You do know you need to buy the 7th man right?
If you mean reinforce, you do know that you need to buy the 5th man for grens? Which don't cost 20mp, but 30mp. |
One offers a minor increase in firepower.
Other offers increase in firepower, removal of vet ability cost, massive increase in squad durability through additional model and another massive increase in squad durability through rec acc increase.
Yeah, there is clear disparity of benefits for the cost, even considering timing difference, there is nothing at 2CP providing anything comparable to VSL.
Katitof here to downplay the conscript buff, it's not just minor firepower increase. You can say the same for the VSL ugprade too on the firepower, there is nothing else but 1 g43 added. Yes you are correct in the survivability, but the survivability isn't anything that allied factions don't already have (More models per squad). Received acc bonus is already going away with the patch anyway. |
I do not really see how PG are "extremely" good at chasing and that much better than Soviet infatry.
DPS on the move 10/20/35:
Penal 14.3/10.5/6.3
Pg 24.3/12.86/4.2
They get really good at chasing with G43s.
LMG Airborne guards on the move get:
14//13.2/12.7 !
Oh damn, that Airborne commander is super strong. Already cheap ass conscripts with SVT's are such a different beast to fight against. |
I think PGrens are a different issue, in live they come to the field at a time where only UKF can field a proper counter with the MG, viable Soviet and USF builds are 2-3 min away from getting counters.
PGrens (also Obers) have the additional benefit that they are extremely good at chasing, something only barred up Riflemen can do to a similar extend. Soviets do not get similar infantry at all, while USF need to rely on Paras/Rangers and UKF usually on commandos for something similar, although also Commandos have a steep DPS drop.
Unupgraded Penals can chase as well and kill units on retreat. There is not much difference as killing retreating units is so depending on situations. Of course bundle grenade has the potential that some others don't, but I have got units wiped by commando grenades, satchels, normal grenades on retreat. Those kind of unit wipes depend on player skill and good timing nothing to do with is it too powerful. |
Comet can't 1vs1 panther that is it weakpoint. go try it
ISU-152 is Doctrinal and have very bad maneuverability / slow fire rate. need a lot of support unit behind them or it get flanked and gone.
Comet can 1vs1 Panther it's just a big rng festival that fight. Main thing that make the most difference in a game is that Panther can't do diddly shit against infantry/support weapons while Comet wrecks those too. |
I find it really strange that Pgrens don't get a nerf besides grenade cooldown at vet 3. Everyone can see that they overperform. Their overpowered bundlenade (for only 35 lmao) combined with their dps will almost guaranteed wipe an allied squad. The allied player cant do anything to counter that. even fullhealth retreat squads get wiped if you can time the grenade a little bit.
definitely a too strong combination and should definitely be looked at.
Allies already have better wiping potential with their grenades and PG's get wiped as badly from allied grenade too as they are only 4 man squad. It's all about learning to dodge grenades that every single axis faction player has to learn to get better at the game with allies being able to constantly barrage them with grenades. |
-Use 250 and if you get it to 1 star you can use it late game as reinforcing half-track.
- 5 man grens, 'nuff said.
- Stormtroopers in some maps are really good to have.
- It's ammo heavy needing commander to upgrade your grens. |
1 PG max for me usually unless have some doctrine infantry assgren,stormtrooper. They bleed you too much and very micro intense as every single allied player is so gunho when they see them. They do become very good when vetted, but before that a lot of mp bleed. |
Agree, command panther should not have 50 sight range anymore.
Agree SU-85 "spotting scope" should be removed. Good job katitof u are helpful. |
He has a point, the zis is more important then others factions atguns are to them.
All other factions get either ai upgrades or nades or both to deal with weapon team/inf besides mortars.
soviets just get bodies to throw at them if the zis didnt have it barrage ability. molly satchal are way to forgiving in time range and or damage.
My only point was that even earlier he was complaining of having to build that T2 building to get AT-gun, almost every match OST have to get T2 anyway too build, so the cost difference isn't there. One of the strong points soviet units is that they have so good extra abilities coming with them that they can impact the game instantly, because they aren't just one thing counter unit. Easiest example is Zis gun which is all purpose gun, because of it's barrage ability. Panzergrenadiers aren't that strong they need nerfing on their coming to play, it's a thing that soviet player has to account for in the early-mid game. |