I really had a lot of fun using/testing them in the EFA mod.
Now the idea of being forced again to use penals an another 8 months is really frustrating and depressing.
![:S :S](/images/Smileys/wacko.gif)
Posts: 9
Posts: 2742
In order for moving DPS to contribute anything, you need to be moving forward (you can't shoot while moving backwards).
In order to be moving forward, this needs to lead you to a higher-gain situation than you are currently.
In order to have a higher gain situation while moving forward, this means that you need to be able to trade more cost-efficiently at close than you do at far.
In order for this to happen, you need something like the current G43 curve.
Conversely, if you don't plan on moving at all, then the best choice you have is find some green cover, stay there and wait for the enenmy to come.
Once the enemy is too close to you, and you are no longer trading well, you hit retreat and you did your job.
So, my question is:
- If G43 only contributes to long-range DPS, why would you ever forgo the best and most cost-efficient LMG (LMG42) in the game for the G43?
- Note that LMG42 also increase DPS at all ranges; therefore G43 might be a downgrade compared to LMG42 at close-range.
In addition to everything else, we also have OST design that already makes the faction near helpless in close-quarter maps. G43 commanders and AssGrens kinda help to mitigate that.
What about PGren STGs, then? The amount of distance PGrens have to cover to be cost efficient vs Cons is tiny.
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Posts: 4301 | Subs: 2
Posts: 2742
if it were up to me, i would rather have the mod team experiment with global upgrades
ppsh is the only option.
Posts: 5279
Posts: 345
if you buy DP1928 for your conscripts, wtf am I supposed to do with my Grenadiers?
At least Tommies don't have oorah and AT nades.
Posts: 1605 | Subs: 1
Posts: 2742
Posts: 1304 | Subs: 13
Posts: 2742
I disagree with the weapon upgrades since it still does not deal with the issue that Conscript Mosin Nagants are very unreliable in not only mid-late game fights but also the early game. Losing a certain engagement because everyone missed at point-blank due to their 55% accuracy affects them more as Conscripts also shoot slowly and have 1.087 RA.
Necessary Item
-Mosin Nagants to deal 10-12 damage from 16 with increased accuracy at all ranges. Possibly adjust cooldown/aim-times, but DPS stays relatively the same with maybe slight improvements at range. It would help them stall units, when behind cover, that are trying to fight at long-range. If it's 1v1 vs CQC squads there is always molotovs you can throw or you can fire as much as you need until they close and then you hit the retreat key.
This still ensures you won't overlap with Penals who would still provide much more AI firepower and can win engagements far more quickly.
Other Improvements
-Lower reinforcement reduction for each Conscript upgrade purchased by 1 going to a max of 18. This modifier does not apply if you purchase weapon upgrades OR the weapon upgrades/slot items are slightly toned down when picked up by Conscripts. Incentives their nature as cheaper meatshield units that are either meant to chuck AT grenades, charge in with molotovs, merge, or screen/scout for the more powerful units.
-Space out their veterancy so they can get some survivability before veterancy 3 such as receiving -10% RA at level 1 like Volksgrenadiers. Helps negate that 1.087 they have until veterancy 3.
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Posts: 71
Remove Molotov delay, and not at the second level of vet. Add non-doctrinal PPSh, replace PPSh in doctrine to SVT-40.
Posts: 71
I'd like to see this game moving away from no-brainer weapon upgrades, especially LMGs as they can be effectively used through A-move commands.
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