Firstly, I have a bachelor of science, majoring in analytical chemistry and organic chemistry. I also have 4 statistic minors . I work in a research laboratory, studying chirality. I'm also currently undertaking my masters.
i also have a bachelors in radiation technology and am taking a doctorate in medicine... were just about even so assuming bullshit like
I can assume by you trying to act of superior intellect whilst also being a soviet main, that you have a liberal arts degree and possibly coloured hair and a boyfriend.
How come, JLI haven't been used or considered OP before the patch? They were the same except the sniper model was worse against cover and xp requirements were ~33% higher.
because scavenge doctrine sucks while overwatch does not..
also JLI got serious buffs along with an increase
I feel this proposal lacks of logic. Penals have a 300 mp cost and a slow production, this means that normally in a fair skill match okw can often choose for a fast luchs/AA truck. Facing 3 volks and stumpio with a low early map control on soviet side, seems fair.
ill be dead honest... penal + m3 can bully OKW to submission in the first 3-5 minutes of the game and delay the luchs well enough to get a T-70... the main balancing factor for the penal battalion is the fact that once OKW gets STG volks and obers penals lose their initial advantages and become cost inefficient to trade against such units...
what the rework intends to do is to lower the firepower of penals for the first 3-5 minutes but in turn raise the firepower of the later 5 minutes + to flatten out the dynamic of volks vs penals from a earlygame vs lategame advantage to a flatter long range vs close range advantage...
Whermacht has normally an hmg, this means with some grens around, not easy life of m3. Penals + sniper build is the slowest build in this game, and always a risk without a zis or guards, or a ptrs upgrade that alone often is not enough. And with a full penals build you can't build covers, so if you lose map control , without sandbags and suppression normally is not so diffucult to push them away.
idk... the M3 is my favorite tactic vs grenadiers... i know grens will waste 30 muni to faust it and 1 faust is never gonna kill an M3... due to the insane firepower of the M3 if the grens do opt to faust it i can usually deal 2-3 models of damage which maims ostheer`s initial firepower in exchange for some repairtime for my engineers... i can then focus on wiping the grenadiers where the MG-42 isnt and use the M3 to bring engineers with flames to where the MG-42 is...
overall the dynamic vs wehr is similar to OKW... but rather replace STG volks with LMG grens and obers with vet 1 API mg-42s....
Now, considering that in a standard build you could face 3 penal squads, this means that opponent needs his entire infantry army to destroy okw base with satchels. Maybe, if 3 penals are able to come close to your base with 135 muni, you deserve to lose it. It is not so easy destroy an HQ with 3 satchels, normally is always a big axis mistske.
agreed... but in a t1/t2 or guards motor this isnt that hard though... the mortar makes the job alot easier trust me...
-Added to the doctrine.
-CP requirement from 2 to 1.
-Must buy their sniper rifle for 45 munitions. Requires 1 truck to be deployed.
-Squad cost from 300 to 250.
-Reinforce from 37 to 31
-Reinforce time from 7.5 to 6
-Salvage ability now available; replaced by Thorough Salvage in Scavenge Doctrine.
-Veterancy requirements from 660/1320/2240/3520/4400 to 520/1040/2080/3120/3970
-Camouflage is now available at Veterancy 0
-Now has First-Strike Bonuses; increases accuracy by 50% for 5 seconds.
-JLI G43 Sniper Rifle light and heavy cover accuracy modifiers from 0.5 to 0.9.
-JLI G43 Sniper Rifle garrison accuracy modifiers from 0.5 to 0.9
-Booby traps standardized to the new Soviet version (-Cost reduced from 100 to 45, Damage from 250 to 80, AOE distance from 1.5/3/4.5 to 0.25/3/6) This also applies to Obersoldaten and Stormtroopers
I think what they did is a overall buff to make them compete to volks( make them apealing again). Dont try to compare JLi with pathfinder. They are from differant faction and for balence purpose should not be equals because they will just never be used anymore.
The last patch update was a way to dust off unused commander or units.
Now compare vet 5 volks to vet 3 JLi in game and you will see that is not not overperforming.
actually ive compared them to penals... they beat penals at all ranges above 10m... the fact they are crushing one of the strongest infantry ingame alive means that they are ridiculously OP
Small introduction, penals are overperforming: relative cheap + strong middle and close combat strength + too good abilities. They also have no weak spot over the hole game [EDIT: beside Panzerwerfer in T4], because they work perfect as defensive unit for all verhicles and snipers with PTRS. They are a no-brainer for most situations.
