Or a debuff for amassed Snipers, Law of the Conservation of Ninjutsu* anyone? Accuracy reduced 50% for every sniper within 30 units* of another?
*Aka the inverse ninja law, where the more you have of something grouped in one place, the less effective they are.
*The average maximum range of a rifle or tank gun in CoH2. |
Kamikaze planes were only used against ships though.. |
There were units like that, but the voice acting and text descriptions are miles away from it. |
30 mun for one? What a waste. |
Soviets in the game don't even have trampler battalions, and never will because it'd be too controversial. Relic got bad rep from around the bloc because they portrayed Order No. 227, the Russian betrayal of Poland, and Stalin's paranoid treatment of high-rank officials near him. No way in hell they'd portray tramplers as a dedicated unit (they wouldn't be that helpful anyway, how often do you actually need to clear mines that bad?).
I do wish we got some real penal troops though. There are times I'd like to see the German's defenses, and it'd be great if I could just charge a suicide squad in to see what's there. Real infantry are too busy, and so called "Penal Battalions" are ironically worth more than Conscripts, costing as much as Guard Rifles, and fighting twice as hard. |
No, what he is saying is you need a 60 munition upgrade and an MG to beat 2x30 munition upgrades, which is fine.
Problem is, they have to walk into your trap first.
Uh no, 1 Gren + LMG 42 < x2 Conscripts + x6 PPSh-41. In fact PPSH Cons + Molotov > LMG Grenadier, because they take heavy damage and lose precious DPS by relocating.
I will concede that con spam is boring...very, very boring. I don't have an immediate answer to this problem other than to say that Ost needs a way to punish conscript heavy starts. This used to be the FHT, but I find that unit under performing. I would give up reinforcing around the HT, if it got a nice buff upon upgrade. Also its vanilla gun could use with something to make it useful.
Funny thing is, the HT MG is actually weaker than the Panzer Hull MG since the Hull MH got buffed. |
In team games you meat assgrens every match. They are dangerous and if another member go with MG42 behind, they rape conscripts easy. On other side, i have no problem deal with this, if mate support me with maxim also.
Not main infantry, but as alternative opening are good.
I was actually talking about their grenade ability, the one where I pay 45mun to halt their DPS and make the enemy breakdance and maybe kill one, then continue shooting with MP 40's because it did jack-all to change the outcome of the fight. |
I'd rather they make it useful instead. |
I like posts like yours full of double standards.
120 muni for quad is not much, but 120muni for FHT is a lot?
I always find myself having a much harder time with munitions as Ostheer, so yes, I would argue that 120 for an FHT is more than 120 for a Quad. |
Something still needs to be done about Ostheer insta-squad wiping. The only time I've had a squad wiped in one shot as Soviets, is when it happens to my Engineers. That and when Railway Artillery successfully finds it's mark, but other than that Soviets are just too large and/or durable to wipe, in stark contrast to Ostheer.
I'd also like to see Ostheer get better grenades, the inverse of the above, Ostheer Grenades are overpriced for their effect. Assault Grenadiers are the worst perpetrator, they pay 45 mun for multiple grenades, which rarely kill more than 2 people maximum. Last night I had an engagement where my Shock Grenade killed 2 men far apart from each other, then his Rifle Grenade killed one Shock, then his Bundle Grenade killed one more. Oh those wacky communist Terminators.
Lastly, Molotovs should probably be disabled during suppression. It's a bit silly that you can still Oorah into an MG 42 and have a chance at winning anyway if you have more than one Conscript doing it. As Soviets, I rarely bother to do a full flank, because I can just do a partial flank and then Ooralotov. |