Rework Conscripts/Oorah
Posts: 928
So, this is one of the things that needs to be reworked. It now works exactly like Fire-Up for Rangers/Airborne which Relic said they wanted to remove but instead, effectively added in a main line unit.
My suggestion
1. Make Oorah Doctrinal. This should really go in the Guards rifles/Conscript support tactics.
2. Make PPSH a researchable ability for 200 MP 50 Fuel. That way, Conscripts will continue to have a decent DPS without having the ridiculous "fire up ability" from minute 1.
What do you guys think?
Posts: 63
And, it doesn't work like fire-up. Conscripts don't shoot while they move.
So no...I think Oorah is fine they way it is.
Posts: 1708 | Subs: 2
Posts: 1164
a) suppressed units can't oorah, and oorah does not make the unit suppression immune. so if you can catch conscripts with an MG, your opponent either just wasted 10 ammo, or he can't oorah out of the suppression.
b) at least in the last patch, flanking an MG was pretty much worthless, so using oorah for the movement speed was pretty much solely used for getting in/out of cover faster, or to chase vehicles and at nade them.
c) while 10 ammo is not a whole lot, spamming it WILL cut into your ammo quite a bit. spamming oorah = no flamers, no mines, no molotovs, no at nades, no other abilities (doctrinal or not).
tl;dr: spamming oorah is a tradeoff and means no ammo for other things. with flanks being not as important/strong as in vcoh, oorah is not as strong as it looks on paper.
Posts: 4559 | Subs: 2
Posts: 786
on 5 muni I used to spam it a lot, now people only use it for flanking, getting into building, that means it's the right cost
Posts: 62
1. Make Oorah Doctrinal. This should really go in the Guards rifles/Conscript support tactics.
2. Make PPSH a researchable ability for 200 MP 50 Fuel. That way, Conscripts will continue to have a decent DPS without having the ridiculous "fire up ability" from minute 1.
I like this idea. Might result in some more soviet doctrine variety too.
Posts: 2779
tl;dr: spamming oorah is a tradeoff and means no ammo for other things. with flanks being not as important/strong as in vcoh, oorah is not as strong as it looks on paper.
No and never, I can have my 8 cons spam spamming oorah whole game, still able to rain molotov, rain AT nade, spam mines and firestorm MG
Posts: 215
Worse molotovs give the soviet player the advantage to use buildings at will while the german player cannot reciprocate. This forces the german player to start on a defensive foot from minute 1, made worse on easy cutoff maps like kholdny right spawn with buildings all over the asymmetrical cutoff.
Not conscripts but 30 muni mines, yeah gl hf. With RNG I would estimate I lose an entire 4 man squad to a 30 mun mine at least once every day or two of casual gaming.
Or better yet oorah your conscripts into a nerfed mg42's cone, HTD, throw molotov, laugh.
Posts: 89
scout around and cut the enemy off with the mg42?
but no
you place an mg42 in the front,
the enemy has spotted you
sends a conscript squad over
oraah and before you know it they're next to you because mg42 vision << range
pay attention next time, you'll notice the difference
Posts: 182
What do you guys think?
Posts: 379
So much exaggeration in this thread...
"No and never, I can have my 8 cons spam spamming oorah whole game, still able to rain molotov, rain AT nade, spam mines and firestorm MG"
"It now works exactly like Fire-Up for Rangers/Airborne "
These are demonstrably false. The balance forum isn't a faction popularity contest people. If you think something is OP then you should be able to show that without making stuff up.
A lot of people in this thread are trying to argue Oorah need adjusting because of molotov's or that there should be a PPSH upgrade ... that's more or less a completely different issue to Oorah! Molotov's are a separate global upgrade and so should be balanced through its own mechanics not by adjusting Oorah! Personally, I think they are fine anyway, they are the only thing Soviets get to deal with LMG's, not to mention houses. That's a different topic however.
PPSH's are a completely different issue to Oorah, so don't know what they are doing being discussed here?
Posts: 928
This way, you have a unit which can do decent damage to infantry throughout the whole game without the doctrine while not having them run straight into an MG for a molotov.
And also, apart from mines and maybe the odd Guards ability (which doesn't use too much muni anyway) and the occasional offmap, name any other places where the Russians really burn any muni. You can still spam Oorah to death, especially in the midgame.
Before, Conscript spam was viable (hell, I was actually conscript spamming before). Now, it's ridiculously strong.
EDIT: Please note that I did not say, completely change up Oorah, I'm just saying, switch Oorah with PPSH.
Posts: 622
Posts: 69
Posts: 928
Make it cost fuel! Conscripts run on diesel anyways, right?
So did BARs/Pineapples
And vetted Grens
Posts: 25
molotovs are the best nades in the game, they will kill squads outright if your attention is elsewhere for more than a second or two which is very possible mid to late game.
that's called "microing". I think it has always existed since coh1 and it is the main reason of defeat in most mathces
Make it cost fuel! Conscripts run on diesel anyways, right?
nope, now they run on CH4, rear propulsion. They are far more environment-friendly XD
Posts: 896
oorah isnt really the issue, its the cheap molotov ability. 15 mun molotovs are the best nades in the game, they will kill squads outright if your attention is elsewhere for more than a second or two which is very possible mid to late game.
Not really, unless the squad is really low health, molotov takes allot of time on mobile infantry. Putting it's effect on garrisoned units aside, I think its the worse grande in the game, and perhaps that's why its the cheapest.
Posts: 62
Not really, unless the squad is really low health, molotov takes allot of time on mobile infantry. Putting it's effect on garrisoned units aside, I think its the worse grande in the game, and perhaps that's why its the cheapest.
Molotov has a decent chance to instakill at least one guy in the squad. Putting it's effect on tanks aside, Panther is the worst vehicle in the game. Forcing you to abandon cover/buildings is not a small deal. I wish they'd just replace it with F1s or something.
Posts: 896
Putting it's effect on tanks aside, Panther is the worst vehicle in the game.
I dont want to change the topic but, Panther is mainly used to fight tanks, if you use it to fight inf obviously it will not perform well.
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