Another philosophical question...
Each other.
A husband and wife are stronger than a man and woman
and the enemy cant do the same?
or are you seriously gonna argue that 4 cons and a maxim is somehow better than 4 grens and an mg42?
Posts: 1979
Another philosophical question...
Each other.
A husband and wife are stronger than a man and woman
Posts: 17914 | Subs: 8
A husband and wife are stronger than a man and woman
Posts: 4474
u could make the same argument with every doc unit tho ass enegier exist
Please, put husband in T0
I too think that con PPSh package comes pretty late considering OST have Assgrens with 5x MP40 and sprint from the start if they pick such doctrine, no MU investment in MP40 whatsoever.
Posts: 320
u could make the same argument with every doc unit tho ass enegier exist
Posts: 13496 | Subs: 1
and the enemy cant do the same?
or are you seriously gonna argue that 4 cons and a maxim is somehow better than 4 grens and an mg42?
Posts: 186 | Subs: 1
Posts: 1979
And if you ask building more than one type of unit makes things more interesting.
Posts: 2358
2 crippled units in synergy cannot beat 2 strong units in synergy
Posts: 573
Posts: 5279
Are you really implying that maxim+cons gets beaten by volks+sturmpios?
Without lavanade its a straight SU win, with it depends if both squads get suppressed and if the opponent has flanked you its L2P
Posts: 2358
Not a chance that that is an SU win in any real combat situation. The maxim can't Supress 1 squad let alone 2 and the sturms alone can make short work of that crew.
At any rate that's 240+260+160mp vs 300+250mp if you factor in the handicap (I mean aside from actually USING the maxim) of unlocking the maxim. There is no scenario that I would chose a maxim and cons over sturms and volks, especially paying an extra 100mp for the combo.
And once the flame nade hits the field the maxim is as obsolete as a Kuble when the T70 hits so you are paying to unlock a unit, then paying for said unit knowing that it has a shelf life shorter than milk sitting in the sun on a hot summer day.
Posts: 4474
we agree with the lavanade impact, but maxims in garrison are durable enough to withstand a single lavanade withouth dying, either replace it with another maxim or soft retreat it
Posts: 5279
Let us disagree.
i wouldnt ride the maxim meme so hard, it can suppress 1 squad frontally without problems, the new vet ability does help too.
an intelligent player would not mix the sturmpios and volks, thats granted, but an intelligent SU would also build sandbags with cons, merge and to say the least scout for the maxim.
Its hard to flank a well placed sandbag, cons under cover can be dangerous enough for a very expensive troop like sturmpios to inflict serious MP bleed.
if you scout an upcoming flank, you are always free to reposition and turn the soft defeat into a possible turnaround.
its just unfair to 'include' T2 cost to begin with. You either build T1 or T2 to advance as SU, the difference is the units you make up with. Conveniently OKM has no T1 for volks and sturmpios, but when the discussion is between grens and cons, no one, i repeat, NO ONE, considers OST T1 into the mix.
If we remove T1 cost, we end with 260+240 = soviets500 vs okw550 = 300+250 wich is fair in terms of possible results
we agree with the lavanade impact, but maxims in garrison are durable enough to withstand a single lavanade withouth dying, either replace it with another maxim or soft retreat it
Posts: 8154 | Subs: 2
Its just unfair to 'include' T2 cost to begin with. You either build T1 or T2 to advance as SU, the difference is the units you make up with. Conveniently OKM has no T1 for volks and sturmpios, but when the discussion is between grens and cons, no one, i repeat, NO ONE, considers OST T1 into the mix.
Posts: 783
Posts: 1979
It's not unfair, cause the cost of T1 for OH is 80/10.
The whole reason OH early game was buffed is to account for having to spend mp and time to build their tech as opposed of how all new factions play (straight main line infantry and other units, no build time on tech).
+60mp, Pio buffs and MG as T0.
On the contrary, SU has been "balanced" by having to choose from: map control (conscripts) or strong expensive units which are outnumbered early on.
They receive no compensation once WFA was introduced and changed the game dynamics. Because OKW lacked in 2 departments, snares + any reasonable mix of support weapons. Which only further cemented the whole match up against OKW as cheese (clowncar or maxim spam later replaced by Penals after 2nd rework and nerf of maxim spam). There's a reason why it has always been said that OH vs SU was "balanced".
-T0:
SU: CE 170 + Conscripts 240 + T2 (160) and you need to wait a second to get that +10mp (which you will wait by either lag and/or building in the boarder of the base).
OKW: SP 300 + Volks 250 + 90 (at T0) +10 if we mirror SU situation.
T+150mp:
SU: you are still waiting for +110mp to get a Maxim. You wasted 20s building tech. Conscripts is alone on the field.
OKW: both SP and Volk can defeat 1v1 a Conscript. You are already building a 2nd Volk.
T+110mp:
SU: You start building a maxim.
T+140mp
OKW: You are buidling a 3rd Volk.
SU: maxim was built like 10s before this.
So you know realise why you can't dismiss the cost of spending MP early on tech.
You are not fighting on equal grounds, because factions have different initial mp cost, different starting unit, only 2 waste time building their tech and "CASUALLY" the one with the least resources is the one with the "OP" units.
Posts: 8154 | Subs: 2
arguably 2 engineers with a penal + M3 will be superior to conscripts vs OST now post update...
2 engineers would be equivalent to a slightly superior cons squad while penals and m3s can deal the real damage... then transition to a conscript build in the mid-lategame when penals start to taper
Posts: 789
I’d like to see the conscript Assault package PPSh upgrade be more like the Volksgrenadier StG44 upgrade, a universal buff at close to mid range while being roughly the same at long range, but not being super strong at close range either.
Change it to be:
40 munitions for 2 PPShs
Takes up all weapon slots.
Still allows for 7 man conscript upgrade, but no other weapon pick ups.
Adjust damage profile of Conscript PPSh to be similar but slightly weaker than Volks StGs at long and mid range, but slightly better at close range. This preserves the dynamic between Conscripts and other mainline Axis infantry, where Cons win at short range against un-upgraded Volks and Grens.
New Con PPSh damage profile should be equal to Con Mosin-Nagant rifles at long range just as Volks StG44s are the same as Volks K98s at long range, but also like Volk StGs they get better as closer ranges.
This would make Cons much more viable and basically emulate the effect that Volk StGs have. It’s a no brained upgrade if you have the munitions where the only downfall is that you can’t grab a dropped weapon. With only 2 PPShs it would make Cons better, but not op and as a doctrinal upgrade it would not be used to excess.
Posts: 495 | Subs: 1
For me at least, the issue is the strength of the 7 man upgrade and not the timing of the ppsh's. By equipping them I'm giving up lower reinforce costs, mid and long range damage, more hit points, and faster vet.
The 7 man upgrade really outshines the PPSHs atm. Especially since you can use hit the dirt with it, a lone conscript squad can tank small arms for days.
Timing wise 2cp is fine for the PPSH package IMO.
20 | |||||
9 | |||||
1 | |||||
0 |