I don't see why it makes sense to have conscripts target size set higher than 1
Helps offset the bonus of merge. |
Already exists and the ez8 isn’t viable. This change should make them last an extra AT gun shot, enough to give people a reason to use them.
Are you suggesting another hit of health on top if it's existing one though? Because 880 health with 215 armour, the ability to self heal and great in the move could be a really bad thing is all I'm saying.
Also the E8 is a great unit, but the surrounding commander is ass. It's like picking a commander with 1 slot when the others have 4-5 |
I really like the +5 range replacing +30% accuracy at vet 2. Another good alternative is to replace the +30% accuracy with a straight up +160HP bonus, exactly like the Jagdpanzer IV’s vet 2.
This change perfectly synergizes with the unit’s brawler role in the USF roster and still keeps the same Axis counterplays by not altering the core combat capabilities.
Is risky adding more health because a fleet of rather durable self healing premium medium tanks would be a recipe for spam |
This would presumably include neutral territory, or it wouldn't really make a difference for the initial Ostruppen opening. I still think Speed debuffs are a bad idea, they're just going to be annoying.
Can be annoying for sure, but it would really highlight ostroppens supposed role. I'm a firl believer that doctrinal units/ upgrades shouldn't completely replace the core units so ostroppen being cheap defenders (could even be buffed) would still leave room for grens in the scheme of things which imo is ideal. |
Capture rate of osttrupen to 0.75 quite likely would also solve all the problems they create.
I'm a fan of this avenue. There are many metrics that can be tweaked that indirectly balance we all often forget about.
. Granted if we go with a speed debuffs we could lock it to enemy territory. Ostroppen are supposed to hold the line not take ground right? |
hmm i was more on the idea of buffing the maxim (that ways SOV has the conscript/maxim support dynamic) while OKW gets massive buffs to volksgrenadiers to put them in line with tommies or IS.... not sure if people agree to it though lol
Volks would need a cost increase to match rifles and tommies as well as a plethora of abilities locked behind side grades at which point were at a complete redesign of the faction |
You're advocating that Sturms, an already overloaded unit, be the only source of anti-cover/garrison that OKW get early on though. OKW are already punished heavily for losing their Engineer squad, requiring them to deal with any sort of cover/garrisons early means they're basically fucked six ways to sunday if their Sturms die.
sturms are not overloaded early on, but yes, i am suggesting they be the squad okw uses to dig infantry out early game. losing your sturms is bad for okw regardless and i do not recommend it in live either, but in my suggestion they will have support of smoke to both close and stay alive. smoke is something okw sorely lacks and id like more access to it as well. whats more, a normal nade wouldnt imo necessarily need to be tech locked, so volks could start with their slick nade helping out in choice encounters but sticking it out behind cover would actually be an option. forcing an enemy from cover is a great ability that shopuldnt be handed out willy nilly- cons were actually designed with it in mind and had drawbacks built in, volks were given it with none of those safe gaurds and it shows
Im not sure what the point of an "anti cover bonus" would be on a squad that's encouraged to close to point blank, in any case. anti cover isnt really what i meant, more like an anti garrison bonus
You're also overstating the number of drawbacks that molotov even has. Once Cons hit vet 2, which really doesn't take forever, requiring vet is hardly offsets the ability defficit unless you know of a sneaky way to spawn vet 2 cons off the cuff Molotovs have the singular downside of a shorter range than the Incendiary which even if that WAS the sole advantage, as i listed previously is a massive one. (Assuming we aren't counting teching requirement) why arnt we counting the tech cost? you dont get anything but molitovs for the tech and it directly inflates the cost of cons to have themThey're otherwise arguably better so if we discount the shorter range the longer throw time (or spawn them at vet 2) and the tech cost they are better?, given that there's no delay for them to burst the ability to get the nade off is moe important by a LONG shot than the half second poof before it starts burning, and conscripts have a nondoctrinal sprint ability, that gives them the mobility to get to where they need to be to toss the Molotov.so lava nades are superiour due to costing 10mu more but because cons can add 20 mu to their cost (making THEM 10mu more) the match up is fine? you could move as fast as a blitzing panther but you still need to stop to throw the molitov and if an mg fires half a burst at you in that time you are not going to get it off. if the molitov was 15 mu the comparison would be more acceptable but for a 10 mu difference the discrepancy is appaling.
You also need to consider that Conscripts, other than a window after Volks get STGs, otherwise beat Volks in equal scenarios. Volks' saving grace in infantry combat is their Incendiary helping them push enemies out of strong positions.cons and volks are at best matched before volks get their stgs, but id actually put the advantage on volks since they have about the same dps as grens do but lose it slower and cons and grens are matched. if volks cant deny core game features without any drawbacks i would love to see them adjusted accordingly
Finally: Volks don't even have Incendiaries out of the gate. It requires that they build an SWS truck, giving you an early window where OKW can basically do nothing if you decide to sit behind green cover, or enter a building. this is also the window where they will out number and out gun enemies, furthermore, as suggested sturms would be the answer here, and volks wouldnt be without teetch as suggested further up You as soviet even have several options early on to provide force multipliers/deal with cover/garrisons. You can build your Mortar (or even Zis) practically immediately, and maxims (Though Maxims have deathloop issues, obviously)and in sanders suggestion here okw will have everything shy of a King Tiger for like 15mp and a stick of chewing gum, any cheaper and the game would have to give OKW resources for teching up instead of the other way around.
the long and short is being able to remove enemy cover is giant and should not be freely available without any realy tactical though in using it. torching cover is huge because it not only removes the defensive bonuses of cover but if it makes the enemy miove, they will lose dps as well.
combined with units like mgs that need to pack up, and especially the maxim who is prone to deathlooping its not great for balance. |
Again, soviets have access to Flamethrowers as well as their Molotovs, whereas the Incendiary grenade is literally the only flame tool that OKW have. It's understandable that its better than the molotov.
Im not overly convinced that Volks can "Frontally charge" an MG and get an incendiary off. I'd like to see an example.
the only option imo doesnt justify balance defying. other options could or should be added, doesnt change the fact that when compared to the molitov the lava nade is beyond better. all the same benefits with no drawbacks (aside from only getting 2 lava nades per 3 molitovs)
frankly i think sturms should have the lava nade AND a bonus against cover/garrisons, and volks should get smoke and a normal nade- then get access to the flame nade via the specific upgrade path in firestorm (the one that removes their access to the flame nade...)
im not denying the ability to have an alternative to the flamethrower i find issue with the saturation and superiority of it.
as for the mg thing its self evident when using either of the mentioned MGs. im not currently in a position to provide the video proof however. |
Removing Fausts from 5man Grens is kind of an absurd nerf. It does nothing to what people complain about regarding 5man Grens, while making them completely defenseless vs light vehicles, and obviously vs heavier ones. Reducing or removing, dependent on how much a difference it really makes, their RA bonus would be better.
actually this would lead to not converting all the grens to 5 man grens which would help level out the power level by making it a choice with a drawback. all upgrades should follow this sort of balancing. removing the faust for the gren is actually a fairly elegant solution that keeps the 5 men strong and unique but not overwhelming. |
i dont really like the idea of either of these. oorah combined with a real nade could be unpleasant and penals with a nade is absolutely a no from me. they are powerful enough as is in the early game they dont need burst damage as well....
if the enemy building a 360mp non retractable counter to static play is rough i dont suspect that 240mp with sprint or only 300mp and good combat stats and moving dps is going to leave things much better.... |