I've been thinking about how it would be possible to rework the conscript grenades in light of recent changes to teching and fuel costs.
One of the main complaints that soviet players have is that unlocking the molotov/AT grenade abilities costs too much for what they are and hinders teching for the soviet because of the hefty investment.At something like 250 mp and 40 fuel for both (125 mp 15 fuel and 125 mp 25 fuel), it's quite disproportionate to other factions (e.g. 150 mp 25 fuel for USF).
Would it be a good idea if we folded these costs into the tech structures of T1 and T2, and unlocked upon building the tech structure, such that they can act as soft options to deal with a particular threat?
For example, if we put the AT package into T1, the soviet player gets Penals, scout cars and snipers, with the AT grenade being a soft early AT counter but with flamer penals as a hard anti-cover/garrison counter.
If molotovs are folded into T2, it allows a soft garrison/weapon team counter with a hard AT counter available through the ZiS gun.
In doing so, we reduce soviet tech costs, make conscripts more versatile from the get go, but also nudges the soviet towards building tech structures that they might normally ignore. It might also create a slight imbalance because the manpower costs that would normally be used to tech grenades is now available for fielding another squad.
While we're at it, maybe give the option to unlock regular F1 frag grenades for conscripts at the main HQ? That would make conscripts truly versatile
Discussion: Conscript AT/Molly upgrade rework?
9 Nov 2015, 01:03 AM
#1
Posts: 59
9 Nov 2015, 01:33 AM
#2
8
Posts: 2470
i don't want them folded into tech as that limits the player's options. combining them into a single upgrade would be fine though.
9 Nov 2015, 01:39 AM
#3
Posts: 1891
Combine them into one tech.
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