If that is the case, even merge has been nerfed. (Congrats Cannonade )
What are you even talking about.
Nothing was changed in terms of Merge.
Don't mention me ever again, especially not in a whine/"idontunderstand" thread of your own making.
Posts: 752
If that is the case, even merge has been nerfed. (Congrats Cannonade )
Posts: 1637
Overall I think they feel better. You need to treat them with kid gloves and get them in cover, but they no longer need to hug the enemy to do damage, so you can more easily use them in a support role alongside Maxims or vehicles. Once vet 3 they are actually half decent now, doing respectable damage for their cost. You still need doctrinal infantry to do the heavy lifting, but they are a bit less dead weight late game.
Posts: 2070
Which means using Cons and heavily investing in them with Both Molos, AT nades, and PPSH still makes them bleeding drains. And one must STILL pick a doctrine with heavy infantry invalidating alot of doctrines without that I think are fun to use.
The last thing Scripts needed was to be able to die faster then they already did against OKW. As it stood keeping them reinforced was a bleed.
Instead of being infantry that are supported by snipers or Maxims. They are simply support for Snipers or Maxims. They arent and have not been since WFA anything more then a support squad.
I am sick to death of HAVING to use STs or Guards or support team spams (snipers/Maxims) to have any relevance in competitive play.
Please for the love of tripe stop the madness. Make Scripts relevant as infantry. Not a hinderance.
Posts: 1157 | Subs: 2
Posts: 2070
Liberal use of oorah works to get cons into their effective range I use it on any important engagement. Yes later in the game they are just capping machines with an incredibly useful at snare. Similar to Volks.
On a side note penals actually fill their role of stand alone infantry quite well now. Triple vet penals are beast
Oh and lol at the posts saying that your sick of being forced to use combined arms. I actually like conscripts in a supportt role. At nades are still awesome and they still do enough damage to easily flank an mg. I don't understand the fuss. 3 maxims with 2 cons and a shock trooper squad is insanely fun to play
Posts: 1595 | Subs: 2
because I'm nice
Posts: 4928
Posts: 1637
Liberal use of oorah works to get cons into their effective range I use it on any important engagement. Yes later in the game they are just capping machines with an incredibly useful at snare. Similar to Volks.
On a side note penals actually fill their role of stand alone infantry quite well now. Triple vet penals are beast
Oh and lol at the posts saying that your sick of being forced to use combined arms. I actually like conscripts in a supportt role. At nades are still awesome and they still do enough damage to easily flank an mg. I don't understand the fuss. 3 maxims with 2 cons and a shock trooper squad is insanely fun to play
Posts: 1702
I find it hilarious that people keep talking about how great Penals are now. Penals didn't get changed at all.
Posts: 183
I find it hilarious that people keep talking about how great Penals are now. Penals didn't get changed at all.
Posts: 1637
Yes,, but thing is all starting infantry kind of got a nerf, and penals were not changed, which makes penals indirectly somewhat better.
Posts: 17914 | Subs: 8
Yes,, but thing is all starting infantry kind of got a nerf, and penals were not changed, which makes penals indirectly somewhat better.
Posts: 183
Just to be clear, the Sturmpioneer along with every other infantry unit did not see a value change. They are worth the same, their stats were just optimized to better reflect their intended functionality. i.e. Sturmpioneers lost damage for durability. The idea is that when they close into an enemy unit, they receive less damage, therefore increasing the likelihood of having a whole squad over a partial squad. Their short-mid range damage output is already high enough in most cases that the reduction in damage that was applied will not result in the squad losing the given engagement.
Posts: 1637
Posts: 609
Posts: 2181
because I'm nice
Posts: 1637
Going back to the core concepts of conscripts is they are cannon fodder who through sheer numbers get that Molotov or at grenade off or through slow attrition defeat the superior german infantry so this change is emphasising this. Looking at the stat changes it appears they can do a bit more damage in range meaning also that in defensive positions they may also perform a bit better.
Whether the costs to build or reinforce is quite right is up for debate. I tend to use conscripts as the forward scouts and spotters or meat shields for support weapons. Others like the human wave approach. Quite simply you are expected to lose rather a lot of them
Posts: 609
Which is not cost effective. And just hurts you more by feeding enemy units with veterancy that will cause a snowball effect. The more you lose the more they gain the more you lose....
If they want Conscripts to be merely meat shields make all three of their vet have armor in it. They should be as durable as Volks.
Volks too arent meant to be combat troops. But Volks arent a bleed like scripts are.
Posts: 183
You are right in the danger if feeding too many to the enemy but you are meant to overwhelm early game in this way. As we know they don't scale.
Going back to the ww2 theme argument Volks were rarely used in the way soviet conscripts were. They tended to be in secondary defensive roles whilst core german infantry made all the offensive attacks.
The numbers may or may not be right but I respect what I think relic is trying to do. The real problem is the rest of the soviet faction infantry design which has been muddled and chopped up as witnessed by the early changes if penals from long range damage to short range glass cannons overlapping roles with cons and the move of guards to a doctrinal choice. In hindsight I think what would have been fun would be fodder conscripts giving way to a stronger AI guard unit later in the game which the cons would act as support to. I guess this kind of happens if it weren't for the halfway house of guards as semi AT and a bit meh vs inf. plus being doctrinal
My feeling is that relic may work further on the other soviet faction once these changes have settled
Posts: 665
Liberal use of oorah works to get cons into their effective range I use it on any important engagement. Yes later in the game they are just capping machines with an incredibly useful at snare. Similar to Volks.
On a side note penals actually fill their role of stand alone infantry quite well now. Triple vet penals are beast
Oh and lol at the posts saying that your sick of being forced to use combined arms. I actually like conscripts in a supportt role. At nades are still awesome and they still do enough damage to easily flank an mg. I don't understand the fuss. 3 maxims with 2 cons and a shock trooper squad is insanely fun to play
158 | |||||
1 |