Rather than AT nades, maybe a choice between the DP and PTRS would be another option no?
That would be neat as well, but I think that would only encourage blobbing unless it had special stats |
Yeah although I worry about Penals being too beefy because it hurts OKW who can only fight with their T0 infantry, but your right that making them pricier gives them higher OC. |
I agree OP. |
Most Soviet strats that use non-Conscript commanders revolve around Cons being support and flanking units until the mid to lategame, where they die and free up space for engineers, elite troops, and support weapons.
Beef's Beef:
I understand that Conscripts (zerglings) are not an analogue to Grens (marines) or Rifles (zealots) due to Soviet design: Cons are expendable utility units that establish map control, snare vehicles, and flank around the map with Oorah. While I accept the units current design they are still too RNG dependent on the early game, and too expensive to be used as the zerglings that they are in the lategame. This has led to Cons being overshadowed by more effective specialized units in the lategame, and has also led to cons dps being highly RNG dependent in dps output early to mid where it marginally matters considering the unit role.
Beef's Tweaks:
Two changes that will make Cons less frustrating to fight early game and more reliable for the user during the entire match. First, adjust each Conscript models price from 40 MP to 36 MP. This leads to reinforcement cost being 18 MP per model and total squad cost of 220 MP, rounded up. To make this change fair and not a straight buff, leave popcap and build time the same while reducing rifle damage from 16 to 14. Accuracy profile variance from long range to close can then be narrowed so Cons enjoy more uniform, but less, DPS at all ranges.
Now: Penals. This is where it gets controversial.
Beef's Beef:
The Soviets lack a robust nondoctrinal infantry unit comparable in role to Grens (marines) or Rifles (zealots), leading to heavy support weapon play. While support weapon play should remain viable (though the Maxim could use a slight nerf). Penals are the missing link here, and giving them a proper utilitarian frontline combat role would make the faction healthier and add unpredictability to the currently stable meta of maxims into light vehicles.
Beef's Tweaks:
Penals should resemble a mid range Gren equivalent, but not as powerful as Riflemen. Rifles should be weaker up close than the M1 Garand but stronger farther away, this can be accomplished by setting damage and accuracy to match Garand but adjusting fire rate cooldown bonuses to make it more viable from far away and weaker up close. The ROK-3 package can be replaced by a single DP-28 upgrade for 60 munis with stats similar to BAR, and the squad can lose the satchel for a slower Shock trooper grenade. Lastly, the squad can use AT nades if researched and Oorah! vet 2 bonus is removed, replaced with a received accuracy decrease. To accommodate these changes the per entity cost is increased to 50 MP, a squad cost increase to 300 MP and reinforcement to 25 MP. While on the surface overpowering, the price increase plus modified carbine profile for long range means that the squad would be readily countered by close range anti-infantry units and would be contained/bled in a fair manner to indirect fire and and HMGs. |
Mainly recon needs buffs, mech isn't bad |
I think that Soviets and Wehrmacht weird unit choices make them not as fun or historical as they could be.
Dshk should be maxim, Penals should be strelki or something, where's the nondoc ppsh, where's my nondoc KV-1, why is the M5 nondoc but not the BA-64 which would have a neat ghetto puma. And where is officer leading the expendable infantry?
For Ost no hand grenades? No nondoc G41/43? No trenches? No nondoc 250 transport, no hotchkiss, no officers. |
So in your mod Spam Spios cause they have great IA at all range ( obers kark 98 ) then Shrek upgrade for AT, and can Repair, what did you solve actually ?
They are frail and if you don't use them in cover you bleed. They are by no means anymore OP than current spios with Shrek would be, only their damage profile promotes long range attacks. |
OKW is balanced but too one dimensional. Puppchen should be a standard AT gun that can retreat but does less damage, and Sturms/Volks/Obers need tweaks to promote infantry play that isn't one dimensional. |
Shrek upgrade comes to late, Ost sniper is dead and M20 has control. PzGrens get cut down by interlocking riflemen and wiped on retreat by M20. |
USF, everything comes together and it feels good. Every unit is applicable in every situation. |