Turn peneals into long range unit. No damge at close and med range but very high dmg at long.
At least long range unit is very needed.
That role is kinda filled by Guards, though.
Posts: 73
Turn peneals into long range unit. No damge at close and med range but very high dmg at long.
At least long range unit is very needed.
Posts: 677
Part of the idea of buffing penal is to make more doctrine viable, to free the soviet from needing to use shock and guards.
In addition, with the exception of defensive tactic, none of the soviet doctrine come close to fully replace support weapon. Even defensive tactic lack a decent atg.
a svt-40 with 5.99-1.4 is still going to maintain semi-auto characteristic. The grenadier k98k 's 5.76-2.26 is going to be a bit better at long range but worst at close range. The only reason a penal squadis going to win at long range is due to the two extra model, but even then it's a costly fight.
Remember that both the volks and the grenadier are both cheaper units to begin with. trading long range fire is an inefficient use of resources. Even just stalling and depleting a more expensive unit is a strategic victory.
The penal doesn't need to stay at 270 mp either.
Penal also lack smoke. M3 can be zoned by grenadiers. Soviet snipers are also more vulnerable to rush than the german sniper.
Posts: 1930
In other words you changing faction design in order to replace call in infantries with Penal, while makng the early play style of soviet similar to USF. The question still stands why? is the soviet faction under-performing?
Soviet do not need all their support weapons, even if they did building both T1 and T2 cost less fuel than a single USF and 1 officer gives less access to less cost efficient weapons...
You seem to be missing the point of weapon profiles. One is to have categories of weapons with similar behavior the other is to have range where one infatry has an advantage over the other.
A shock troops for instance is more expensive than gren yet it would badly if it fight a gren if they fight at range 35 while it win over an Ober who is more expensive if they fight close. What you are suggesting make gren volks lose at all ranges...In addition even PG and ST will lose far (around 45% less DPS and around 40% less HP)and will probably lose if they try to close in from 35 under fire or probably lose at all ranges if Penals have flamers...In other words axis will be forced to either spam HMG or go for vehicles.
You also seem to forget that the difference in DPS will become even worse for axis units at vet 3...Penal vet abilities and vet bonuses need to change...
Gren bleed far worse then Penals. By vet 2 Penal will be able to ourah to mid range and obliterare both gren and Volks.
Glad to see that you realize that you can't simply buff a unit massively and expect that everything will be fine...
Try rushing a Soviet sniper supported by Penal with the number you suggested...you might find harder than you think.
And once more why do object in giving Penal a bolt action rifle?
Posts: 5279
Posts: 677
how is it breaking soviet to buff a useless pre-existing unit? how is it breaking soviet to make the soviet less dependent on a selected few doctrinal choice? it would change the current soviet meta, but that's different from breaking soviet design.
going both t1 and t2 also cost more manpower than going either lt or captain for the USF, and even more manpower if soviet actually intent to make use of the new units.
I'm using the USF rifleman as an guideline of what work, not as competition.
What really matter is How would the axis handle t1 + t2, and my answer is the fact that going t1 +t2 will delay the soviet light vehicle due to the amount of manpower required. The german 222 will especially punish a heavy t1+t2 building
actually the rifleman can match/beat the grenadier at long range, it's just not efficient.
A big enough price difference can also overcome the inherent advantage from weapon profile. A Panzerfusilier will flat out beat conscript regardless of range.
If you have a scout like a sniper and you allow your cover infatry to be pinned then you deserve to have to hit the retreat button...
...the mg42 pin down the penal while the grenadier chase down the sniper...
Posts: 1930
First of all Penal are not useless, they have limited use which is different thing, second I never claimed that they should not be buffed. What I am saying is that they should not buffed to level that would allow them to beat both Grens/Volks and PG/SP...
The soviet design is dependence in call in units and that is why soviets have the widest variety of call in and some of the most cost efficient ones.
And USF will also have to side tech and bleed more. Even so Soviet do not have to Both T1 T2, see 222 pop Guards or Partisans, see HMG Spam pop a 120mm...
And it is the wrong guideline if you need a guideline use Soviet units and not USF units...
Given the strength of suggested Penal (being able to beat PG/ST), soviets will simply have map control so 222 will also be delayed...and Soviet do not need light to counter 222...
and that is way USF have weaker late game than Soviet or why Wer against USF use Ostrruppen.
and that is why P.F. are a doctrinal unit and not a T1 unit or why they come with 6 bolt action rifles and not with 6 G43s as you suggest for Penals....
If you have a scout like a sniper and you allow your cover infatry to be pinned then you deserve to have to hit the retreat button...
Things are simple either mod this changes or use miragelfa mod and see what affect similar changes to Penals have...
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The soviet design is dependence in call in units and that is why soviets have the widest variety of call in and some of the most cost efficient ones.
..... see 222 pop Guards or Partisans, see HMG Spam pop a 120mm...
Posts: 677
and we know that once relic makes up their mind they dont change it!
in the end no matter what they do to penals they WILL overlap with someone in the soviet rooster (heres that outdated design again) and currently they overlap with the worse and most accessible one...
give them a pair of scoped SVTs maybe that improve their long range dps as suggested but make it reduce close DPS enough that sturms and pgrens will beat them
adjust price accordingly
Posts: 677
the soviet meta is dependent on doctrinal call in units, but there's nothing to say that's the design.
