Conscript scaling
Posts: 168
This becomes extremely painful if you chose an armor-oriented commander like soviet industry or Armored assault,conscripts just can't match up to cover the tanks.
Conscripts definitely need a non doctrinal weapon, also a slight increase in veterancy buff.
Posts: 125
Posts: 2
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Now you got one infantry unit for dealing damage, one meant to absorb, provide utility and everything else that isn't just raw DPS which is how it should be.
Posts: 486 | Subs: 1
Blob said conscripts
Problem solved
But in all seriousness despite the nerf to conscript PTRSs a while back, they're still useful in my opinion.
Posts: 125
Cheaper with veterancy at vet 3 by 3-4 manpower replace tripwire mines with part of their defensive buffs they get at vet 3 so it's less of a sudden power shift and then buff Penals accordingly.
Now you got one infantry unit for dealing damage, one meant to absorb, provide utility and everything else that isn't just raw DPS which is how it should be.
Why remove trip flares...You did that change in your mod also.
Posts: 17914 | Subs: 8
Tank hunter commander, get 6 cons with all PTRS
Blob said conscripts
Problem solved
But in all seriousness despite the nerf to conscript PTRSs a while back, they're still useful in my opinion.
If only
Sadly, relic dropped nerf B-17 on it some time ago and that PTRS is not good for anything, basically, its AI efficiency is similar to dual zooks. 15% long range accuracy before all the rec acc modifiers which ALL axis infantry gets means its useless weapon for long range and because of its one year aim time, its useless in med to short range as well with current accuracy values.
It was nerfed mainly because it made cons viable and it destroyed team weapons, but that no longer is a case and upgrade, just like pretty much ALL older eastern armies "once good, nowadays useless" abilities, it was forgotten.
I did tried using them somewhere in January, it went beyond horrible, the upgrade is utterly useless now.
Vet3 rec acc though makes ppsh barely usable, so there is that.
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Maxim
Unless you play with Brits teammate whi goes for double bren to tommies and you always keep your cons squad near to them
Posts: 243
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Well conscripts with borrowed vickers ain't that bad too.....
True, but its hardly viable in 1v1
Posts: 640
I guess people just want to train bunch of conscripts and never wana be bothered again. A unit is suppose to be bad on 1v1 unless real close. It is still cheap, fast and has more utilities than a german commando!? but people allways want more from a conscript. Even rifleman dont have that much abilities and they are trained killers. These are peasants
Oh please... a volks squadfor example costs only 10 mp more and are A LOT better in terms of... everything. Only thing they lack is a snare to damage engines.
Posts: 1740
Being able to get Guards and Shocks only with a commander is simply rubbish. In addition, penals are way to similar to conscripts. Just a quick thought, but Guards in T3 and Shocks in T4 would be an interesting idea.
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Posts: 73
Posts: 48
Why remove trip flares...You did that change in your mod also.
The problem with trip wires I find is that they are very rarely useful now for anything other than revealing the FoW and annoying your opponent, and take too long to construct to be worth it.
This wasn't the case originally, when models bunched up more and SU only had to worry about 4 man Ostheer squads. It was previously possible to have two models killed by walking over a trip wire, now it's only ever one (mines in doorways notwithstanding), and with the 5 man volk squads they are less effective at reducing the enemy firepower.
I like the idea of them but I think they are too weak, I would like to see a slight buff with a corresponding cost increase.
As for conscripts in late-game in general - most strategies seem to involve relying on doctrinal guards / glorious Jesus troops and slowly replacing the conscripts over time (leaving 1 - 2 remaining for reinforcement). Is this such a bad thing? I don't think so.
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