Does that mean you agree with me about the other seven aspects?
With some not with all but it would take too long to explain.
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Does that mean you agree with me about the other seven aspects?
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Again compare them to paras. Target size 1 vs 0.95 and at vet 0.71 vs 0.95.
Unless in your opinion paras bleed too much also.
The combination is dirty if you consider that you get a unit close to SMG US Paras and vehicle for no MU cost and relatively low manpower.
It is true that is not very easy to get multiple squads.
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With some not with all but it would take too long to explain.
Posts: 1563
HMG42 doesn't disappear from the game past 10 minute, you still have access to it, its still best infantry support weapon and it still supports grens.
That's my point, you baboon... they don't have powerful infantry to supplement them, they don't have strongest HMG behind their back, they don't have cheap mobile reinforcement, or best sniper in game behind them, they scale themselves according to cost for all of that.
I'm guessing your the only one moron enough to play the game with only conscripts and nothing else. Cons have most versatile support weapons in the game backing them.
You do know that VSL grens still have best HMG and sniper in game supporting them?
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My wishlist for an upcoming patch:
....
7. Have a look at CP requirements. Just one example: I don't get while PPSH for conscripts comes at 2 CPs while you get multiple doctrinal assault units at 0 CPs at other factions. As soviet you can have SVT for conscripts for 1 CP, PPSH for Penals at 1 CP and the perfect elite close combat unit at 2 CPs. Why do PPSH for conscripts even have a CP requirement at all, its not that they are free?
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Tank hunting tactics. So we have 3 PTRS for Conscripts and 3 PTRS for Penals. Does it look like it's overkill? Let's replace the Conscripts PTRS with something else, there are many options: Bazookas, PPSh / Thompson, captured Shreck or PaK-40, Lend-Lease M10.
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The IL-2 Sturmovik abilities need tweaking. The single strafe run from Advanced Warfare seems to be completely underpowered and useless, needs a substantial buff to damage and/or suppression.
The loitering Sturmovik is, if I recall correctly, right now at a dmg of 3, it got nerfed in 2018 from 5 to 3. I frequently play the Shock Motor Commander (his IL2 bombing got switched with IL2 sturmovik) and from what I observe, the ability rarely gets more than 1-2 models, even if the enemy does not even bother to remove his infantry blobs from the loitering area. The damage seems to be very inconsistent too. Once, I could observe an immediate 4-models-kill, but in like 95% of the time it does almost nothing. It costs a bunch of ammunition after all, so it should be similar in usefullness compared to other factions bombing/off-map plane attack abilities.
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Some abilities should have their CP checked but I have to disagree with the example.
You are taking ability like the crate which is OP (and badly designed) and use it as benchmark for another ability that is fine. This lead to pure power creep.
PPsh has actually been buffed relevantly recently (was CP3 and PPsh was weaker) and was quite good when it was buffed.
Making PPsh CP 0 would be make it broken (and then people would ask to move SVT, G43, VSL... also in CP 0).
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USF, Ostheer and UKF all have 0 CP doctrinal Assault units which come with potent close combat weapons and with abilities like smoke or sprint. All of them have further upgrades to make them even more potent later on. For example Thompsons for UKF Assault Tommies.
a) can't just upgrade all cons right away
b) even at 0 CP you can't do it right at the start
c) it hampers your ability to use Oorah, molotov, At-grenade, lay mines, equip Penals with PTRS early on
In addition the upgrade makes your Cons practically useless at midrange since the 3 PPsH have such a harsh damage drop off, so Cons get close quarter by upgrading.
Last but not least it takes away the weapon slot, so you can't get to seven men.
That are a lot of disadvantages.
If anything you could remove AT-grenade once upgraded. Compared to the more potent assault units which does not have a muniton cost and more damage output at close quarters I see no problem.
Unless you want to make them CP depended too. Hitting the battlefield at 2 CPs means you can have Shock troops at the same time at multiple commanders.
In fact at Soviet shock army you have both abilities in one commander...
Posts: 919
As I said this is going to take a long time...
There is no real relevance to CP 0 smg infatry and conscript.
One is a weapon upgrade the other a call-in unit.
PPsH upgrade is doctrinal too, since it cost munition you
Yes one has to manage his resources and that goes for all factions.
Most SMG have harsh damage drop off and that is according to weapon profiles which is a great idea.
PPsh conscripts retain more mid DPS that most other SMG troops because they still have 3 mosin.
And that make perfect sense since 7 men ppsh would be broken.
Yes they are but moving the upgrade to CP 0 solves none of them
PPsh conscript are inline with other smgs troops for cost.
Again one is weapon upgrade the other a call in unit.
That is a commander problem and not really relevant to the PPsh upgrade. One of the two could be replaced with something else.
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-snip-
Posts: 919
It might be worth mentioning that unlike all the 0cp callin assault troops, Conscripts do have a snare, and their host of other utilities. The only other "assault" troop with a snare is the MP40 volk upgrade (I think?).
Posts: 1594
Because of that I auggested removing the snare with PPsH upgrade already, if that is the reason they are so medicore at combat. Oorah is not different to Sprint from Assgrens (many other CC units have smoke to close in), Molotov has to be purchased and is awfully slow to throw. To be fair every CC troop can have some sort of a more damage dealing grenade (stock or upgrade). So whats left and unique about PPsH Cons?
1) Building sandbags, but not for themselves anymore (you don't want to sit behind sandbags with CC troops)
2) Merge. Yes, that still exist.
Anything else?
7th man upgrade seems to be the better choice and you don't have to pick a commander for it.
Posts: 13496 | Subs: 1
It wil take a long time for me too...
The relevance is: You are getting an assault unit in both cases as a result. One time as a call-in, another time buildable with upgrade. If you can't see a real relevance in the outcome here, I don't know what to say.
With the "tiny" difference that the 0 CP assault call-ins don't have to pay munition for their SMGs.
The damage drop off is surely a good thing, but that results in anybody using PPsH Cons at midrange to fight other infantry units beeing a fool with the exception of the few cases where they fight another CC unit while it closes in.
I have no problem with PPsH and 7th man upgrade locking out each other, but the existence of the nondoc 7th man upgrade does make the PPsH upgrade even worse, because I do think 7man cons are the better choice for the late game.
Then move CP0 assaukt troop call-ins to 1 or 2 CPs too.
They are worlds apart from other CC troops, I don't think their lower manpower cost justifies such a difference (and keep in mind they have to pay munition on top).
Still it is the same outcome, the only differnce is the way to get there = after initial purchase method you get a CC unit in both cases
Finally soemthing I can agree about. It makes no sense to have them next to each other in one commander.
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