...the flame rifle is a lot easier to deal with.
Flamer and LMG are both weapon upgrades but the similarities end there...Flamer are weapon designed to deal with cover and garrison. Why you insist in this? If penal need a new role they need a new role regardless of what their previous one was...
the flamethrower is an anti-infantry + anti-garrison upgrade. it significantly boost the unit's firepower against infantry, similar to how stuff like the lmg42 boost the squad's firepower against infantry.
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It has been suggested that penal become osttrupen type unit something soviets miss both in stock and in doctrinal and that some of the utility of Consc should be shared with them. So there are solution that do not overlap... .
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...
what the soviet need is a unit that can make picking one of the many doctrines without call in infantry viable, not more cannon fodder
Posts: 5279
Are you trying to make Penals more attractive or residing the faction? The faction is rather balanced and is designed to utilize commander's specific units.
Redesigning the faction and making Penal more attractive are 2 separate issues...
If some commanders without call in infatry do not work that is the problem of the commanders and not faction....
Posts: 677
both are linked, making penals halfway decent would open up a wealth of choices for the soviet
and i maintain that true balance will come when all factions can fight against each other (by that i mean axis v allies, not expecting a usf vs ussr matchup) without needing a doctrine as then the only thing that needs adjusting is the doctrines themselves, which wont be needed to stand a chance, just diversify play and cater to playstyles/ add flavour
Posts: 5279
No redesign the faction and making Penal useful is not linked...one can happen without the other
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except it isnt, the soviet rely on call ins almost entirely- that is their (outdated) design, by buffing penals to make it so a doctrine that doesnt have call in infantry becomes viable you have alleviated some the stress of the stupid and outdated design. its not a full redesign of course but the soviet dont NEED a redesing, just to be updated.
I don't agree that making doctrines flavor only is needed for the game to be balanced. And you are actually talking about redesigning the whole game not only Penal and the soviet faction...
all of the other factions function mostly well without doctrine choice, you can pick almost any docteine and be fine, sure some are leaps ahead of others but the core still holds strong.
for example:
as the brits if you pick royal arty
you still have infantry capable of fighting, you still have armour that can take a hit and dish it, you still have access to a damage sponge you still have AT infantry
but now you ALSO have other units (crappy ones, but more choices none the less)
as the usf if you pick recon support
you still have infantry that can fight, you still have a great TD ou still have weapon upgrades, you still have self repairing crews, you still have squad wipe machine medium tanks.
as OKW if you pick firestorm
you still have a heavy tank, you still have great AT options, you still have AI troops, you still have fantastic light armour, you still have a unit that can counter tanks and buildings/ garrisons/ take some aggro
as wehr if you pick luftwaffe
you still have assualt infantry, you still have amazing AT, you still have heavily armoured armour, you still have weapon upgrades, you still have core infantry that scales
as the soviet and you pick NKVD
you have DONT have any good infantry, you DONT have a tank that will ever bounce/ pen you DONT have a TD that can reliably pen heavy armour, you DONT have weapon upgrades
i own all the commanders except the newest ones for the wfa and brits (4 newest) as any faction i COULD pick any commander and have a blast EXCEPT as the soviet (who have an ASS tonne of commanders to choose from) you cant say that that doesnt implicate something...
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...
as the soviet and you pick NKVD
...
Posts: 5279
If the NKVD commander does not work redesign the commander not the faction. Currently doctrine selection is very important in all faction. Thus at high levels you see the same commander again and again..
Posts: 677
im sorry if thats a mess
Posts: 1930
Any idea why soviet some sort of doctrinal infatry call-in in most of their commander? Any idea why some of these call in infantries are some of the most cost efficient units? Any idea why most of the Soviet stock units do not excel in anything? It could be pure chance on hand or it could design...
Not if the rifle that is suggested has great DPS in all ranges allowing to beat early stock axis infatry in all ranges. Shock troops are great only if and when they can move in close, with the suggested weapon Penal would dominated in all range and that is bad design.
What do you think would happen in the game if axis suddenly had T1 access to P.Fuss that come with 6 G43 (no At grenade)?
Creating 6 men stock units that are very good in all ranges will create more problem than it will solve. Penal should either use SVT and be average (close) very good (mid) average (far) or bolt action rifles and be average average very good.
At least that is my opinion.
Flamer and LMG are both weapon upgrades but the similarities end there...Flamer are weapon designed to deal with cover and garrison. Why you insist in this? If penal need a new role they need a new role regardless of what their previous one was...
Posts: 677
To say that penal is weak because that's the way it's intended is just affirming the consequent. The effects alone is not enough to prove the cause to true, unless it's the only cause. The penal could be weak just as due to balancing error.
base Penal lack abilities like the rifleman's smoke or even the conscript's oorah.
the intent of the boost is to allow the Penal to fight the grenadier on roughly equal ground before the upgrades arrive. 1.4 is number that might or might not work.
I believe it will work and am willing to test it.
Any one who ever buy a flamethrower... or US rifleman will easily see the boost in damage,...
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