So when did Merge become this awesome ability that must be mentioned with every post?
I use it occasionally to keep a unit in the field every now and then, but the way some of you talk it up you make it sound like it's a game-winning ability.
I started this thread thinking my idea was pretty tame, and even hardcore axis fanboys would be in support of a possible alternative to maxim/sniper spam. It's amusing watching some people squirm at the thought of conscripts being useful in some way.
I think the tension in this thread has become a bit high so we should all try to calm down a bit so we can get back to discussing the topic at hand.
I would agree with you that I would think that those who are sick of seeing Soviets choosing maxim spam, sniper spam would be happy to see that go away. It would also reduce the problem of conscript squad losses not seeming to matter as right now in late game vet 0 or vet 3 they are still going to be making very little impact on the game.
So let's go through this looking at the abilities a conscript can have:
Oorah: Very useful ability, allows conscripts to get up closer and deal more damage while taking less casualties as well as chasing down vehicles to throw AT nades. Can drain MP if used a lot.
Merge: A useful ability but not as great as many in here claim, yes it can keep a support weapon in combat longer but this means you will have a conscript squad ferrying up and down to this support weapon instead of capping etc. so you gain something but also lose something i.e. a squad is still going to need to be reinforced. It does have it's uses though and I will not deny that.
AT nade (125MP and 25 fuel to unlock): Useful to slow enemy vehicles down so that heavier AT can move into place and finish the vehicle off. Can be frustrating sometimes to see multiple nades bounce off without causing a crit. Also has an attached cost before access, but still this is a useful ability.
Molotovs (125MP and 25 fuel to unlock): Useful on buildings, and for denying cover. Can sometimes cause flame crits which can drop an MG team pretty fast. Long wind-up time and short range means that many times you will end up having to retreat after throwing it, also has an associated cost.
Flare mine (Vet 1): Can be useful to track enemy movements but I don't see many people using it, for 30 muni you can plant a mine that will kill more and perhaps cause the enemy to need to retreat to reinforce, still gives you an idea of enemy movement.
There is also the doctrinal conscript repair which is a very nice ability allowing you to keep tanks on the front lines and the doctrinal ppsh which can make vet 3 conscripts in close range be able to hold there own better in late game.
Now my suggestion for late game would be this, once you have built Tier 3 or 4 an option should become available at the HQ to unlock frontoviki squads. Once you have purchased this upgrade, any vet 3 conscripts at the HQ can be upgraded to frontoviki squads for a price.
I am open to suggestions on what this upgrade will give them, perhaps access to weaponry or slightly better stats.
To balance this upgrade out the MP cost to reinforce would go up by 5 to represent their increased combat efficency.
I feel this would make Soviet players more likely to try and keep Cons alive to vet 3 rather than throw them in the meat-grinder. It would also drain resources to convert units so if they wish to do this it might delay their T3/T4 armour appearing early. It would also be an advantage of not just building tier 2 and waiting for call ins.