forgot to mention its not a damage sponge cuz it dont bounce often. had a huge hp nerf and its slow asf....it cant run from another tank. the smoke makes the running worse. units ground attack it its to slow to dodge ground attack. |
if the chirchills infantry guns were buffed and side guns actually did dmg it will be fine but the machine guns on the tank aint wat its supposed to be |
would my ideas make cons to powerful or less fun? i didnt wana give them an option to upgrade weapons becuz they have ppsh and ptrs in commanders but cons are supposed to be a durable unit is why i used these options. like i said in my post to try something different and fun |
a decent player will get a mine sweeper for 30 muni instead of the flamer for 60 which is going to save u from ever running into a demo. and the person who made the demos gna be butt hurt and wana cry about a minesweeper nerf |
some might agree some might not heres my thoughts on some ways to help cons without buffing there base stats.
1. make Hit the dirt better by either adding an accuracy buff while laying down or take less explosive dmg while laying down. reasons why is cons need to move close to axis units to do dmg so them laying down makes it easy to back up and still own them on floor. also cons laying down get shredded by bombs. whether its mortors nades tanks shots. they are laying down they should take less dmg since shrapnel wont hit them as much and they duckin in cover.. on top of that cons get smashed by tanks to easily becuz there is a timer after u activate the ability that wont let u get back up right away it shouldnt be there. hit the dirt is a doctrin ability it shouldnt be this garbage. its only use is to not get pinned easily it need more then that becuz its basically pinned anyways.
2.ohhh raahh should be buffed, what i was thinking is if its active, incoming fire should do less damage because faster targets are harder to hit. it would also make since if it was harder to pinn them while its active, becuz they are charging for their life almost suicide running so why do they drop so fast. they should take 25% less suppression while running. one of these changes can help the garbage conscripts.
3.change molotov in some way. we can try something new that makes players want to buy it and will buff the cons at same time that wont be stacked and will keep vehical arrival still in a good place. what we could do is make the molly cost 150mp 20f and will have 2 upgrades locked behind it for cons. when they research it itll make the molly throw 15% faster then its current state and unlocks 2 different upgrades to buy with munitions when u click the unit. the first will be a kit for 100 muni that lets cons get body armor. the cons will get 37.5% armor boost so their armor will become 1.375 still less then a shock. the 2nd ability will be a endurance training upgrade that cost 100muni. the upgrade makes cons movement speed 5% faster cap 5% faster, makes oohraah last 3 secs longer running, 30% less suppression and 30%% less incoming damage while running. you will only be able to buy 1 of the 2 upgrades. the high price will keep it from being spammed early, keep cons useful for late game, and will slow down other abilities so u have to make a smart decision.
if we made these changes cons will be balanced and more fun to play with |
So why grens and folks need rush cons, if thay are better in long distance ? If cons are in cover no need to rush. For 15 muni tahy are good, maybe to good, but problem are with speed of throw. If axis side have argument that ppl dodge flame nade vs garnizone units, so dodge molotovs are more easy.
How cons are cheap, same price like grens, 3 model of cons = 60 mp, 2 model of grens = 60 mp, 5 model of cons = 100 mp, 3 model of grens = 90 mp. So answer me, if cons are cheap, grens must be cheap too ?
Really good are penals with falmer, riflman with bars and nades, some part of nades, but not lolotovs.
foreal fam... if molotovs were tossed 20-25% faster there would be no problem. |
i just used penals vs mr smith in a hard faught game. they feel a little weird not being able to use them all at same time cuz certain ones have dif upgrades. but for the most part there are decent as an assault unit. i think the ptrs penals fit well into the game. the stug e was a pretty strong inf killer but it is weak so i think it might be fine.the okw aa ht change was decent |
is it me or thiw winter patch gets more retarded over time? lol foreal...game turning noob asf now |
flame half track gains waay to damn much experience with its damage plus dot. on top of that..Soviet waits forever to get a huge flame tank and flame half track is better and killing and chasing and the get it super early. kv8 should be ultimate compared to flame ht. doctrine plus way more expensive. plus it's slower with one engaging turret.. |
make penal cost 370 and give them armor upgrade |