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Soviet General Faction Changes - New cmdr mod 5.0

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24 Apr 2019, 07:45 AM
#261
avatar of SeductiveCardbordBox

Posts: 591 | Subs: 1

jump backJump back to quoted post24 Apr 2019, 07:36 AMKatitof

As far as I am aware, osttruppen cover bonus applies exclusively to their rifles, LMG has 50% of regular LMG accuracy/DPS and does NOT benefit from cover accuracy bonus.

Also, conscripts have in their very description that they are most effective from cover, so cover bonus makes most sense for them.


It only functions as a nornal LMG in cover, but it also is an LMG. It has most damage at max range and wants you to be stationary.

Conscripts have butt damage at max range and all their toolkit encourages you to be mobile. Oorah, grenade range, their damage curve and no weapon upgrade.

It may be in the description but it doesn't fit the current design at all.
24 Apr 2019, 07:51 AM
#262
avatar of Vipper

Posts: 13496 | Subs: 1



It only functions as a nornal LMG in cover, but it also is an LMG. It has most damage at max range and wants you to be stationary.

Conscripts have butt damage at max range and all their toolkit encourages you to be mobile. Oorah, grenade range, their damage curve and no weapon upgrade.

It may be in the description but it doesn't fit the current design at all.

That information is wrong
Osttruppen slot weapon have a -25% penalty when in cover, so they do not work as normal LMG.

And Osttruppen is not a good example to begin with since they do actually work in late game.
24 Apr 2019, 08:02 AM
#263
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2

Tommies have weapon cooldown reduction while Osttruppen get bonus accuracy. And an offensive buff for their Mosins would still be much more effective than, I dunno, not having one?

Even if that still doesn't "work" as well as cover bonuses for LMG squads, what about adding in extra defensive options, like further received accuracy reduction? Healing in cover?
24 Apr 2019, 08:38 AM
#264
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post24 Apr 2019, 08:02 AMKasarov
Tommies have weapon cooldown reduction while Osttruppen get bonus accuracy. And an offensive buff for their Mosins would still be much more effective than, I dunno, not having one?

Even if that still doesn't "work" as well as cover bonuses for LMG squads, what about adding in extra defensive options, like further received accuracy reduction? Healing in cover?


Ostruppen get a bonus in cover because their DPS out of cover is close to half of that of conscripts while tommies out of cover DPS is also low. So these unit are design to fight from cover and are bad when fighting out of it.

One could simply give the 7 men conscripts access to "hit the dirt" which is a good ability.
24 Apr 2019, 08:43 AM
#265
avatar of Stark

Posts: 626 | Subs: 1

jump backJump back to quoted post24 Apr 2019, 07:36 AMKatitof

As far as I am aware, osttruppen cover bonus applies exclusively to their rifles, LMG has 50% of regular LMG accuracy/DPS and does NOT benefit from cover accuracy bonus.

Also, conscripts have in their very description that they are most effective from cover, so cover bonus makes most sense for them.


Yes, that's true.

I would say that cover bonus make a lot of sense. It worked on ostroopen before they got lmg42 upgrade so why it would not fit conscripts? Their Mosin rifles aren't design to fight in move. Conscripts utilities are also in favour of more defensive fights behind cover. Ohraa can be used to get faster behind the green cover and If enemy is trying to close the distance you can burn him with molotov. Cons are very fragile unit so they aren't design to fight close combat (unless they are equipt with ppsh). Plus it would also reduce the concripts blob power which we can see after the update.

From what i notice the 7 men squad could work but i would give them that CoverBonus and see how it perform then.

Another idea is to add the new extra unit diffrent, tranferable weapon (ppsh or svt) like it was done in german infantry
24 Apr 2019, 08:46 AM
#266
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post24 Apr 2019, 08:38 AMVipper

One could simply give the 7 men conscripts access to "hit the dirt" which is a good ability.

I would argue that.
It increases defence and decreases offence while making you completely immobile, susceptible to nades and allows opponent to easily reposition himself, the absolutely last things cons need.

