I'd like to know in what direction you would change them from a design perspective in potentially upcoming patches (if at all). Note, this is less about balance, but more about what your vision for conscripts is.
Let's start with a brief recent history of the conscripts (including stats from GCS):
The current iteration of the FBP buffs the Maxim back to be somewhat more reliable, nerfs the Penals and requires the AT upgrade for AT satchels, which all might help conscripts back into the spotlight.
I'd say it is also clear that the Molotov needs a buff as that one was not very popular even back when conscripts were. Common complaints are that the wind-up is too long, and maybe the tech could be merged with AT grenades.
The question is if those measures will make conscripts more popular again. Several people think that that is not the case. So, common proposals are that the conscripts should be able to receive a weapon upgrade, or to overall buff the combat stats.
I would like to propose a different approach, which would be more in-line with what I think what the original design idea for the Soviets and would help to keep the factions diverse.
Almost all Soviet commanders contain either some form of elite infantry or auxiliaries or a weapon upgrades for the conscripts (which results in the ability overlap of several commanders). And these typically kick in around the time when other factions unlock their weapon upgrades of elite infantry. On the other hand conscripts have a lot of utility: Apart from Molotovs and AT nades, they can build sandbags, flank with Oorah! and merge.
My interpretation of this is that conscripts are supposed to be either upgraded at some point, or relegated more into a supporting role when elite infantry enters the field and maybe even phased out to some extent.
The obvious drawback of that is that you would invest MP in something that potentially gets increasingly less effective as the game drags on.
Now, my suggestion is more along the lines of making cons more MP efficient by reducing their costs. This can happen by one or multiple of the following measures (the numbers are merely placeholders):
- Reduce the price to 220 MP, which inherently will reduce the reinforcement cost to 18 MP (down from 20).
- (if possible) set the squad unkeep to -1 for a total of 5 upkeep for a full squad.
- Reduce reinforcement time
- Maybe add a reduction of reinforcement costs to vet3.