Yes. You want cons to be trash mobs to cap and then upgrade them as you go to fit your playstyle.
As I pointed out before, axis have competent to great combat units from minute 0.
Buying upgrades takes time and resources, so you will spend the early game hiding from the enemy because your units can't fight (currently regular pios, the weakest starting unit of the axis, can force out conscripts if they start the engagement at point blank range)
This in time would mean conceding the initiative of the early game to the enemy which would be devastating in any kind of competition, but specialy on a game like CoH2. By the time you could get your cons to the level of the unit axis can field from the start of the game they will upgrades of their own and more unit veriety (which means more roles covered).
In short, if you start from behind (said having no combat infantry in the early game) you will never recover from an enemy that constantly ups his game. That's how conscript builds worked before the patch that improved their dps, and even after that Penals rule the soviet meta |
That's actually the idea. The Soviet would be able to grab ground, but not really hold it as cons would be less effective than they are now. This would mean they would need something else to actually fight OR double up squads OR invest in cons to improve them. Of course this is just a concept and if needed the values could be adjusted but I'm not seeing how 200mp cons would break the game when 200mp pios or 210mp RE or 200mp ostroppen or 170mp combat engies don't.
This unit actually exists, its called combat engineer, costs 170mp, and currently has no combat value without flamers |
Just passing by to remind you that conscripts have to fight from minute 1 against sturms and volks that bolt their mausers really fast. Lowering the conscript dps any more and they just won't pull their weight at all.
Cons should cost 200 considering the amount of upgrades you can buy them and how each one of those increases their relative price |
Its because guards have 4 weapons slots being used: 2 ptrs and 2 dps
The more weapon slots used, the higher the chance to drop a weapon upgrade. That's why you rarely see grens or obers drop a lmg while guards are walking pinatas |
Combat engineers need a consistency buff on their damage. Most of the time they have a non-existant combat value (they still use the 16 damage casino mosins conscripts used to have). They can very few times they are able to kill models on approach, but overall they are complete pushovers without flamers.
Having units without combat value against the western front factions its a no go. Pios got their combat performance buffed to face usf rifles, and I think CE deserve one to fight off okw |
120mm should work like a *looks around* Pack Howitzer.
Let me explain. This thing has high damage, low rate of fire and an abysmal set up time.
A directional set up, weapon arc included, would reward positioning and avoid unwanted refacings. Rate of fire should be tweaked a bit considering its damage and blast radius.
The unit itself works fine, only hampered by its clumsyness and cost
I've been using it lately and it has reap great results in the form of wipes against low health ostheer units clumped behind cover or by damaging okw static units so they can't fight mine. |
Incorporating maxims into conscript builds its kinda awkward, because they still take ages to train.
To early and you end up with no capping power, but too late and cons are left without stoping power against half the infantry types (that outperforms them at close range or long range) that can be fielded from 0:00 untill cp1.
A 4th conscript squad is more of the same, and doesn't add much to the mix |
Really early in the game I go for a zis to scare off the 222. After using the barrage ability one some volks the unit stoped responding and I had to kill the crew with a demo and recrew it with another unit to use it again |
Really early in the game I go for a zis to scare off the 222. After using the barrage ability one some volks the unit stoped responding and I had to kill the crew with a demo and recrew it with another unit to use it again |
A month ago someone did some math and found out conscript base cost, to counterbalance the side tech needed to give them utility, should be cheeper.
Its something at least worth a try in a mod or something |