Guard HTD is good.
Con HTD, as it currently is, would be good on literally any other unit but cons.
24 Apr 2019, 08:48 AM
#267
avatar of Stark

Posts: 626 | Subs: 1

jump backJump back to quoted post24 Apr 2019, 08:46 AMKatitof

I would argue that.
It increases defence and decreases offence while making you completely immobile, susceptible to nades and allows opponent to easily reposition himself, the absolutely last things cons need.

Guard HTD is good.
Con HTD, as it currently is, would be good on literally any other unit but cons.


It gives them green cover bonus which reduce chance of instantly loose model and give time to make some damage. I wouldn't say it's a bad idea but don't think it would solve the entire conscript problem.

Again with that ability added - sandbag cover utility would be pointless.
24 Apr 2019, 08:50 AM
#268
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post24 Apr 2019, 08:48 AMStark


It gives them green cover bonus which reduce chance of instantly loose model and give time to make some damage. I wouldn't say it's a bad idea but don't think it would solve the entire conscript problem.

It was nerfed to yellow cover years ago.

And if you're in position where it would be even semi optimal to use it, you already lost a model.
24 Apr 2019, 08:51 AM
#269
avatar of SeductiveCardbordBox

Posts: 591 | Subs: 1

Hit the dirt is also an ability that makes conscripts stationary. Something guards do infinitely better with no side tech costs.

If conscripts are ever going to be worth buying instead of them, their kit needs to have some sort of purpose, and giving them a mix of sprinting abilities and stationary bonuses ain't gonna help, imo.
24 Apr 2019, 08:52 AM
#270
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post24 Apr 2019, 08:48 AMStark


It gives them green cover bonus which reduce chance of instantly loose model and give time to make some damage. I wouldn't say it's a bad idea but don't think it would solve the entire conscript problem.

It gives damage reduction which is allot better.

With the changes to reinforcement cost and XP gain conscripts do not need more DPS they need durability so that they can win attrition fights or soak damage while other units deal damage. And hit the dirt gives exactly that.
24 Apr 2019, 08:52 AM
#271
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post24 Apr 2019, 08:50 AMKatitof

It was nerfed to yellow cover years ago.

And if you're in position where it would be even semi optimal to use it, you already lost a model.

That info is simply false:
It gives them damage reduction as defensive bonus.

Cover changed from yellow-cover to -10% received damage
Accuracy decreased by 20% while active
24 Apr 2019, 08:54 AM
#272
avatar of Katitof

Posts: 17914 | Subs: 8

Cons already have durability.....
The current changes are happening SPECIFICALLY because amazing durability means literally nothing if you can't do anything in return and cons aren't exactly Diablo 2 Iron Golem you believe they are for whatever reason.
24 Apr 2019, 08:59 AM
#273
avatar of Stark

Posts: 626 | Subs: 1

Hit the dirt is also an ability that makes conscripts stationary. Something guards do infinitely better with no side tech costs.

If conscripts are ever going to br worth buying instead of them, their kit needs to have some sort of purpose, and giving them a mix of sprinting abilities and stationary bonuses ain't gonna help, imo.

On the other hand if you want more mobile, effective in move infantry you can go penals. I would try to avoid any sort of overlap with concripts. If we gonna make coscripts too good in move, very mobile offensive infantry then penals will loose their meaning.

Soviet faction doesn't have mainline defensive infantry, conscripts could fill that gap. CoverBonus could help making that real.
jump backJump back to quoted post24 Apr 2019, 08:54 AMKatitof
Cons already have durability.....
The current changes are happening SPECIFICALLY because amazing durability means literally nothing if you can't do anything in return and cons aren't exactly Diablo 2 Iron Golem you believe they are for whatever reason.

So how would you change conscripts to make them worth using and still keep them unique?
24 Apr 2019, 09:01 AM
#274
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post24 Apr 2019, 08:59 AMStark

So how would you change conscripts to make them worth using and still keep them unique?

