The upgrade comes too late to fight okw.
Early mid your cons are still getting trampled by okw infantry, and it gets worse if you add a luchs to the mix. This means they can't support your team weapons.
Against grens they are still fine, but Pgrens can also run them down
Volks need to be nerfed and are going to get nerfed on the next patches.
Currently, conscript builds run this cycle
1) You go 3 cons to get a solid early game. You go for medics ASAP
2) Everyone techs. You ponder what should you go next: either a maxim or call in infantry
Cons no longer being able to fight well due to axis infantry getting upgrades. You rely on elite infantry and support weapons to survive until the T70. (This is the critical point of the match and the weakest point of your build)
3) You reach T4 and upgrade your cons and start using them as bullet sponges on key areas to maintain control of certain points
4) In the unsuing carnage, your vehicles are going to decide the fate of the match.
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Post History of cochosgo
Thread: What do people think of Conscripts after the patch?2 Aug 2019, 03:29 AM
In: COH2 Balance |
Thread: KW-1 needs a closer look29 Jul 2019, 20:02 PM
KV1 main appeal is being able to survive raketen ambushes and being a damage sponge for other units. A buff on its mgs wouldn't hurt. A vet1 smoke round could be usefull as long as they work as the cromwell. It will help other, more mobile units, to exploit it to breach a position. In: COH2 Balance |
Thread: Maxim/merge bug20 Jul 2019, 19:48 PM
Map: Poltawa Description: Around the minute 15 I accidentaly merge my 5 man cons into a maxim. Somehow, the weapon stoped working, the unit compleately bugged. The models still had the ppsh, even the display icon showed the "ppsh maxim" Gunner defaulted to a T-pose like stance and was unable to use the gun The unit behaved like infantry. It didn't display the weapon arc when right-click dragging but had the Concentrated Fire ability icon occasionaly flash as available, but didn't have any of the conscripts abilities In: COH2 Bugs |
Thread: Maxim/merge bug20 Jul 2019, 19:29 PM
Map: Poltawa Description: Around the minute 15 I accidentaly merge my 5 man cons into a maxim. Somehow, the weapon stoped working, the unit compleately bugged. The models still had the ppsh, even the display icon showed the "ppsh maxim" Gunner defaulted to a T-pose like stance and was unable to use the gun The unit behaved like infantry. It didn't display the weapon arc when right-click dragging but had the Concentrated Fire ability icon occasionaly flash as available, but didn't have any of the conscripts abilities In: Replays |
Thread: Bug Report for Commander patch17 Jul 2019, 04:27 AM
Texture/Model bug The new conscript model texture bug out when crewing weapons In: Lobby |
Thread: Zis gun bug- HELP14 Jul 2019, 23:01 PM
Minute 21 Merged a squad of cons to a zis about to be decrewed. As the models were shifting from one unit from another the gun got decrewed, resulting on the entire conscript squad geting routed as if they were part of the crew. This is the second time it happens to me since the Zis fix (it never happened before). This time however, the conscript squad entity multiplied or something. As you can see in slow motion the conscript squad starts merging with the crew as it starts to run away and the red counter pops up. Then the conscript squad, now part of the routing crewman, starts routing but 2 models of the squad get split (for less than a second there is a 2nd conscript squad with 2 models, that ultimately manage to crew the gun. Made a report back in april Your text.. In: Lobby |
Thread: Zis gun bug14 Jul 2019, 22:58 PM
Minute 21 Merged a squad of cons a zis about to be decrewed. As the models were shifting from one unit from another the gun got decrewed, resulting on the entire conscript squad geting routed as if they were part of the crew. This is the second time it happens to me since the Zis fix (it never happened before). This time however, the conscript squad entity multiplied or something. As you can see in slow motion the conscript squad starts merging with the crew as it starts to run away and the red counter pops up. Then the conscript squad, now part of the routing crewman, starts routing but 2 models of the squad get split (for less than a second there is a 2nd conscript squad with 2 models, that ultimately manage to crew the gun. In: Replays |
Thread: Should assault grens start on cool down?25 Jun 2019, 17:49 PM
Make them buildable at the HQ so they compete with the mg42. Either go full agression or an early push and then consolidate with a 42. In: COH2 Balance |
Thread: 2v2 camping in the woods - conscript edition25 Jun 2019, 03:18 AM
Go agressive against those pfuss and bully them out of the field early Axis mgspam goes wrong In: Replays |
Thread: Suggestion: Make the Artillery Officer 1CP23 Jun 2019, 02:28 AM
With the current trend of moving anti infantry specialist calling on cp1 I would be intrested to see how it could affect the build orders if we apply it to the remaining specialists (shocks, commissars and arty officers) as it would be a power spike on utility and infantry killing power just before the light vehicle phase. I refrain of going shocks or commissars because I could use the mp to get guards or zis to get some at options to respond to light vehicles In: COH2 Balance |
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