You're trying to make a point, but don't know how to do it?
is it because paras destroyed 2 buildings? im not sure at all what point was being made. are trying to get falls a demo charge? maybe ill share a pic of my soviet engies using 187 abilities as a point that falls..... do.... something? idk |
There is a mortar that can be equipped by one guy - if that is possible...
I honestly think it would be a cool faction feature and a balance improvement.
thats not managed on a factional level is managed on a per weapon level. a mortar that requires 1 man for ost to recrew will also only require 1 man for soviet to recrew.
whats more if memory serves, thats just the MINIMUM required to recrew and 3 men will grab it by default. |
Its not, but it still harder for volks. Simply because of the raw damage output. Rifles\Tommies\Grens\Cons when upgraded, even without vet provide much highter damage out-put in a small periods of time. Volks and StGs are basically have to stay and enjoy long firefight, which wont happen.
or close against weaker targets. because their weapon is flexible it allows they to sit at range if they have to or close and benefit if possible. it also means that units that close on them are getting punished by increasing volks dps.
As it should have been in a first place. StG volks by its timing still lose against upgraded rifles\tommies\elites anyway and provide unessery powerspike against non-graded conscripts, while being completly outdated by lategame.
so volks with a 60 mu upgrade will lose against elite infantry or more expensive infantry with equal or greater muni investment and an actual unlock fee for thir weapons. i really hadnt thought of it that way. we should tell relic that you SHOULDNT get what you pay for...
We can start counting all units, count who has more elite\non-elite inf and light armor but its not a point. Point is being that Volks, aside from abilities, right now are the single main-line inf in the game which is objectively irrelevant for late game in terms of combat perfomance.
what? the army around the unit is just as important s the unit themselves. its not a vaccuum game, its about army composition and this supporting that as much as individual performance.
Cons were given 7-th for the same reason, except they were even weaker. But their idea was the same. To be somewhat alright in early\mid game in their niche, while being completly outdated by late game and act as a meatshield\snare\merge and cover for elite inf or support for something else.
cons were supposed to be support all game but fell short because they could at no point trade well against ANY okw infantry meaning they were dead weight. they had no time whwre they were top dog and their support role was pointless as a result. if you think holding out behind cover is tough with STGs and long range cover denial grenades that throw instantly imagine how it was without...
cons needed more because unlike okw their HMG and hard hitting infantry could be absent entirely putting more on their shoulders meanwhile they were supposed to hold their faction together.
your comparison would make a lot more sense if the soviet started with a shock squad, unlocked the maxim along with ppshs, AT nade and molitov just for teching up once and got guards at t4 but they dont. its literally impossible to not have all the support you for volks from AT infantry, to suppression to AI specialist.
I don't think this is a fair argument because the MG42 upgrade for Grens is pretty much the exact same. It comes at a similar time, and can be upgraded while in the field. But why do I think the LMG upgrade is a lot better? First, it's a direct upgrade. Both the Kar98 and LMG42 are long range weapons. With the StG upgrade you are trading long range firepower for a significant (but for relatively short period of time) boost in medium range firepower. Secondly, the LMG upgrade makes Grens much more replaceable, because in the late game, fresh LMG Grens can still do damage and vet up without being massacred trying to close in. I am aware the OKW is supposed to rely on Obers in the late game, but Obers do not have snares. As OKW if you're losing the late game infantry battles either you gotta keep losing them in hopes your tanks can make up for it or you gotta (significantly) weaken your anti-armor capabilities by ditching snares and go for elite infantry only. While I certainly understand that in the late game, Obers should be prioritized over Volks,
grens are a different animal because they are a 4 man squad. they need access to something that offsets that else they are completely useless. that said, both grens and volks upgrades highlight their intended roles. grens are defensive and volks are aggressive. additionally volks are NOT trading ANY long range firepower. they are GAINING firepower at ALL ranges, more at close range but they do gain at long range as well.
if you are losing late game infantry battles you need to adjust your play. volks can build a favorable posiiton and deny enemy cover. support them and screen with them so the units that are SUPPOSED to deal the damage dont take as much damage. volks work for this because if they close they are a threat, meaning you cant ignore them necessarily.
I don't think its fair to pay 260 MP for a squad that can only snare and recrew weapons.
yet its reasonable to pay 280mp for ass grens and not even have a snare? all they can do late game is recrew. or ass engies are also 280mp and they can only lay mines and repair. units that peak early do not scale as well into the late game, even less so against more expensive units designed to peak later. even more so when they get literally everything they need including support from a single natural tech up. if you want volks to scale better they need dramatic changes including not getting support, weapons, snares and nades for free. you get what you pay for and basicly all you pay for volks IS 260mp and 60mu. they start generating value significantly sooner, but they are capped lower as a result
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Why not try to code 2 men when the recrewing unit is only down to 3 models? If the unit is 4 or above it could still be 3.
I'd assume because the code is already a mess and trying something like that will probably bug out. |
Well, to be fair, they kinda shoudn't. I mean, realistically speaking, vet 5 volks in general have much greater value and efford put in to obtain.
