Login

russian armor

Conscripts y u so bad

11 Apr 2017, 22:59 PM
#21
avatar of some one

Posts: 935

Cons need
a tiny bit of damage increased at short distance
Hooraa gives 75% recieve accuracy reduction
11 Apr 2017, 23:13 PM
#22
avatar of Nano

Posts: 212

I've said it in other sections and I will say it here again.

Fix the damn Molotov throw speed and combine the Molotov and anti tank grenade unlocks.

Even if the stupid Molotov hits you it just tickles a bit.
11 Apr 2017, 23:19 PM
#23
avatar of strafniki

Posts: 558 | Subs: 1

problem is: cons are only "good" in close combat
then there are stg44 volks and sturmpios. lul
11 Apr 2017, 23:20 PM
#24
avatar of Maret

Posts: 711

How about to give cons "To the last man" ability like penals have? Replace this stupid "Flare mine" ability.
11 Apr 2017, 23:28 PM
#25
avatar of SturmTigerVorgo

Posts: 307

Vet 3 conscripts are fine, good luck killing them in late game. Most probably you don't use cover properly.
11 Apr 2017, 23:31 PM
#26
avatar of __deleted__

Posts: 1225

Flare mine is a really good ability...
12 Apr 2017, 00:30 AM
#27
avatar of Imagelessbean

Posts: 1585 | Subs: 1

Cons are in a strange place. On paper they function as mainline infantry that can be used late game to merge squads. In actuality they are sidelined as soon as LMG grens show up.

Cons are very powerful with vet so if we mess with them their vet would need to be looked into. You can test this by giving them a dropped weapon, what you will notice is that a vet 3 squad wipes the floor with all but elite infantry once they can wield another weapon. Problem is most of the time they have bolt action rifles and they face off against squads that continue to upgrade.

Another issue is the fact that cons have commanders that buff them with PPsHs so changes have to take that into account.

The weird conscript place is the result of a failed Soviet faction design, and a leftover piece that doesn't really make sense in the soviet line up. Try using them as support for Guards or Penals. You will find their merge ability amazingly cost effective, you can even afford to build one squad and just keep it in base for reinforcement. This has the added bonus of getting squads to full size instantly upon retreat.
nee
12 Apr 2017, 01:13 AM
#28
avatar of nee

Posts: 1216

I think they're there to make sure your other infantry units don't die.

Problem is, you then turn those other units into Conscripts ;/
12 Apr 2017, 01:20 AM
#29
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post12 Apr 2017, 01:13 AMnee
I think they're there to make sure your other infantry units don't die.

Problem is, you then turn those other units into Conscripts ;/

That and said other infantry squads literally all got nerfed last patch (except shocks, since the only way you could make them worse is to make them heal enemy infantry).
12 Apr 2017, 02:15 AM
#30
avatar of Domine

Posts: 500

jump backJump back to quoted post11 Apr 2017, 23:13 PMNano
I've said it in other sections and I will say it here again.

Fix the damn Molotov throw speed and combine the Molotov and anti tank grenade unlocks.

Even if the stupid Molotov hits you it just tickles a bit.


I always wanted the molotov to also be an AT nade. Like a double function.
12 Apr 2017, 02:29 AM
#31
avatar of ZombiFrancis

Posts: 2742

Conscript merge would function a whole lot better if it reduced the squad to 1 man instead of completely removing the squad.
12 Apr 2017, 02:32 AM
#32
avatar of William Christensen

Posts: 401


Hooraa gives 75% recieve accuracy reduction


So Conscripts all are Air Landing officers then? The Air Landing Officers one need to be on par with Hoorah, not the other way around. 

Cons really need to deal consistant damage‎.  Fighting against Cons with Grens feels odd cause how it drops Grens' models is very inconsistant (Very much RNG). Change that first then we'll consider other things as well (Merge AT + molotov to 1 package, etc.)‎
12 Apr 2017, 04:02 AM
#33
avatar of Felinewolfie

Posts: 868 | Subs: 5

Someone said make them cost 260... (More than grenadier squad) smh.

- Always said they ought to be upgradable to Strelski at vet 1-2 or so.
- Strelski like Penals but with Mosin nagan, upgradable with DP28.

