Suggestion: penals immune to suppression
Posts: 531
If penals were immune to suppression, or even just immune from being pinned it would give that 'SUICIDE SQAUD' feel, of course they wouldn't get the damage reduction for being pinned or suppressed, so they would die a lot faster. and if they got close enough to the MG, they could throw their satchel, of course if they were that close they would be losing a model every 0.5 seconds, so you gotta be careful!
what do you guys think, good idea? bad idea? suggestions on how to improve on this?
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i disagree. they are fine as they are. i think they just need a price reduction. and maybe a cheaper reinforcement cost. like 330mp and 25 to reinforce.
That actually sounds better than 300 mp considering they can beat pgrens at range.
Posts: 401
CoH1 had plenty of problems with this, and that was when MGs were a lot more powerful.
It's already enough that Conscripts can Oorah into molotov range before being suppressed then pinned. Now having a unit that can assist even more with that would be too much in the normal Soviet build.
Posts: 525
That actually sounds better than 300 mp considering they can beat pgrens at range.
Do you actually think that a decent Ostheer player will be so stupid to just leave their Panzer Grenadiers to fight at range??...PGrens will always charge the Penals position,if you have a good tactic to somehow make the PGRens stay at range,please share it,otherwise not working dude,make them 300 MP,even then I would think twice investing in them instead of Conscripts,Guards or Shocks...
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This way, you could actually run on the edge of a german mg, flank it and not worry about if the RNG will make your squad hit the ground the first burst or the second burst.
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There's no point in making HMGs weaker than they already are. They have problems controlling units as it is, which leads to people just spamming grens. Grens which just happen to kill penals really good.
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Permanently BannedNo.Grens which just happen to kill penals really good.
Actually, the situation is currently the exact opposite.
Penals own the everloving hell out of Grens.
I dont understand how you can say something that is so utterly contradictory to the actual facts of these units stats.
Key: Near / Medium / Far
Penals: 34.674 / 21.816 / 8.952
Grens: 15.1 / 9.608 / 4.116
Thats more than twice the DPS on Penals that have the same survival coefficient as Grens.
Maybe you can show me a replay in which Grens "kill penals really good"?
I dont understand how someone can claim what you did, with a straight face, as if there was any objective factual basis for it, whatsoever. Blows my mind, completely...
As to Penal improvement: Reduce MP cost and swap Flamer for PTSR upgrade to diversify and enable non-Commander Sov early AT. It would be a "poor man's shrek", on a unit with otherwise good ranged DPS, and doesnt step on Guards, since Guard have 1.5 armor, upgradeable Button, but worse DPS.
Posts: 248
On topic:
I think Penals need a price decrease to make them viable. At the moment their manpower cost is just way too high.
Posts: 1221 | Subs: 41
Actually, the situation is currently the exact opposite.
Penals own the everloving hell out of Grens.
I dont understand how you can say something that is so utterly contradictory to the actual facts of these units stats.
Because it's what happens ingame. Something that you wouldn't know about. I'm glad whenever I see a penal battalion because it means there are less conscripts on the field. I mostly build penals when I want to troll people, definitely not when I'm actually trying to win.
It doesn't help that my view of penals ingame is biased by the game situation that building them creates, ie. forcing the soviet player to always be on the attack because they've lost map control they could've had if they only had more conscripts. Walking up to grenadiers that DON'T have an LMG42 results in more manpower losses to penals than to the grenadiers, and with the LMG42 you're fucked no matter what. And not like penals come out markedly faster than the first LMG42 anyway.
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