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russian armor

Conscripts VS Volks?

25 Dec 2015, 16:55 PM
#61
avatar of KyleAkira

Posts: 410

jump backJump back to quoted post25 Dec 2015, 11:42 AMDomine



Cons are a close range unit. Cover doesn't apply in extremely close ranges anymore. There's also rng in this game so I could tell you the same story with Volks getting beaten by cons. Volks also cost 10 mp more.

The game is very balanced atm and any change runs a real risk to upset this.


Playercard,please?

I am one of these guys that his stats goes to http://www.coh2chart.com/ webpage, stats that are analized by Relic. And I have 374 games as allied and 336 games as axis with my first 3 mates.

I've reached rank 25 as soviet 2v2 random last week and you can't imagine how hard is to win on specific maps vs double OKW that are ranked 150 or more. The game is not balanced right now and it's just the OKW who needs to be looked at.
25 Dec 2015, 16:58 PM
#62
avatar of Bananenheld

Posts: 1593 | Subs: 1



I can't take your words seriously watching your playercard.

Sorry.

That makes me sooo sad! Pls take me seriouslee :(((
25 Dec 2015, 17:00 PM
#63
avatar of KyleAkira

Posts: 410

Make PPsH non-doctrinal, avaible to equip after T3 is build and replace doctrinal PPsH upgrade with DP-28.

This will make Conscripts in line with other 4 factions main infantry.


In my oppinion soviets need some kind of mid-long range infantry. lmg grens or obersoldaten excels long range while only guards can be kinda close to them but with a 75 ammo upgrade. I think penals should be reworked to fit the role of mid-long range and if you equip them with flamers you loose that power to encourage close and anti garrison.
25 Dec 2015, 17:29 PM
#64
avatar of RedDevilCG

Posts: 154



Playercard,please?

I am one of these guys that his stats goes to http://www.coh2chart.com/ webpage, stats that are analized by Relic. And I have 374 games as allied and 336 games as axis with my first 3 mates.
Those win stats look really close, with the exception of the US being ahead, all the factions are within 1 percentage point. For a 5 faction game, that is amazing balance I think!
25 Dec 2015, 17:37 PM
#65
avatar of OuTLaWSTaR
Donator 11

Posts: 453

How come conscripts are nowhere as useful as volks and the cost difference is only 10 manpower?

Did anybody ever wonder? volks have 5 Vet levels, access to nades, access to Shreks.

What do conscripts do thats as good as volks? the commander PTRS is a weaker version of the call in units, molotov is so slow team can literally wipe before the damm thing finishes throwing.

Only decent thing is the PPSH upgrade but its commander locked.

Whats the current justification in the units large efficiency gap?

After volks got buffed big time, do they still match their cost to stat ratio when compared to conscripts?

Could anybody shed a light for me regarding the facts?

Much appreciated


Conscripts have:
Molotovs - Do same damage as Volks nades
At Snares - Sure Volks have shreks but you can snare tanks and finish them off with at weapons.
Vet 3- Increased survivability actually outscales Volks.
So... in otherwords. L2P issue.
25 Dec 2015, 18:14 PM
#66
avatar of KyleAkira

Posts: 410



Conscripts have:
Molotovs - Do same damage as Volks nades
At Snares - Sure Volks have shreks but you can snare tanks and finish them off with at weapons.
Vet 3- Increased survivability actually outscales Volks.
So... in otherwords. L2P issue.


Aaaaand that's why you play tournaments with USF and Brits.

Your numbers 2v2: with your mate UL, 310 games as axis, 21 as allies.
Your numbers 2v2: with random guys, (292 OKW+358 WERH) (21 USF+55 SOV)

It's not a L2P issue in your case, It's a TRY TO PLAY issue.
25 Dec 2015, 18:25 PM
#67
avatar of OuTLaWSTaR
Donator 11

Posts: 453



Aaaaand that's why you play tournaments with USF and Brits.

Your numbers 2v2: with your mate UL, 310 games as axis, 21 as allies.
Your numbers 2v2: with random guys, (292 OKW+358 WERH) (21 USF+55 SOV)

It's not a L2P issue in your case, It's a TRY TO PLAY issue.


Lol, thanks for the laugh.
25 Dec 2015, 20:50 PM
#68
avatar of Serrith

Posts: 783

Conscripts in my opinion are fine. Penile bars are not and could use a looking at.
25 Dec 2015, 21:46 PM
#69
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post25 Dec 2015, 20:50 PMSerrith
Conscripts in my opinion are fine. Penile bars are not and could use a looking at.

