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Conscripts need mid-game buff

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aaa
26 Jul 2015, 15:11 PM
#161
avatar of aaa

Posts: 1487



Remove AT from volks, add AI as an upgrade.

Same with cons, after T3 non-doc weapon upgrade can be done. (no lmgs pls)


I think if they remove AT from folks then OKW would be losing to double sniper or T3. Sniper cuz they would need 2-3 ATG earlt game. Removing rpgs from folks can be game breaking

Why no lmg if grens have lmg. I think PTRS or LMG. PTRS preferrably
26 Jul 2015, 20:07 PM
#162
avatar of pussyking
Donator 11

Posts: 551

Yeah cons need some kind of buff.

Since sandbags got nerfed, AT nades are not worth upgrading, they are merely a capping unit after early game.
26 Jul 2015, 20:16 PM
#163
avatar of F1sh

Posts: 521

What about a DP-28 upgrade? Would put them more in line with grenadiers.
26 Jul 2015, 20:29 PM
#164
avatar of Stafkeh
Patrion 14

Posts: 1006

If you make PPSH better now. ML20 doctrines will become overkill :megusta:
26 Jul 2015, 20:29 PM
#165
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post26 Jul 2015, 14:07 PMKatitof

By extension of this logic, can we give cons AT upgrade now?


The reason he says Volks would need an AI upgrade is because Cons beat out Volks till Volks get to vet 3, and even then it's an RNG shoot if Volks actually win. An AI upgrade to conscripts would require an AI upgrade to Volks to allow them to compete.

Not to mention Shreks these days are far less in demand now that OKW has reliable AT outside of the shrek.
27 Jul 2015, 10:38 AM
#166
avatar of Sugmar

Posts: 46

There is the idea:
1) to combine the study of anti-tank grenades and Molotov cocktails in one study.
2) Add in the headquarters of the research equipment manual infantry weapon - allows the recruits to take 3 PPSH-41 PTW or 2 in your party.
3) an interesting study for mode 2 on 2 or more land lease - gives the opportunity to buy hand weapons from the racks American base for squads of conscripts.

The doctrine uses a PPSH-41 and the issuance of PTW is to replace the PPSH-41 1-2 machine gun DP-28,and at-guns - add an additional skill - set anti-tank hedgehogs and trenches.

These studies will allow the red army to choose less popular doctrine and play through a long game T1-T2 and not just T1 or T2-T3
27 Jul 2015, 13:27 PM
#167
avatar of JohnnyB

Posts: 2396 | Subs: 1

jump backJump back to quoted post26 Jul 2015, 11:13 AMaaa
1. LMG must be doctrinal and nerfed by 30%.


:loco:

jump backJump back to quoted post26 Jul 2015, 11:13 AMaaa
Another solution would remove LMG from grens, and add it to some expensive infantry.


:loco: :loco:

jump backJump back to quoted post26 Jul 2015, 11:13 AMaaa
2. or make a cons PTRS upgrade non doctrinal


:loco: :loco: :loco:

...........

27 Jul 2015, 13:38 PM
#168
avatar of WingZero

Posts: 1484

How about adjust Cons accuracy buff and received accuracy numbers as they vet up?
28 Jul 2015, 03:47 AM
#169
avatar of Sugmar

Posts: 46

Recruits strong and versatile early in the game.
Strengths:
- low cost of replacing the lost
- 2 types of grenades, (now Molotov doesn't work)
- running available immediately, building shelter
- flare(because they are usually a lot of units - very useful)
- the divine completion of a detachment of soldiers of the

doctrine:
- the repair!
- the ability to get down
- extended with additional types of hand weapons.

Now look - all infantry in the game has the same health level, the differences are in fact now very small. Further - the role of new recruits on the battlefield and role in the concept of playing for the red army:
1) the rapid seizure of territory
2) fighting with the enemy with overwhelming numbers
3) support offices with heavy weapons to break through (the Maxim machine gun, mortar, ZIS)
4) additional features when taking doctrines.

My opinion: If the new recruits will be strengthened - this will be the result of the expansion of their range of tasks on the battlefield. But do not forget that there are also squad prison battalion( equipped for fighting at medium ranges), shock troops (great in melee), guardsmen ( good against light engineering and infantry) - these units specialists.

Recruits are universal, they are weaker than specialists. If you like to play from powerful infantry equipped with manual heavy weapons - welcome to the USA camp.
Summarize, now you can strengthen recruits:
- increase the number in the middle and late game, due to the upgrade in the staff
- to give them the cob, which is armed with a PPSh-41 and increases the number of soldiers in the unit to 9.
- enable when playing the doctrines of Land-lease - to upgrade headquarters - which gives the right to buy 1 type of heavy weapons from the racks in the USA ( for team games) Or give more opportunity to buy at T2 or T3 automatic rifle Tokarev (analogue bar) in quantity 1.
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