As already suggested earlier.
7th man to help them vet and last and RoF buff(either conditional or general) to give them a bit more ooomph to not be just a slightly more durable vet piniata.
24 Apr 2019, 09:30 AM
#275
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post24 Apr 2019, 08:54 AMKatitof
Cons already have durability.....
The current changes are happening SPECIFICALLY because amazing durability means literally nothing if you can't do anything in return and cons aren't exactly Diablo 2 Iron Golem you believe they are for whatever reason.

Again that theory is simply false, since adding a 7th entity also increases durability. If they aim was to increase damage they would a weapon upgrade.

If one increase DPS one simply run the risk of bring back conscript spam.

In addition one should not aim to make conscripts work on their own but to work with other units, so a combination of conscript soaking up damage while other units dish out damage is a good one.
24 Apr 2019, 09:35 AM
#276
avatar of Crecer13

Posts: 2184 | Subs: 2

jump backJump back to quoted post24 Apr 2019, 08:59 AMStark

On the other hand if you want more mobile, effective in move infantry you can go penals. I would try to avoid any sort of overlap with concripts. If we gonna make coscripts too good in move, very mobile offensive infantry then penals will loose their meaning.

Soviet faction doesn't have mainline defensive infantry, conscripts could fill that gap. CoverBonus could help making that real.

So how would you change conscripts to make them worth using and still keep them unique?


Or simply combine conscripts and penal and then stop this ridiculous idea of ​​roles: if Mercury is a green cover, then conscripts will be more useful. Penalties are superfluous and have always been superfluous:
Conscripts: main infantry and support.
Guard: ranged combat and anti-tank support.
Shock troops: CQC assault unit.
Penal: what is it? They didn’t fit into the concept of infantry from the very beginning of the game’s existence, and therefore they invented absurd roles: an expensive suicidal assault squad with a explosives and good self-loading rifles, then for some reason they were given PTRS, although the Guard exists.

Remove Penal transfer SVT-40 to conscripts, transfer the explosives to the Engineers or the Shock troops. And the whole puzzle will be folded into the picture, instead of sculpt pieces where it is not suitable.
24 Apr 2019, 09:35 AM
#277
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post24 Apr 2019, 09:30 AMVipper

Again that theory is simply false, since adding a 7th entity also increases durability. If they aim was to increase damage they would a weapon upgrade.

Yes, people have suggested weapon upgrade for years now.
Firstly relic and now modders do literally everything in their power to avoid it, because reasons.
7th man was implemented and guess what?
Modders themselves are now discussing possibility of giving that upgrade an additional DPS boost, because clearly and empirically proven, both over last years and in this very mod, durability alone without any bite gets them nowhere.
Now, they don't need LMG42 level of DPS increase, but they most certainly need DPS scaling more then durability scaling, especially in late game, where its NOT small arms that decimate them, but prolonged engagements with a lot of explody stuff involved.

If one increase DPS one simply run the risk of bring back conscript spam.

I'll share a little secret with you:

ANY change that will make cons a viable choice will bring back con spam. There are MULTIPLE commanders who are DEDICATED to spamming cons. Con spam is most certainly very intended since day 1.

Now, how exactly is that a bad thing again?
Its a faction that IS DESIGNED to SPAM one type of infantry and then supplement it with what's needed later.
You know what happened when con spam was killed?
Maxim spam happened.
You know what happened when maxim spam was killed?
Guard spam happened.
You know what happened when guards were briefly killed?
Maxim spam returned.
You know what happened when maxim was again killed?
Penal spam happened.

The faction is MADE to spam select type of infantry, just like OKW is meant to spam volks.
24 Apr 2019, 09:56 AM
#278
avatar of SeductiveCardbordBox

Posts: 591 | Subs: 1

Remove Penal transfer SVT-40 to conscripts, transfer the explosives to the Engineers or the Shock troops. And the whole puzzle will be folded into the picture, instead of sculpt pieces where it is not suitable.


