Not really.
The reason why their weapon slot was reduced to 1 is because they where OP when they had 2 Vickes or Piats.
So what’s better? Balancing that half-truck or holding conscripts hostage over it? If it messes up balancing so much then fix it, don’t base the power level of conscripts around it. |
"I’d say they should start with 2 SVTs, to help out in the early game where they get slaughtered, alongside a 1-3% reduction in target size. Upgrades should be a stock 60 munition 4 SVT upgrade at T3 or T4"
If you think 2 SVTs can turn conscripts into an op T0 unit or 4 svtsn can turn conscripts into an op lategame unit, then I don’t know what to tell you. |
So the problem is basically the usf, not garrisoned squads. |
Is it? They're cheap, they build fast, they beat Grens at short range and they've got stock Sprint against HMGs.
A lot of the top players build them against Ost even if they go T1.
Only recent one I remember is yesterday’ propagandacast when Jove built 4 cons to start. By minute 9 his opponent had both fuel points and only 2 out of 4 cons were veteran 1.
Theoretically they can work, but especially with panzergrenadiers going to the HQ and stormtroopers being so prevalent, starting with cons isn’t advisable. |
I think you are trolling, or you are completely unaware, what you are asking is for an even better, Tier 0, cheaper, more durable, much higher late game dps penals with somewhat less raw starting power.
And yet the 3 svt conscripts from the new commander test mod don’t even come close to matching the firepower of penals, or do I need to remind you what the penals vet 1 ability is?
Regardless, 2 svts are not gonna turn cons into penals-lite or an op starting unit. Ideally I’d love to see them take up the anti tank role from the penals with the ptrs package, but that’s another discussion. And no, I’m not asking for an op T0 unit, I’m asking for the chance to have a reason to build a conscript squad early on instead of just spamming penals and guards. |
It'd be a different story if they cost manpower to heal.
I really like this idea. However, one thing that needs to be taken into account is the micro tax. The player using the sniper has to invest a lot of energy into this one unit, which can make his responses around the battlefield much slower. |
3 guard mossin global upgrade would be fine already after tier 4
Regardless of what happens in Te/T4, there needs to be a buff to the stock unit. Opening with cons in any capacity is basically self sabotage.
I can’t tell if you agree with me or you think I’m an idiot. |
so u want cheaper penal ?
What other weapon aside from the svt is there? Mosins are garbage, unless they give them guards mosins. |
Back on the topic of conscripts, can we please actually TRY giving them weapon upgrades, less accuracy bonuses and a 2nd weapon slot?
They don't need to be good upgrades, but letting them pick from a choice of three small, cheap packs lets them be versatile (the utility everyone seems to think is all they should be good for) without making them dominate.
A couple of SVT, a couple of PPSH or a pair of PTRS.
The doctrinal variants are strictly superior and come with more firepower so you can leave them more or less as is.
Letting them synergise with your commander and build with a variety of small upgrade options could go a long way to making the huge sidegrade costs more bearable.
I’d say they should start with 2 SVTs, to help out in the early game where they get slaughtered, alongside a 1-3% reduction in target size. Upgrades should be a stock 60 munition 4 SVT upgrade at T3 or T4, and 2 svt 2 ppsh from the doctrine, as well as tank hunters 2 svts 2 ptrs. Final piece to the puzzle would be a 5-10% cover bonus to rate of fire. |
The thing is, grenadiers are designed to fight from long range with lmgs and have the mg42 covering them from closing units. How can they be the benchmark for units such as the riflemen and volks who are mobile and independent and can fight from mid/close range? |