360 manpower and 40-50 fuel seem quite expensive for a squad that is very short range focused. You would probably lose a model when you reach the target if there is no cover around to use. So I think it should be more like 150-175 manpower and 30-35 fuel for the HQ upgrade and 120 manpower for the squad upgrade.
1) -The HQ upgrade would cost both MP and fuel and would become available to purchase after the construction of Tier 3/4. Perhaps 250 MP and 40-50 fuel but I am open to suggestions. That way if you wanted stronger conscripts right away it would slow your ability to produce armour. This would also encourage building tier 3/4 and lessen call-in spam.
-The squad upgrade would be 120 MP per squad (keep in mind the reinforcement cost of these squads would be 25 as opposed to 20 of normal cons), so in total you would be spending 360 on this ''frontoviki'' squad. Again I am open to suggestions if people feel a small (5) fuel cost should also be attached.
2) -As Steel and I discussed I believe that the conscripts should stick to being best at close range, so a pps43 would be my weapon of choice. It would cost 40 muni to purchase and perform worse than the ppsh so that the doctrinal weapon is still an advantage (ppsh does not require the HQ upgrade investment and performs better for the same muni cost). While not as good as the ppsh it would still give Cons a boost in close range combat.
- In terms of stats a slight increase to accuracy is the way I would be going, this way even though they lose some long range dps (due to losing rifles for smgs) the remaining Cons equipped with rifles would be more accurate and more consistent in dps. That way they don't become completely ineffective at ranges further than 15 etc. This would represent their experience with their weapons having fought on the front lines. As they already get a survivabilty bonus at vet 3 (at least I believe so) I don't think they would need any received acc buffs.
- No new abilities, the only change in abilities would be loss of merge. I can see your point about them having it from the start but once they lose it it shows they are more of a combat focused squad rather than being used in a primarily utility role. If you want to continue using merge then you will need a normal con squad to do this.
Profile of steel
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Email: nqevnapubat6(cun)tznvy.pbz
Register Time: 29 May 2014, 11:03 AM
Last Visit Time: 10 Jul 2024, 23:48 PM
Broadcast: https://www.twitch.tv/Steel41
Steam: 76561198075800034
Residence: Malaysia
Nationality: Malaysia
Timezone: Asia/Kuala_Lumpur
Game Name: steel
Email: nqevnapubat6(cun)tznvy.pbz
Register Time: 29 May 2014, 11:03 AM
Last Visit Time: 10 Jul 2024, 23:48 PM
Broadcast: https://www.twitch.tv/Steel41
Steam: 76561198075800034
Residence: Malaysia
Nationality: Malaysia
Timezone: Asia/Kuala_Lumpur
Game Name: steel
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Post History of steel
Thread: My thoughts & ideas on Conscripts27 Aug 2014, 14:03 PM
In: COH2 Balance |
Thread: Volksgrenadiere merge ability27 Aug 2014, 13:32 PM
It fits the idea that they are a mix of veterans and recruits. "I'm going over to that squad (5 stars), they look like they know what they're doing."If that's their quote I'm gonna laugh since their squad leader was the one who said it. In: COH2 Balance |
Thread: Volksgrenadiere merge ability27 Aug 2014, 13:18 PM
Thank you Herr Strummingbird. In: COH2 Balance |
Thread: Volksgrenadiere merge ability27 Aug 2014, 13:17 PM
It would do absolutely horrible harm actually.Well like I said, the ability will only work among themselves. Basically among Volksgrenadiere only not Obersoldaten, Fallschirmjager, JLI and weapon crew(not sure if allow it or not) In: COH2 Balance |
Thread: Volksgrenadiere merge ability27 Aug 2014, 13:10 PM
I was thinking if adding Merge ability to VolksGrenadiere would do any harm? Only works when using among themselves. VolksGrenadiere are after all veterans, recruits, formerly wounded men and merged together into a new unit to boost morale and keep things economical. Giving merge to them would allow you to keep the vetted ones longer in the field with non vetted guys. What you think of this? Keep it friendly so that the Mods/Admins won't close this thread an hour after starting. In: COH2 Balance |
Thread: My thoughts & ideas on Conscripts27 Aug 2014, 13:04 PM
If Cons get a native weapon upgrade option, kind of makes Grens look shit for having no Oorah/Merge native equivalents, dont you think?Maybe change the weapons to be like the old system? LMG short range G43 and SVT long range. Just have to make sure the LMG42 don't destroy the PPS43 conscripts at point blank every time. Or make the LMG have highest DPS at mid range and slighty lower at short and long. In: COH2 Balance |
Thread: My thoughts & ideas on Conscripts27 Aug 2014, 12:52 PM
How about the PPS43 is worse than the PPSH and when you choose a doctrine with PPSH it replaces the PPS43 package. In: COH2 Balance |
Thread: My thoughts & ideas on Conscripts27 Aug 2014, 12:41 PM
A bunch of PPS43 or a single DP28. In: COH2 Balance |
Thread: Spamm or skill ?27 Aug 2014, 12:36 PM
I thought this thread was about spam or skill not the percentage of axis-soviet players. Where exactly is this thread heading to ? In: COH2 Balance |
Thread: Donations-Helpings Hans27 Aug 2014, 12:35 PM
This thread...Don't you just love the fact that people worry about the imbalance caused by your "no offense intended" extra thin body? We know it's handicapping you. In: COH2 Balance |
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