I uh, don't really know what you mean.
Phy
25 Dec 2015, 23:17 PM
#70
avatar of Phy

Posts: 509 | Subs: 1

Conscripts suck against OKW's mainline infantry.
Grens suck against USF's mainline infantry.

Some type of adjustment is needed because now west armies eat east armies. At least in 2vs2.
26 Dec 2015, 00:34 AM
#71
avatar of Serrith

Posts: 783

jump backJump back to quoted post25 Dec 2015, 21:46 PMVuther

I uh, don't really know what you mean.

Lol phone autocorrect.
26 Dec 2015, 01:55 AM
#72
avatar of ABlockOfSalt

Posts: 70

Conscripts are just alright and I think that's mostly okay.

Penal battalions I think need more love to be worth building/merging with and that would indirectly buff the cons usefulness.
26 Dec 2015, 02:12 AM
#73
avatar of pugzii

Posts: 513



Lol, thanks for the laugh.


bants
26 Dec 2015, 06:19 AM
#74
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post26 Dec 2015, 00:34 AMSerrith

Lol phone autocorrect.

I just figured out you meant to say Penal Bats
26 Dec 2015, 12:33 PM
#75
avatar of Putinist

Posts: 175

jump backJump back to quoted post25 Dec 2015, 20:50 PMSerrith
Conscripts in my opinion are fine. Penile bars are not and could use a looking at.


Pretty funny...auto correct is as dirty as ever
28 Dec 2015, 15:00 PM
#76
avatar of whitesky00

Posts: 468



Conscripts have:
Molotovs - Do same damage as Volks nades
At Snares - Sure Volks have shreks but you can snare tanks and finish them off with at weapons.
Vet 3- Increased survivability actually outscales Volks.
So... in otherwords. L2P issue.



Uhhh, someone doesn't use SOV enough...

How much time do you have before a molotov actually hits the ground? (animation speed and range is very noticeable)
Molotovs require 25 fuel upgrade... incen grenade OKW does not
AT snares require combined arms... 3-4 volks squad does not
AT snares require close range, shreks do not

I think this is a L2P issue... you need to learn to play with SOV before making recommendations
28 Dec 2015, 15:15 PM
#77
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post24 Dec 2015, 17:42 PMDomine


Except they were, and they had 100% income.

No, they weren't. Fuel was always lower, muni was briefly at 100%, which have proven to be insanely OP back then with immortal shreck volks and 4 horseman of apocaly... excuse me, ober squads.



Cons are still alot cheaper. They cost 5 less manpower to reinforce than volks. What I think Relic needs to do is increase reinforce cost to 28 which will increase the manpower bleed of volks or 27 since 28 may seem a bit too much.


This misconception will never stop, will it?

5x20=100mp.

4x25=100mp.

And since grens are 3x30=90mp, then I'd say cons are slightly too expensive to reinforce or volks too cheap.
Isn't reinforcement cost tied to total unit cost though?

It used to be before all the recent "all axis elite inf+tommies should reinforce cheaper" change.
28 Dec 2015, 15:20 PM
#78
avatar of SWAIDAN3

Posts: 47

Volk panzershreck is dumb. But conscripts are insanely more durable at vet 3. Oorah and snare is not bad. Molotov is the same as incendiary grenade, just slower animation, range, and half the cost.

Even at vet 3 conscripts still > vet 5 volks. Just the panzershreck lets them do more.


Lol .. I can sware u didnt play with cons , there is a huuuge advantge for incendiary grande over molotv , I have seen volks many many times engaging maxim from front get surpress but could through their stupid op nade from very far range ... Volks can always counter mg without flank while its impossible with cons
28 Dec 2015, 15:23 PM
#79
avatar of Blalord

Posts: 742 | Subs: 1



Lol .. I can sware u didnt play with cons , there is a huuuge advantge for incendiary grande over molotv , I have seen volks many many times engaging maxim from front get surpress but could through their stupid op nade from very far range ... Volks can always counter mg without flank while its impossible with cons


Hoorah + Molotov still cost 5 less ammo than incendiary grenade, and what MG is to fear against OKW, MG 34 ? ;D
28 Dec 2015, 15:28 PM
#80
avatar of Australian Magic

Posts: 4630 | Subs: 2

jump backJump back to quoted post28 Dec 2015, 15:23 PMBlalord


Hoorah + Molotov still cost 5 less ammo than incendiary grenade, and what MG is to fear against OKW, MG 34 ? ;D


It does not matter since HMG42 and 34 will just set up and run away while Maxim's crew gonna stand in flames trying to get this damn HMG one by one :snfPeter:
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