No it's not. LMG42 still deals a respectable amount of damage. Also, rifle grenade still deals the same damage at Vet0 as it does at Vet3. Conscripts don't even have a grenade that can cause wipes.
The amount the damage the LMG does to vet 3 conscripts is far less than what it does to vet 0 conscripts, while the performance of vet 0 lgm grenadier vs (vet 3 lmg) Tommies or Riflemen is laughable.
Linear DPS isn't a problem per se for relative positioning. In fact even flat DPS isn't a problem per se.
Fallschirmjagers have a very flat DPS curve. However, you'd never want to use them to fight Tommies at max range, and you'd never want them to fight Shocks at close range.
It not a problem but it reduces the effect of one can achieve far bigger benefits from using curves and not lines. There are 4 point to make weapon curve available and one should take advantage of all of them instead of just 2.
Problems with relative positioning only start occuring when DPS curves of opposing units become identical. That's because it takes two to tango.
I have no knowledge about CoH2 prehistory. However, my best guess from the changelog archives is that they used to have identical curves for all rifle weapons, which made relative positioning pointless.
That's because upgraded infantry pay the munitions costs once during the lifetime of the game and they get good mileage out of their weapons. Conscripts trickle munitions off steadily throughout the game. Our goal is to have both types of performance enhancements (upgrades and temporary buffs) on par with each other.
That is probably a bad idea. Weapon upgrades are spend resources (that can die with unit it has been invested in) while temporary buffs are sitting in bank and one has the choice either to use grenades or an off map of instance.
You can't really buy Conscripts back in the lategame if you lose them. They don't have upgrades to buy from Vet0, and they will still bleed a ton until they get to Vet3.
Apart from the DPS curve debacle that Cruzz pointed out, the major wins for conscripts in this patch is that they won't get completely bled dry at max range, and that they will hit harder at approaching troops, making them more valuable as a late-game defense unit.
Unfortunately I have to comment
The changes made make the DPS curve linear which is bad because it reduces the effects of "relative positioning"
The consistency gains will also make it so that replacement conscripts in the late-game will be able to stick out behind sandbags and do something.
The counter-problem is that they have way too much RA currently at Vet3, and you can't really gun down ppsh conscripts while they rush you. That's also fixed by shifting Conscript veterancy more into accuracy than received accuracy.
With the changes, vetted Conscripts become on-par with vetted upgraded infantry, and there's always a range where each squad can outbleed the other. Conscripts have the disadvantage that they don't have unique abilities that can cause wipes and so on; but they will be good attrition infantry.
After we've fixed the DPS curve for Conscripts, the only fix we'll have to do is adjust where the mid-range should be. (i.e., at what range should the enagagement flip from Conscripts losing to Conscripts winning)/
Since Soviet tech is versatile and not high why should vetted Conscripts be on-par with "vettedupgraded infantry" which are more expensive ( weapon upgrade) and have more cost tech.
conscripts should have to pay similar tech->global upgrades, which could also solve the problem of replacing conscripts.
Why not leave the DPS largely the same (very small consistency boost) but make Cons build faster, with cheaper reinforce at vet 3 while keeping the faster molo throw and at/molo package?
This way you wont disturb the rather good balance between gren and con... its not like Soviets dont have many other options...
One could start by changing size to 1 and making merge more appealing.
Yes it has been adjusted, and no it's not an anomaly. The reason near range has been moved to 10 was to lower conscript DPS at ranges 0 and 10, so as to not make G43 a completely useless upgrade.
It has not, patch conscript have a DPS 3.44 from 10 to 0 which is the same with DPS conscripts did at range 0.
I know what the affect from this change are and I have actually suggested it nearly a year and half ago, but for all bolt action weapons.
As long as this change does not apply to ALL bolt action rifles it will be an "anomaly".
In addition the new curve as demonstrate from cruzz (thanks man) is more linear (similar to SVTs) and thus diminishes the affects of relative positioning, and the original intention of Relic of making conscript trade well at range 25.
Ok, can someone please explain the issue in one sentence like you would like to explain to an idiot, asking for a friend.
(Cons are now OP???)
The first issue comes from changing "weapon profile" of the mosin only and moving range 0 to 10 making bolt action rifle performance inconstant across the faction.
That is regardless is cons are OP or not.
The second issue is that changes have more impact in the early game than they have at mid to late as it was the intended goal and affecting grenadier vs conscript balance more than VG vs conscript balance.
"Conscript
To make Conscript squads scale better into the mid to late game, as well as, be able to trade better vs comparable Axis squads such as Volksgrenadiers, the following changes have been made:"