to be cheaper. 210 is their actual worth imo.
We could also put the ppsh as side tech wich you unlock with 4 times 30mp =120 (the difference you safe for making cons cheaper) a small feul price of 20 is also good. the cp requirements and muni cost can stay the same.
Thought anyone?
Assuming they get a cost reduction their Ludacris vet 3 would need toned down as well. Assuming that's the case it here can probably be a way to keep the PPSH an upgrade in some manner. A small side addition to MP could certainly be the answer to keeping it from being too cost efficient |
If you think it's off-topic, why did you start it?
Higher rate of fire though, and facing enemy armies with typically lower armour.
But if it's not doing its job (being OKW's Tank Destroyer) then it probably needs to be looked at. If the medium-clubbing Panther is better at fighting heavies then the JP4 is somewhat redundant.
Idk I really like the JP4. I think allied TDs can lose some pen of course which would make the JP4 a better counter to enemy TDs but all in all its a solid TD as it's the only axis stick unit that can actually return fire to all enemy armour (less the isu) add in HEAT and its a really fun unit. |
Miragefla in his mod gave the IS-2 an HE shot for Vet 1: huge AoE, stuns vehicles hit.
Reworking the gun for flavor is something that I would like. Previously I proposed increasing damage from 160 to 240 but also increasing reload from 6.2/6.6 to 9.3/9.9. Effective DPM unchanged (making performance against other tanks the same), but the gun is more unique and more effective against infantry and Axis bunkers.
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That's basicly what I'm looking for out of it. I know it's just flavor but atm it feels exclusively like a better tiger instead of something of its own. Tote that gun God damn it! It has drawbacks built in!
Also I was thinking HE as an ability but was concerned asking for an AOE change AND an high AOE special shot was asking too much... |
Hi all, going to get right after it:
As the title says, cons need to be cheaper and here is why I think so...
To start, they are shit tier infantry with no stock weapon upgrade. They get very very durable at vet 3 (too durable) but until then they are fodder. A unit should require full vet to begin to function. Additionally, other units ALSO get more durable but also get the ability to increase damage output, which sort of offsets enemy durability buffs--cons get no weapons so while they become durable, they don't pack more punch meaning their own durability is lessened but enemies are not.
Secondly, manpower costs in general for the Soviet lineup, namely teching. Cons cost the same as grens and slightly less than volks but are shit on by them hard. To get grens an Ost player needs to shell out 80mp and 10 fuel, this also unlocks fausts, snipers and mortars. The same cost will grant cons only molitovs. To get supporting units the Soviet must shell out double that manpower. What this means is that if the Soviet builds a tech they are a neat loss for manpower compared to their opponent. Okw can be pumping out combat ready units with no delay, and Soviet can't even match them with chaff AND tech up.
Some say "but oorah" or "but utility" and ignore the fact that orrah, while a great ability, is a further extra cost into trying to make conscripts work, something nobody else has to worry about. In addition it received a price increase recently making it less accessible. As for utility... Sand bags are great, and something every other faction can also do (ecxmmxcept usf) hardly worth making the unit garbage over,and it certainly doesn't hold volks back.
An obvious concern about cheaper conscripts would be the PPSH ability but I don't think that the risk of a doctrinal ability should warrant a stock unit being kept sub par, so my solution for that would simply be to create a new call in (or built in t0), assault conscripts squad that would have different vet and a different cost to standard conscripts.
Basicly at the end of the day, cons require massive investment to reach their cap, which is already lower than their counterparts. One shouldn't have to invest more for less. This is compounded by other elements of Soviet tech (160mp off the cuff to unlock something to replace conscripts) and their side techs don't go far into making an already garbage unit slightly less garbage.
I would suggest a 220mp price point to better reflect their performance and required extra-tech investments as well as their reliance on munitions to function.
A point could be made for 210mp even, given how much better conscripts ostroppen are than conscripts (with a tech included snare and a weapon upgrade no less) but 220mp would be a reasonable start. |
I find it quite hilarious that it is somehow totally acceptable that Ostheer needs to sacrifice an entire doctrine choice (vs T-70) or that OKW should sacrifice fighting power and build an early Raketten (vs Clown Car), but that the idea that the Soviets would have to adjust their build/tech order to counter an Ostheer strat would be completely inconceivable.
Not sure how those tech costs are really an argument either as Ostheer needs 380MP (assuming a T1 was built) just to get the T2 up, then another 200MP for the unit itself.
Bottom line is that the Soviets usually refuse to adapt to enemy strats and sometimes they get punished for it. Seems fine to me.
I'm searching through the text y oh quoted but can't find how you got the idea where I think the puma as is or clown car are fine. I've read it a few times so if yuu would care to highlight it for me it would be much appreciated.
And there is a HUGE fucking difference between manpower out towards earning armour and manpower used for side teching/lateral teching. The whole point of the penals getting PTRS is to allow t1 some AT and provide a defense against lights. Ironically t1 should be the counter to a FHT not the t2 that the FHT is designed to counter.
As for costs, the MP is extremely important because as I said in my previous post, side teching to get a zis is a massive manpower investment and manpower directly impacts field control which oddly isn't even an area Soviet excell in due to poor performance from their t0 units and higher than average price in their t1/2 units. Side teching for a zis you could build a con squad and unlock healing. My only point here is that it's far too costly the side tech and preteing that it's even an option is very biased thinking. People pretend that building a Rak too soon has too heavy an effect on combat capability despite starting with a Sturm squad and having very effecient volks yet throwing 480mp at side teching and rolling out a zis is somehow feasible
If you can force them to side tech you have wine the match because there is no way you can't press that massive advantage of 2 squads, especially if you are inducing panic and bleed with something like a FHT. |