It is complete fine that they perform good with specializations and upgrade. But the current version doesn't fit that role. Especially in larger team-games with the blob-phenomen counters are late commander-abilitys or late-game verhicles, which also have their acceptable counters.
My Suggestion:
1. Giving them same weapon-profile as Volksgrenadiers with blueprint of Mosin Nagant. -> options for DPS modifications:
- PTRS-upgrade for AT + adhesive bomb. (current version, no change)
- SVT-40-upgrade for AI (2*SVT-40 perform like G43 of Grens, blueprint for current penal-gun)
2. Increase the price of explosive charge to 60mun.
(still cheap for the performance. But now more difficult to use multible ones to destroy OKW-base that easy or countering multible vehicles, while AT-grenade would be the cheaper alternative)
To compensate the changings buff Conscripts:
some ideas, like removing the tech-costs:
- Put the RPG-43-ability (AT-grenade) behinde T2, making it a passive upgrade. (like Faust)
- Put Molotov behind T1, making it a passive upgrade too.
- DP-28-upgrade with T4
By the removing of the old upgrade-system there will be enough resources for Building T1 and T2 to unlock.
Overall, that would make Penals-blobbs less attractive, while making Conscript better.
there are a few problems to this and its exactly why i opted for PPSH overlap for cons and DPs for penals...
1. if penals get SVTs they will be rolling over everything in gigantic deathblobs aswell because their moving DPS remains insanely high ingame.... an optional DP upgrade is far more preferrable to penals as they wont become killblobs anymore
2. giving conscripts DPs might be a bad idea aswell... as they can become oooraahing DP blobs with mollys merge and sandbags... a very scary unit indeed... a nondoc ppsh is far less.... damaging to balance than DPs...
3. also nobody will still build T2 if the maxim sucks... buff the maxim +0.001 suppression + 20% dmg
There won't be a SU rework, they have already gone through one, there are other factions and units who need it more.
T1 went through a complete overhaul and people had plenty time to give feedback about it. If they were vocal enough, it would had been cancelled like the other community patch.
Soviet is "balanced" around 1v1. In other modes, you can depend on your ally to provide map control early on, something you sacrifice when making your CE build T1 and then wait for Penal to be built.
If they are not strong enough to be worth to be built, then you might as well skip making T1.
Right now the issue is Conscript/Penal/Volks. If you adjust one, you have to touch the 3 at the same time.
I'm gonna throw a curveball, for an hypothetical world on which we have infinite resources to test and implement things. Balance them around been 5 models instead of 6.
Same cost as now. Therefore adjust RA, DPS, reinforce cost, etc to keep similar performance.
SOV T2 still needs a rework for being absolutely trash vs all factions unless PPSH conscripts are involved though... ive already made a large thread concerning this where i confirmed and addressed the soviet T2 issues
And done. Thats it. No more JLI blobs but if people still complain about a rare support unit beating a-move penals then they should just git gud. Mad cus bad.
if people still complain about a line infantry unit beating a-move volks then they should just git gud. Mad cus bad.
a 300mp/60muni + increased time might be fine... but imo JLI still come too early.. an increase to CP2 might be called for aswell
I would rather have the 221 redesigned as counter to cars and snipers with something like less 75% DPS but more penetration and HP to 320.
Price should probably be around 180-200 with 5-10 fuel cost since one should be able to trade it for killing a sniper.
As for the 223 in the current price is far less cost efficient that 222 and far less cost efficient than the opel. It should simply be a separate vehicle or weaker and cheaper to upgrade.
Or the opel mechanism could be replaced with a timed version of the "siphon" mechanism allowing more counter play.
The 221 could easily fill the role of a counter to cars and then 222 could become more expensive and tougher serving a soft counter to light tanks.
(Remember when you argued that making the 221 available to ostheer would be problematic because all upgrade cost mu and not fuel/manpower? Seem that this rule no longer applies).
actually at 10 fuel its now cheaper than the M3A1... and id still take 20 fuel for an M3A1 hunting light vehicle tbh...
I suggest you invest the time you spend on useless rambles in this thread into actually learning to play if you think Penals charging into JLI from max range should be a valid tactic.
and what is a T1 soviet build supposed to do vs JLI + STGvolks... if you are soo pro as to explain to me what they should do aside from massing SU-76s and barraging the living crap out of JLI + mass mining the enemy...
tell me a COST EFFICIENT way of beating that combination...
and if you mention conscripts then you have proven yourself retarded
You've made your point and literally nobody agrees so stop flooding the thread with nonsense please.
actually some people do... soo this argument is moot... some people have already pointed out charging into STG volks is suicide with penal-guards builds...