Penals always had a role. But because cons were a dumpster fire they had to carry T1 builds on their own, et viola, we have the current state of penals.

They're an assault unit deaigned to remove fortifications. That is why they had flamethrowers and satchel charges. The SVT choice was always dumb but what are you gonna do. I agree that they have lost their identity but only because cons were so bad. Their AT rifles, at least, make sense. Forcing soviet T1 builds to ALWAYS have to pick guards for AT is not a good design choice and restricts variety in builds. Similarly, forcing shock troop commanders for bunker removal is bad. We HAD soviets where commanders were mandatory to have a full tool kit and it was a miserable time.

Engineers are also not durable enough to charge anything with a demo charge.


In my ideal design:


Conscript stats stay. As non-doc upgrades they can choose to buy two ppsh, three svt or two PTRS. They are now a versatile squad that can always bring something to any commander, but their upgrades are worse at their job than dedicated squads for any job. They exist to plug any hole in your army build with acceptable and cheap units. Side tech costs are reduced further. The doctrinal packages are upgrades to the normal ones: ppsh cons get more PPSH and maybe 5% RA. PTRS cons get more rifles and the grenade volley.


Give penals a mosin. Allow them to pick either three PTRS, three PPSH or a single flamethrower. T1 now has decent AT and a CQC squad. Penals no longer are just better conscripts and they are only good in close as assault troops.


Remove the guard PTRS. Give them a single DP as default with button. Allow them to buy one or two more DPs. Maybe even reduce their close range mosin damage. They are now a dedicated long range firepower squad and they rely on other units for AT damage and defending against CQC squads. T2 has maxims and at guns, T1 has penals, either of them have conscripts as cheap line filler.


Shocks are still damage dealing tanks with smoke and frags. Their simplicity is a strength.



There you go. Elite infantry have distinct roles. Penals have a job and don't just beat cons at all ranges. Conscripts don't excell at anything but they can do a little bit of everything, from sandbags to grenades to merging.
24 Apr 2019, 10:00 AM
#279
avatar of Kirrik

Posts: 573

Cover bonuses for squad that does not have LMG are utterly pointless, Osttruppen and IS have LMGs, their DPS peaks at long ranges because of it. Conscripts dont have LMG, their damage best up close and they have sprint to utilize it, unless they are getting a LMG anything that makes them immobile like Osttruppen would be a miserable fail as they dont have DPS for long-range engagements
24 Apr 2019, 10:10 AM
#280
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post24 Apr 2019, 09:35 AMKatitof

Yes, people have suggested weapon upgrade for years now.
Firstly relic and now modders do literally everything in their power to avoid it, because reasons.
7th man was implemented and guess what?
Modders themselves are now discussing possibility of giving that upgrade an additional DPS boost, because clearly and empirically proven, both over last years and in this very mod, durability alone without any bite gets them nowhere.
Now, they don't need LMG42 level of DPS increase, but they most certainly need DPS scaling more then durability scaling, especially in late game, where its NOT small arms that decimate them, but prolonged engagements with a lot of explody stuff involved.


I'll share a little secret with you:

ANY change that will make cons a viable choice will bring back con spam. There are MULTIPLE commanders who are DEDICATED to spamming cons. Con spam is most certainly very intended since day 1.

Now, how exactly is that a bad thing again?

Its a faction that IS DESIGNED to SPAM one type of infantry and then supplement it with what's needed later.
You know what happened when con spam was killed?
Maxim spam happened.
You know what happened when maxim spam was killed?
Guard spam happened.
You know what happened when guards were briefly killed?
Maxim spam returned.
You know what happened when maxim was again killed?
Penal spam happened.

The faction is MADE to spam select type of infantry, just like OKW is meant to spam volks.

If stock conscripts spam becomes a viable tactic as it once was, there will be little reason to built any other unit.

The aim of diversity changes as the one conscripts is should be to create room for all units to be used. Else you simply replacing one spam with another maxims->Penals
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