Not to mention that its not a secret that vetting another volks squad past mid game is almost impossible. So if you lost your vetted volks, they are gone, thats it, you wont be able to vet another squad most likely. Vet3 7-men Cons have much lesser value as a unit, they requare less efford to replace, considering vet bonuses and so on.
But its not nessesry 7-men cons problem, but rather volks and StGs are overall garbage, not in a vacuum, but rather in global picture.
They do have small powerspike, with early StGs but aside from that they are expensive meatshield for something else. At least cons with upgrade become something self-sufisticated for late game, while volks perfomance boost ends in mid game completly. They kinda represent what cons were actually.
One might say its their design, to protect more elite inf and provide additional damage, but still its a bad way to do a unit.
Volks peak early, after a single tech is built they are able to bv fully kitted out. I refuse to believe that that low low low low low level of effort and investment should rival the investment allies put into their mainline. I refuse.
Whats more, all infantry are tough to vet up in the mid late game. That's why you should avoid losing them. Volks are equal to above average at being able to keep alive when vetted due to the 5 man squad and self healing (although now that the insta vet shrek is gone I think self heal should move back to vet 3). Unless of course it's harder to swallow losing a 4 man grens squad who had a damage reduction and trying to get that to work late game. Or losing a rifle and knowing you are now down a snare. Or losing a vetted con squad and having a larger than 1 target size to try an not bleed to death with. It's not a volks problem that you are punished for losing a Vetted squad, it's a game mechanic.
I really can't comprehend why 2 StGs costs 60 munitions. For fuck's sake, I feel like even a single Bren gun is more worth it since it's long range and fits with the Lee-Enfields, and it only costs 45 munitions.
It could be becase it his super early on relatively durable squad. I mean all you need to do is try to get tanks at some point in the game and BAM. you can get stgs, you dont even need to retreat to base to pick em up. You don't even need to be in friendly territory to get em. The required effort to get them are actually the absolute lowest of any mainline weapon upgrade in the game. If they were better they would need to be later. If they were cheaper they would need to be later. It's truly strange that the faction with 2 forms of non doc elite infantry don't have rifle caliber cheap infantry isn't it?
Neither bolster nor 5 man grens upgrades the damage output of the stock weapons.
The 7man upgrade does upgrade conscript weapon dps. Id call that a weapon upgrade.
Both bolster and 5 man increase health and firepower by 25% the baseline while 7 man is only a 16% increase and it comes later.
Bolster is also a no drawback global and 5 man gives free med kits if memory serves. I'd say they are all roughly in line with one another so if one is a weapon upgrade they all ought to be. Only major difference frankly is timing. |
I have expressed my opinion about the VG ST44 many times and have little to add.
If in your opinion the result are effected by RNG run the test yourself or test the match with friend in "real game" situation and see how many times VG can win the fight. You might be surprised.
I'm not doubting that they lose, but that the range of which is RNG. there are variables in a real game that offset this balance as well-for example the odds of cons being full HP are lower than that of the volks due to the nature of factional healing differences--this is swung further when volks receive max vet. The superiority of the lava nade range and throw speed) is also a factor in a real game. If cons ha e to move (say from the afformentioned lava nade) their dps suffers greater than stg vols do.
However all that is a tangent. The discussion was based on the 7 man over performing. The fact of the matter volks and cons are more or less balanced until volks get the stg at which point they are undeniably superior in terms of combat. Then many minutes later when cons get their upgrade they themselves get the edge. There is nothing wrong with that.
I can't see how volks having an advantage at every range after their first tech building (where they will also have their flame nade and snare unlocked while cons will have to pay extra for these) is fine but cons flipping that after their final building is an issue when there was half a game between those two points in time where cons were fighting an uphill battle.
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i dont think the su76 is BAD per say, aside from the gun traverse as has been mentioned, it is stuck between the roles of 2 much more efficient units though. whats more, it basically has no place at all against 1/2 the factions it faces as armour or mobility of okw mediums+/lights respectively leave the unit spending more time generating no value than not. whats more the barrage doesnt do much against an aggressive faction like okw, unless for some reason they are trying to win a cover fight against rifle infantry at long range for some reason at which point the barrage could certainly find some use- if extremely unlikely to find such a scenario in a real game.
i think it mostly boils down to the t70 being boss, especially against ost where the su76 could find a spot, and the AT scaling being non-existent.
id like to see the t70 toned down a bit and the su76 to get some upgrade or something at t4 to get it over the hump since late game its barrage often isnt enough to warrant its micro or pop cap given its durability.
su76M upgrade (i know the model in game already is the su76M but i wont tell if you dont) turns the gun into a zis clone, maybe 80 more health? make it cost fuel and manpower. gives it a bit of scaling it sorely lacks |
Not without losing a single entity as they did in one of the tests. May issue is not that they won but the margin with which they won.
how pray tell do you plan to fix RNG? thats ALWAYS a possibility, especially when the number of models are higher on one side than the other, doubly so when those models are benifiting from reduced target size AND a damage reduction and facing a unit armed with a burst style weapon like an stg where the damage is spread over multiple shots. that said ive had tommies beat sturms without dropping a model and i have had sturms beat tommies without dropping a model. unless you script the models to prioritize wounded men first i see no way to guarantee one way or another and that could open up a host of new issues and frankly might even increase the efficiency of soviet infa try as they wouldnt have to retreat for heals and instead could just get fresh men..
