Are grenadiers worth their 30 MP reinforce cost?
Posts: 2742
Also, conscripts fighting un-upgraded grenadiers is such a tiny window in the overall scheme of gameplay that there is little sense treating it like a golden cow.
But I've got to say, it still baffles me that Soviets still don't have a stock PPSh upgrade for conscripts. Just three so it can stack with the doctrinal PPSh.
Posts: 1891
(Two nades? Their grenade-iers!)
Posts: 3103 | Subs: 1
Give Grens stick grenade default, nerfed rifle nade at vet 1
(Two nades? Their grenade-iers!)
Hail miragefla, amen.
(Ok in his the Model 24s are vet 1 instead of the other way around, but close enough)
Posts: 1930
Give Grens stick grenade default, nerfed rifle nade at vet 1
(Two nades? Their grenade-iers!)
Hail miragefla, amen.
(Ok in his the Model 24s are vet 1 instead of the other way around, but close enough)
I am wondering who you were responding to precisely.
Posts: 3103 | Subs: 1
I am wondering who you were responding to precisely.
Just saying in a roundabout way that miragefla's mod already did that.
Posts: 1930
Just saying in a roundabout way that miragefla's mod already did that.
Why are people so eager to replace the medical kit?
It would be an awesome ability if it was cheaper at 15 munition. The wehr would get access to both mobile reinforcement and mobile healing without the need for doctrine.
Posts: 181
Why are people so eager to replace the medical kit?
It would be an awesome ability if it was cheaper at 15 munition. The wehr would get access to both mobile reinforcement and mobile healing without the need for doctrine.
The medical kit only heals 40 health over 10 seconds.
I'd prefer increasing that to 80 over 10 seconds and reducing the cost to 10 munitions or free over removing them entirely.
Posts: 3103 | Subs: 1
Why are people so eager to replace the medical kit?
It would be an awesome ability if it was cheaper at 15 munition. The wehr would get access to both mobile reinforcement and mobile healing without the need for doctrine.
I'm fine with it myself, but one of the Wehr infantry squads definitely have to lose it. It'll remain painfully redundant even if it became cost-effective.
Posts: 770
Conscript v Gren match-ups ceased to be important the moment WFA was released. Brits didn't help that.
Also, conscripts fighting un-upgraded grenadiers is such a tiny window in the overall scheme of gameplay that there is little sense treating it like a golden cow.
But I've got to say, it still baffles me that Soviets still don't have a stock PPSh upgrade for conscripts. Just three so it can stack with the doctrinal PPSh.
It never was important in the first place. from beta on the soviets relied on callins or ppsh upgraded troops
Posts: 137
Posts: 345
More like supported vet3 cons behind their sandbags are pain in the ass to wreck with Ostheer.
On-topic, grens bleed too much for 7 popcap and 30/model even though with MG-42 upgrade they are some of the finest soldiers.
Maybe lower the reinforcement cost until they get the lmg?
Like 25-27 without lmg.
30 with lmg.
wasn´t squad wipes the problem with greens??? how lowering their reinforcement cost while they have no LMG helps to reduce the number of squad wipes???
Posts: 284
Posts: 1384
Why are people so eager to replace the medical kit?
It would be an awesome ability if it was cheaper at 15 munition. The wehr would get access to both mobile reinforcement and mobile healing without the need for doctrine.
It already is an awesome ability.
Posts: 17914 | Subs: 8
Why are people so eager to replace the medical kit?
It would be an awesome ability if it was cheaper at 15 munition. The wehr would get access to both mobile reinforcement and mobile healing without the need for doctrine.
The problem is same as tripwire flare.
Its on EVERY SINGLE GARDENING INFANTRY WITHIN THE FACTION /shoutoff.
Repeated vet1 abilities make the units and in turn, the whole faction feel bland and lazy in design.
Relic took the lesson and new armies have fun and unique vet1, but they never bothered to fix old ones, so we still have healing PGs, capping IS-2s and infantry tracking tank destroyers(relic should have a dedicated meth lab working for them exclusively to come up with THAT vet for tank destroyers and AT guns).
Posts: 5279
The problem is same as tripwire flare.
Its on EVERY SINGLE GARDENING INFANTRY WITHIN THE FACTION /shoutoff.
Repeated vet1 abilities make the units and in turn, the whole faction feel bland and lazy in design.
Relic took the lesson and new armies have fun and unique vet1, but they never bothered to fix old ones, so we still have healing PGs, capping IS-2s and infantry tracking tank destroyers(relic should have a dedicated meth lab working for them exclusively to come up with THAT vet for tank destroyers and AT guns).
i can accept cap territory on the is-2, its an awful ability for it 100%, but at least its a front line mobile tank... the kv2 on the other hand.....
but i fully agree, they screwed the pooch on vanilla vet abilities
Posts: 875 | Subs: 2
Give Grens stick grenade default, nerfed rifle nade at vet 1
(Two nades? Their grenade-iers!)
That's what the stun grenade is for though.
Posts: 17914 | Subs: 8
i can accept cap territory on the is-2, its an awful ability for it 100%, but at least its a front line mobile tank... the kv2 on the other hand.....
but i fully agree, they screwed the pooch on vanilla vet abilities
Ironically, I've used territory cap as a last resort to seal the game once, it was with KV-2
Posts: 1384
but i fully agree, they screwed the pooch on vanilla vet abilities
Still better than the original abilities that were just "Extra damage for 10 seconds" type stuff.
Posts: 5279
Still better than the original abilities that were just "Extra damage for 10 seconds" type stuff.
Extra damage on cons for the duration of oorah might not be so bad with helping them later game va being sprint that lets the enemy know you are sprinting...
Posts: 1384
Extra damage on cons for the duration of oorah might not be so bad with helping them later game va being sprint that lets the enemy know you are sprinting...
Would be overpowered in the early game.
I think Cons are fine. They were never meant to be a damage dealing unit. They're cheap and plentiful and useful in cover as per unit description.
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