Problem with cons lay in area that they don't have good synergy with other units. If you play through cons it means only 2 thing: you choose ppsh doc or you go to t2. In theory, cons must enhance your gameplay through team weapons...but in reality we have useless maxim and T2 now uses only for zis and mortar. Ability to merge is good, but don't forget that cons get only weapons, not stats of this unit. Merge usefull only for save your unit from close death or reveal your zis. But for long term no one call guards to merge them with cons.
IMO 7 cons squad is very strange upgrade (i think we will see problems with cover mechanic, when fat Yuriy don't find place and all squad will be pinned). You will get more survival from arty and AOE, but only in t4. One important thing - you must survive to T4 using cons and broken t2. I'll prefer that cons will become cheaper to cost and reinforce with every tier and get maximum advantage in T4, rather trying to survive until i get T4.
I think, if we replace molotov with regular frag nade and increase range of snare we will get more strong unit (and delete Hoora from them). And we also must find place for penals, because in current state, penals looks more like core infantry than cons. Penals must be specialists, not core infantry.
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I think the most confusing part of soviets are penals. Every army have their backbone infantry, but not soviets. I think penals must become more specialized unit. I prefer to see them as 4 man squad with body armor, ppsh and satchels for close combat or if uprgaded as tank hunters with AT satchels and 2 ptrs, but abilit like brit sniper. It will prevented them for spamming and make them specialists. WHile cons must be backbone. |
What about su-76? It will have decreased penetration, but buff for accuracy and rotation? Su-76 is now a dead unit, these changes don't make it viable. Su 76 costs 75 fuel while stug costs 90. 15 more fuel, but more armor (don't die from small arms and can't be fausted while have 100% health and need 4 ATG shots to die, while su-76 only 3 and can be fausted even with 100% health), mg and better AT. What role of su-76 with comparsion to stug? It needs decreased price or reworked active ability. Because right now su-76 only waste of fuel. |
What about if tier 4 unlocked a global conscript upgrade
For every six conacripts you lose, total, across any squad, you get a squad of fresh conscripts.
1 pop cap, 6 models, no reinforcing, no retreating, worth 5exp.
If they're supposed to be fodder, let them be literal rifle toting fodder. Human wave, anybody?
I think we could use that as part for cons redesign. Main problem for cons it's very high MP bleeding in lategame, where all germans infantry have veterancy and weapon upgrades. Why not to make next changes:
1. Soviet have passive ability to get fresh cons squad for every dead cons.
2. When you build T2 or T1 it will start with 16 as counter.
3. T3 to 14.
4. T4 to 12.
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Maybe give them passive ability "To the last man" like penals have? It's not so strong as nondoc weapon upgrade. |
We need clearly understand what role we want to see from IS-2. It must be TD, infantry killer with huge armor or good-for-everything tank? Because right now IS-2 only good as big damage sponge and nothing else. In duels, it loses vs panthers and other heavy german tanks, because every german tank have blitz or better stats (KT). Damage and low ROF make total DPS of IS-2 too low. But from other side as was said before, no one want to see Tiger in IS-2 skin. In my opinion:
1. Make HE and AP shells as for 76-mm shermans with same mechanic. AP shells have greater damage and penetration, but lower reload speed. But overall DPS should be in comparable level with other hevy tanks. HE profile should be work like for brummbar.
2. Add "churchill type" smoke. All T-34-85's and late IS-2 (ingame variant) have smoke chargers on rear.
3. Make it KT build style. You can call in it only when you got T-4. If you want good tank you must good pay for it and farewell tactics with T-2 and IS2. |
If you want play through cons, remember one important thing - always use Merge. Merge nonvet squad of cons with vet squad (especially in battle, it will you sligthly better chance to win). You also can use this trick on base sector to speed up proccess of reinforce veterance squads of cons. Only keep eye on numbers of soldiers on nonvet squad to not loose squad when merging. |
Why don't make PPSH upgrade nondoctrinal? It's ridiculous that weapon that was in usage from start at Barbarossa and was iconic for Red Army available only in doctrines. It's make conscripts normal. No need nerf volks or other units. |
Why not give ppshs and ability hit to dirt for cons? Lock them inside upgrade. Problem solved. Because only cons with ppsh good enough with current state. No need to change states of units, all happy. |
These weapons require 2 people to operate and/or move.
They can't work with just one.
Technically soldier could shoot from ATG and mortar only by one, but... I don't know, maybe make that the last soldier run to the base and turning into 1 mainline soldier? And you could reinforce him to full squad? It seems more logical than 1 coward running away from battlefield, while his comrades fights to the death. |