Partisans need to be more consistent
Posts: 896
The Partisian Troops callin is very inconsistent. Sometimes you get a squad with ppsh or lmg, but more often you get no weapon upgrade. I think for Partisans to be effective they have to have the weapon upgrade. Otherwise their only useful ability is to plant mines and frankly engineers can do that as well.
Also, cons can't merge with them and since there are only 4 soldiers per squad and are weak they become very difficult to keep on the field without merge. I think cons should be able to merge with them.
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Posts: 17914 | Subs: 8
Posts: 8154 | Subs: 2
Posts: 17914 | Subs: 8
I guess i should see how Lenny used them cause i´ve fail miserably with them. I guess going partisans AND SU76 is not a viable option D:
Don't worry, he fails with them as often as he succeeds.
Thats pretty much how partisans work, because for some reason they not only have to have terrible survivability and you still need to unlock AT nades/molos, but half of their shots are blanks.
They would be fine with normal accuracy, they would still be squishy as hell, but at least they would have some shock value. AT ones are fine thou, but its not enough to carry the doctrine.
Thou spy network got GREAT synergy with Katiusha.
Posts: 752
Uh-oh...
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Posts: 752
You've missed the part where it doesn't work on them, did you?
You missed the part where he wants it to?
Also, cons can't merge with them and since there are only 4 soldiers per squad and are weak they become very difficult to keep on the field without merge. I think cons should be able to merge with them.
See, Katitof? Read. Carefully.
You really, really should start reading more carefully BEFORE you post.
Frankly, your repeated misreading recently is getting pretty embarrassing for you and a constant annoyance for others because your sarcastic quips ending in faceplants need to be corrected by others just cos you dont READ what is said.
Its not just once in a blue moon, its happening over and over.
Posts: 209
1. You deploy them and then the axis player needs to send a considerable force to deal with them and that opens a breakthrough possibility.
2. Partisans deal some damage and they either die or get the retreat order.
3. Your Forces exploit the hole in the defense
That makes them useful and even historical.
But now in this state of affairs they look like this.
1. You deploy them and the axis player send in a sturmpioner or Grenadier squad
2. Partisans get wiped out dealing no damage at all
3. No hole in the defense no breakthrough
Thanks you for your attention!
Posts: 896
Actually, the non upgraded ones got SVTs and currently these ones are the best variant you can get.
No the SVTs damage is out performed by the lmg variant and I still prefer the ppsh type too:
close mid long
ppsh 6.798 0.833 0.113
svt 4.498 1.589 0.743
lmg 4.147 5.041 5.198
Posts: 896
Nothing wrong with this thread at all - but was it not better suited to Soviet Strategies?
I think they are not balanced for their cost/role. That is why I posted it here.
Posts: 1595 | Subs: 2
Posts: 17914 | Subs: 8
No the SVTs damage is out performed by the lmg variant and I still prefer the ppsh type too:
close mid long
ppsh 6.798 0.833 0.113
svt 4.498 1.589 0.743
lmg 4.147 5.041 5.198
You have one LMG and 4 SVTs.
Their default Kars/mosins or whatever they use are utter shit, LMG variant if good only at max range and still, the mighty LMG is only 0.5 DPS stronger then unupgraded conscripts. Hardly worth it for me imo when SVTs actually can kill something on close and mid distance.
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Posts: 56
Partisans are fine. We have more pressing matters. Irregulars need a buff somewhere.
Do they?
At least they come with grenade, that doesn't need upgrades.
Posts: 2693 | Subs: 1
Do they?
At least they come with grenade, that doesn't need upgrades.
Irregulars are very weak. Their LMGs only do like half damage. Their grenade is nice, but does not synergise well with their long range weapons. They tend to clump up a lot so you are likely to lose a whole squad to a rifle nade. Overal they are worse than conscripts but 1.5x the reinforcement cost.
As for partisans... Yeah those are pretty weak too, but at least they have utility outside of combat so thats nice.
Posts: 978
That´s the point. Both units shouldn´t be there to combat Axis troops in an open fight. They should capture points behind the frontlines or overwhelm a lone support weapon. By no means should some armed farmers beat trained soldiers in open combat.
... but at least they have utility outside of combat so thats nice.
Give them a faster cap rate or something like that.
Posts: 170
The 4 man partisan AT squad with shrek however is overperforming for it's cost while the AT rifle one is just crap.
Posts: 17914 | Subs: 8
That´s the point. Both units shouldn´t be there to combat Axis troops in an open fight. They should capture points behind the frontlines or overwhelm a lone support weapon. By no means should some armed farmers beat trained soldiers in open combat.
Give them a faster cap rate or something like that.
For that I can just use combat engineers what actually fight decently and scale well with flamethrower.
And alpha have proven that units with different cap/decap speeds are, to put it simply-bad for the game.
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