Keep in mind that another advantage of conscripts is that they lose less firepower per man lost versus Grens. So if cons lost one man, they still have 5/6 of their damage versus Grens losing a man going to only 3/4 of their firepower. If I'm not mistaken, conscripts have a similar overall damage output to grens, just spread out over 6 men. Even with the NCO, you can lose a gren and still have four men, but one of them is effectively useless in combat.
Keep in mind, that Cons dying way faster, since they have bigger target size, than grens and any other infantry squad. And Cons don't lose too much firepower, cos they don't have a lot even when it's 6 men squad.
Similar overall damage yes, but waaaay lower accuracy and rate of fire. Both of those things making their firepower really low + no additional weapons without doctrines. That's a way of making that "assymetrical balance". Soviet infantry is weak but live long - Ostheer infantry are powerful in dealing damage, but vunerable and dying fast. Everything is right here.
My point was - if you going to buff mainline infantry of 1 faction by fixing their serious weak side, buff their opposite type unit Conscripts by fixing their serious weak side - firepower. Isn't that reasonable? Personally, I like Grens right now more than Cons, even if they are dying so fast. They are dying fast, but make your enemy die faster. |
Idea of "increasing Ost squads survivability" is good, surely. But... if that will be done, I think, we will also need to get weapon upgrades for Conscripts, like DP-28s or SVTs or something like that.
Such as low firepower of conscripts is their weakness, compensated by survivability, low survivability of Ost squads is their weakness, compensated by serious firepower (good accuracy, weapon upgrades...). If you gonna "heal" weakness of 1 type of infantry - don't forget to heal another similar mainline infantry kind, which also should be healed after that for purpouses of balance.
Anyway, I would agree with that NCO or whatever else kind of making Ost squads live longer, but only in package with firepower upgrades for soviet Cons. It might be weapons, it might be something, that increasing their shitty accuracy and low fire rate... Whatever.
P.S. Since we talk about squad increasing - I don't understand why 4 men tommy squad costs 280 MP, but 5 men suqad costs... 280 MP? Guess it should cost at least 40 MP more! And anyway, that increasing squad ability for UK is OP. Their infantry is powerful enough, getiing bonuses from cover, have wide weaponary... and can be squad increased. I don't see any reason, why they deserve to have such thing, really. |
Yes, but only if they will be more effective after that. |
My suggestion about it is connected with full reworking of UKF artillery. Make for UKF mortar lesser range of fire and damage by hit. Make in Royal Artillery doctrine passive ability "supercharge rounds for 25s and mortars", which will give them back thier today power.
With that for players, who play as UKF offenisvely will get mortar, which they will have to use offensively - put closer and risk more. For those, who want to play on support-deffensive they may take Royal Arty and use mortar pits with normal QF 25s and such stuff. |
Railway and Dive bomb should be unable to be dropped in base sector, cos it's really lame.
And Railway arty itself should be more like V1 rocket strike from vCoH, I think. 1 powerful devastating shot with long-long cooldown. |
Molotovs suck just because of 2 things:
1. Speed of throwing.
2. Range of throwing.
Both of this things just making using that grenade too dangerous for your conscripts, cos they very often dying under fire, while trying to throw Molotov + it's very easy to dodge that grenade. Even MG-42 can move out of buidling before it will hit the ground.
I think, that here is 2 ways:
1. Improve both of those Molotovs stats - range and speed of throwing, but increase greande cost to 20-25 ammo.
or
2. Change Molotovs to normal grenades. Seriously, Molotovs weren't stock soviet grenade, specially in late war. There were a lot of normal grenades like RGD-33 or RG-42. Molotovs mostly used as weapons by partisan groups or at most early stages of war, when were problems with logistic and getting normal weapons to frontline soldiers.
Anyway, something should be done about molotovs, really. Those are worst grenades in game, and with them equiped worst soldiers in game. And excuse that "it's cheap, everything OK" doesn't work. I don't need cheap but useless shit. I want units and their abilities perform effectively. Molotovs don't do it right now. |
Here is da another great plan from MissCommissar:
1. Take T1.
2. Move penals out.
3. Move guards in.
4. Done.
T1 getting : good combat squad, which makes reasonable to take T1 instead of mortars and maxim, AT squad.
|
There is already tank hunters doctrine for soviets. There is no light tank doctrine for Ost. Asking for either option non-doctrinally is never going to happen.
Why do you think that the only reason to want a light tank is to counter other light tanks? Light tanks are a good breakthrough unit for dealing with infantry and support weapons and something to force the enemy into getting AT.
Tank hunters doctrine is pretty weak, rarely I see it. There is no light tank doctrine for Ost because they have cheap and effective against infantry/supports/lights/aircrafts 222 cars only for 210 + 15 - what more do you need, again?
I won't argue against light tanks for Ostheer only if in same time most "lack of everything" faction USSR will get something too. Handheld AT weapons, T-34-85 without doctrines, normal infantry without doctrines. Just something useful without doctrines already pleaaase! That will be fair, I think. |
That hypocrisy is astounding. You have been bitching for months trying to get non-doc AT weapons for soviets, but it is wrong to want a light tank for a faction that doesn't even have a doctrinal one?
If they come together I will agree. But I can say that's hypocrisy from you actually - resisit to non-doc AT for USSR, but support light tanks for Ostheer.
Btw again, Ostheer middle game is not that bad. They are fully equiped for to deal with light tanks. |
So ridiculous that every single meta Soviet commander gives them late game vehicles.
That explains, why they are in meta - they giving to you more or less normal late gameplay, because without doctrines soviet late is pretty weak.
And I don't really think, that Ostheers should have with their units any problems with middle game, really. Ostheers are fully equiped for to deal with enemy light tanks. Buy panzerschrecks and catch them, plant those big AT mines, use PaK, use 222 cars, which are pretty efficient for their low cost...
You guys reminding me billionares, which already have entire world in their hands, but want more, more and more. Be happy about what you have, others don't have even that, like USSR without non-doc AT weapons for infantry. Or without cheap and anti-everything scout cars in early tiers. |