- Someone made GREAT suggestion to swap Penal models for Conscript models.
- Penals look a LOT more like Conscripts.
- Rename Penals to Strelski. No more penals.
- Make it so concripts can upgrade to Strelski with experience.
- All nade upgrades of cons transfer to Strelski.
- Give them a proper 'nade
- Perhaps a DP28 upgrade (SVT40 or DP28).
- T1 "Penal Strelski" start with SVT40/satchel.
- T0 Con strelski have mosin nagan but better at using them.
- Can upgrade to DP28 or SVT40 (Or PPSH with commander)
- have Molotov/Grenades with upgrade. No satchels.
12 Apr 2017, 06:24 AM
#34
avatar of Dangerous-Cloth

Posts: 2066

Vet 3 conscripts are fine, good luck killing them in late game.


Let us rephrase that statement of yours in 3 stages:

1. Vet 3 conscripts are fine --> Vet 3 conscripts are extremely situational and doctrine dependent

2. Good luck killing them --> Good luck laughing your ass off killing them

3. In the late game --> What late game? They are outmatched by LMG Grens, Pgrens, STG Stormtroopers, STG Volks, STG Obers, LMG Obers, Sturmpioneers etc....

End result:

Vet 3 conscripts are extremely situational and doctrine dependent, good luck laughing your ass off whilst killing them in the late game with your lmg grens, pgrens, stg stormtroopers, stg volks, stg obers, lmg obers and sturmpioneers.

12 Apr 2017, 06:31 AM
#35
avatar of Dangerous-Cloth

Posts: 2066



So Conscripts all are Air Landing officers then? The Air Landing Officers one need to be on par with Hoorah, not the other way around. 

Cons really need to deal consistant damage‎.  Fighting against Cons with Grens feels odd cause how it drops Grens' models is very inconsistant (Very much RNG). Change that first then we'll consider other things as well (Merge AT + molotov to 1 package, etc.)‎


Cons are the victim here. Grens are weak in the larger picture, but cons just suck so hard, even vs grens. Their accuracy is so poor that is just creates rng shitfests.
12 Apr 2017, 07:02 AM
#36
avatar of Selvy289

Posts: 366

Cons are fine at vet 3 thanks to that RA boost however, getting there is the point + no upgrade. My suggestions are...

1. Split vet 3 RA with vet 1 (20% in both, help them reach vet 3).

2. Once vet 3, 20% of their reinforcement cost (15mp in total).

3. Upgrade to a DP28 upon reaching tier 4.

4. Increase their accuracy (maybe nerf damage slightly 16 to 12) make them more consistent in dealing damage.

5. Give them a buff in cover like ostruppen have.

6. Merging dosnt sacrifice a whole squad (leaves one model after merging)

Do any of these appeal?

P.s completely forgot about Molotov, Obviously decrease throw time and perhaps combine with the at upgrade (200mp, 30-35 fuel).
12 Apr 2017, 07:14 AM
#37
avatar of Dangerous-Cloth

Posts: 2066

Cons are fine at vet 3 thanks to that RA boost however, getting there is the point + no upgrade. My suggestions are...

1. Split vet 3 RA with vet 1 (20% in both, help them reach vet 3).

2. Once vet 3, 20% of their reinforcement cost (15mp in total).

3. Upgrade to a DP28 upon reaching tier 4.

4. Increase their accuracy (maybe nerf damage slightly 16 to 12) make them more consistent in dealing damage.

5. Give them a buff in cover like ostruppen have.

6. Merging dosnt sacrifice a whole squad (leaves one model after merging)

Do any of these appeal?


I like this suggestion! But instead of nerfing damage to to 12, I would say 14 and adjust accuracy slightly accordingly.
12 Apr 2017, 07:36 AM
#38
avatar of Crumbum

Posts: 213

PPSH upgrade should be non-doctrinal which must be unlocked from hq and then purchased for each conscript (3x ppsh).

At nades and molotovs should be merged as a single unlock but at a higher cost. If they are to remain separate however, then either molotovs must be buffed or their unlock cost must be reduced.

Other than this I would say conscripts are fine since they have good utility and low reinforce costs.
12 Apr 2017, 07:49 AM
#39
avatar of FLTA

Posts: 200 | Subs: 1

Only thing I'd do is reduce reinforcement cost, cons shouldn't be the heavy DPS unit like double BAR rifles or STG volks.
12 Apr 2017, 08:01 AM
#40
avatar of wandererraven

Posts: 353

if give non doc ppsh to con
commander skill ppsh should be change
and shock trooper should be change ?
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

431 users are online: 2 members and 429 guests
Breezecoh2, aerafield
1 post in the last 24h
12 posts in the last week
27 posts in the last month
Registered members: 49960
Welcome our newest member, Ikardlew
Most online: 2043 users on 29 Oct 2023, 01:04 AM