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Partisans need to be more consistent

28 Aug 2014, 18:57 PM
#1
avatar of Abdul

Posts: 896

Partisan Tactics is a very interesting commander. I got the chance to try it out this week in the free rotation and think it can be fun to use, but there is one problem.

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.
28 Aug 2014, 19:49 PM
#2
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

They get AWESOME SVTs.
28 Aug 2014, 19:58 PM
#3
avatar of Katitof

Posts: 17914 | Subs: 8

Actually, the non upgraded ones got SVTs and currently these ones are the best variant you can get.
28 Aug 2014, 20:29 PM
#4
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

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:
28 Aug 2014, 20:39 PM
#5
avatar of Katitof

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.
28 Aug 2014, 20:43 PM
#6
avatar of Cannonade

Posts: 752

Merge, you say..?

Uh-oh...
28 Aug 2014, 20:47 PM
#7
avatar of Katitof

Posts: 17914 | Subs: 8

You've missed the part where it doesn't work on them, did you?
28 Aug 2014, 20:51 PM
#8
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

Nothing wrong with this thread at all - but was it not better suited to Soviet Strategies?
28 Aug 2014, 21:26 PM
#9
avatar of Cannonade

Posts: 752

jump backJump back to quoted post28 Aug 2014, 20:47 PMKatitof
You've missed the part where it doesn't work on them, did you?

You missed the part where he wants it to?
jump backJump back to quoted post28 Aug 2014, 18:57 PMAbdul
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.
28 Aug 2014, 21:37 PM
#10
avatar of Jorad

Posts: 209

I love the Partisans and really would like them to get a buff so they can be a glass cannon of some sorts. The idea is simple:
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!
29 Aug 2014, 03:08 AM
#11
avatar of Abdul

Posts: 896

jump backJump back to quoted post28 Aug 2014, 19:58 PMKatitof
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

29 Aug 2014, 03:09 AM
#12
avatar of Abdul

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.
29 Aug 2014, 05:39 AM
#13
avatar of Napalm

Posts: 1595 | Subs: 2

Glass they are cannon they are not.
29 Aug 2014, 07:43 AM
#14
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post29 Aug 2014, 03:08 AMAbdul


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.
29 Aug 2014, 07:47 AM
#15
avatar of VonIvan

Posts: 2487 | Subs: 21

Partisans are fine. We have more pressing matters. Irregulars need a buff somewhere.
29 Aug 2014, 08:50 AM
#16
avatar of Alpharius

Posts: 56

jump backJump back to quoted post29 Aug 2014, 07:47 AMVonIvan
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.

29 Aug 2014, 10:35 AM
#17
avatar of Aerohank

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.

29 Aug 2014, 12:11 PM
#18
avatar of Cardboard Tank

Posts: 978


... but at least they have utility outside of combat so thats nice.
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.
29 Aug 2014, 12:19 PM
#19
avatar of armatak

Posts: 170

They are a bit expensive for their performance.

The 4 man partisan AT squad with shrek however is overperforming for it's cost while the AT rifle one is just crap.
29 Aug 2014, 12:21 PM
#20
avatar of Katitof

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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