That would be true if ST44 where actually designed as an assault rifle. St 44 volks use are closer to G43 and their long range DPS is about equal with K98.
how does its close range DPS stack up against a k98 though? that would be a great indicator on if its a close range or a long range upgrade. its no surprise that an upgrade designed to excel in aggressive play loses to one tailored for a unit designed to win attrition style combat. relative positioning matters.
In other words you have VG which was designed to fight long range (they would lose regardless if they had St44 or not) and a conscripts who where designed to fight mid to far and conscripts win easily (as far as I have tested).
but they were not designed to fight long range. if they were they would have a different upgrade.
tommies were designed to fight in long range, they have lmgs, grens were designed to fight at long range, they too have an lmg. guards were designed to fight at long range they ALSO have an lmg. these units cannot use their weapon on the move, as they are supposed to plink away in cover fights. (some elite infatry have elite lmgs that can be used on the move but they are exceptions. even then however their long range dps is bolstered dramatically)
the stg on the other hand is more like the g43, like you said, or the BAR or other semi autos, all CAN be used at range but are designed for mobility boasting a higher ROF and moving accuracy.
volks are not long range infantry. relative positioning allows these units to fight units worse at range than they are but they will lose at units that are better at range and worse up close. this is literally an example of the infantry combat we have both been striving for... 7 men with rifles absolutely SHOULD win in a long range fight against 5 men with an upgrade that makes them fantastic in the mid - close range (comparatively)
They also won in some close range fights
likely by a much closer margin, as RNG is RNG. however,i have no doubt that stg volks won in close range more than they lost, despite fighting 40% more models. thats beacuse their upgrade ISNT a long range upgrade, even if it does marginally increase their long range output.
I suggest you do what ever test you think are relevant and see what happens because I for one was surprised we the test I did.
you could test a JT against a jackson and if you dont use the jacksons mobility or abilities it will certainly be a very one sided fight likewise ignoring that stg volks are much better up close AND can deny cover while closing and fighting it out in a way that cons are expected to excel is beneath you.
I will not even go into this argument (about latest) because it has been blown out of proportion for no good reason.
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Sorry now... Why shouldn't vet 3 7 man cons behind cover beat vet 5 volks with stgs behind cover? Vip you, like me, are always advocating for a return of preferred ranges. Rifles are long range, stgs are not. You are not usually one to demand purposefully one side tests, and you know full well the stg brings other advantages such as dps on the move, centralized DPS and a fuck lot more time to generate value. What's more, vet 3 (and 7 man) cons are explicitly supposed to be durable. Coupled with cover... No shit they are tough to dig out with small arms of any sort. That's their purpose. We could compare Vetted cons and Vetted volks ability to self heal outside of combat if we would like another one sided comparison.
As for the timing of 7 man, it can be rushed, at great cost to the soviet player and GREATLY inflating the cost of cons (as it's 3 manpower and fuel upgrades that ONLY effect conscripts the resources paid can directly be applied and divided across the number of conscripts) but at any rate, as it's an opportunity "bonus" I hardly count that timing as standard. . It's like arguing the timing of obers if the okw player builds med, doesn't buy flak, or medics and rushes schwere. Yes it's possible but it's not the norm.
And if you WOULD like to consider the rushed t3 version as the timing to go off of you should also make note of the inflated cost associated with it- rushing it means it still comes much later than gren lmgs, volks stgs and fussie g43s as well as WFA allies weapon racks while also costing much more in both required teching costs AND extra side teching costs. The upgrade is effective because it's expensive in both resources and time.
In regards to ostroppen lmg hitting later... Congrats? I hardly count doctrinal supplementary infantry when discussing mainline infantry but I guess it does come later. Not sure what you want from me here.... And even then, you often comment on how large squads shouldn't have lmg because it ends up being very effecient due to DPS concentration. Being able to knock off half a squad and barely impact their output is a huge boom and certainly shouldnt be exceptional on a squad as cheap and peripheral as ostroppen.
I don't want to argue Symantecs with you as you know exactly what I meant saying cons 7 man comes the absolute latest of all upgrades. The timing/ cost efficient levels matter on mainline when you consider the enemy got "theirs" a long while ago and has been generating increased value for some time. |
regarding Obers, would it be possible to move them to HQ, and you can build obers when first halftrack is placed, unlockable the same time as the MG34 squad?
but without MG34 upgrade and smokebomb thingy, which would be auto unlocked at second placed halftrack? so that you can get obers out early and start to vet them up.
That might be a bit OP. Maybe 2nd truck built (but not placed) then it has the flexibility to have something for med+mech+spec ops. Keep the lmg34 behind schwere. |