How come conscripts are nowhere as useful as volks and the cost difference is only 10 manpower?
Did anybody ever wonder? volks have 5 Vet levels, access to nades, access to Shreks.
What do conscripts do thats as good as volks? the commander PTRS is a weaker version of the call in units, molotov is so slow team can literally wipe before the damm thing finishes throwing.
Only decent thing is the PPSH upgrade but its commander locked.
Whats the current justification in the units large efficiency gap?
After volks got buffed big time, do they still match their cost to stat ratio when compared to conscripts?
Could anybody shed a light for me regarding the facts?
Much appreciated
I'm not trying to justify the large efficiency gap, but I wouldn't say they're nowhere as useful as volks. 1 more squad member, oohra, merge, snare and better synergy with the soviet combined arms (which is way better than the okw). Cons are awesome simply.
OKW is weird atm, strong early and late game, manpower cheap, boring tech (barely any decisionmaking) and way too much free stuff. But relic is considering to introduce side tech's which will probably improve stuff. Volks are troublesome, but I don't think it's as bad as some people believe here on the forum. Blowing up blobs with demos is arousing..
700m is like point blank for a tank. The fact it missed one shot rather prooves something. Standard range of fight for tanks is over 1km with maximal accurate range going from 1,5km to above 2km depending on a tank.
Source? I saw a documentary a few years ago that stated where it was stated that german tanks usually engaged in battle ranges up to 900-1000m.
I quote op: "but seriously wtf can you do against the riflemen blob"
Seem like that is a request for help now is it?
I interpret it as a statement. At least he's not directing any requests for help towards people here on the forum, but towards relic to fix his problems for him:
Meanwhile, poor Katy is barely faster than Ambulance. Anybody know the exact HP of Katy and Pzwerfer and Stuka? If I remember correctly, they're 160, 200 and 400.
A few days ago, I had a game on moscow outskirts 2vs2, playing as soviets, with an USF friend. We faced one OKW and one Ost. This particular game went in a way that he was busy with the Ost player on one flank, going quite even, and I was completely overrun by the OKW opponent, pushed back in the base within a few minutes with just sturms, kubel and volks. There's nothing wrong with my micro, using cover and dodging all the nades (admittedly the opponent was more skilled) but I just couldn't handle the t0 onslaught from OKW. It has happened before on the smaller maps (i.e. crossing) so I feel I need to ask for some strategy tips.
Additional information: I believe he went (sturm start) kubel, folk, sturm, volk, volk. I went for pure cons start, quickly teching t2 for a maxim when I started to lose first engagement, to try countering the sturms. I couldn't close in on the volks as he countered any attempt with kubel soaking damage (when it wasn't capping) and sturms protecting them from close combat engagement. When I tried to cap instead of fighting, he simply sent enough force to prevent me from continuing (same strategy, 1 kubel, 1 sturm, 1 volk), pushed all the way to our base and went supporting his teammate. Then, a quick luchs, raketen and schreks countering my lights and pretty much gg.
So, I need tips for build order(including side techs) as soviet on smaller maps(flanking and possibility to avoid combat limited) and how to handle the mixed arms from okw t0 (2 sturms, kubel and then volks). Should I stick with cons or go for super early maxims? Mortars? T1(sniper feels risky with kubel and early luchs)? Teching to t1/t2, AT nades and healing leaves me with a feeling of mp disadvantage, how do I maintain a field precense with those limitations? Any tips are welcome, especially from good OKW and soviet players.
Bonus: Sometimes I forget to veto minsk pocket(still 2vs2). I always have big troubles with this map as soviet(even after dec patch) but this time against ost. Mg42's, pak's and mortar's locking down the front with grens watching and protecting the flanks for any surprise flanks. It almost always feels like it ends up in an indirect fire spam war, which I mostly loses. 120mm mortar is fairly effective, but not enough to pierce the defenses. When panzerwerfer arrives it's usually gg. I need tips how to handle this map properly as soviet.
Why do you include FRP with tech? Do you include the cost for a halftrack/reinforce bunker/ambulance/UKF FRP in their tech cost? Correct MP cost is either 700 mp or 900 mp.
If there's no enemy tanks around, I manually let them target infantry unless I'm trying to hide their position. They occassionally snipe a model here and there, so why not.