Nah just another commander that's gonna be added to the pile of needing a revamp because most people will consider it as weak and just keep playing with Infantry, Armor and Mech companies.
I really do believe we need less gimmicks in these new commanders and more solid abilities and units that expand your options, similar to the UKF one because I deem that one as the best example to use.
Disagree, I think on Urban maps (it’s urban assault duh) this will be extremely useful to have. Just imagine all these abilities on a map like Ettelbruck. Rifle grenades help clear heavy cover and garrisons, sherman dozers clear minefields at choke points, rangers deal great damage from close quarters, smoke can facilitate offensive assaults into strongpoints and calliope can barrage concentrations of support weapons.
I think this commander is fine, for its theme and the maps it can be used in. |
I think the balance team needs to tell us how they think conscripts should be used based on the following questions.
1) Which unit(s) should they engage in combat and be able to defeat?
2) Where do they fit in the build order.
3) What time should they hit the field.
4) What units are they competing with on the soviet roster.
5) How worth their cost are they in comparison to other mainline infantry.
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On Conscripts versus Grenadiers in squad sizes, Grenadiers are also 30 per model while 7 men are 17 per model. 5 men Grens, if they had 0 boosts bleed to death.
Theoretically, if we put in a cover bonus, would people prefer offence over defense? And what bonus as Conscripts already get quite a bit of accuracy with veterancy.
Well since you’ve said if we want firepower we should use Penals, you’ve already cemented Conscripts as a utility unit. A UKF level (not Osttruppen level) cover bonus to rate of fire would synergize perfectly with their role as utility/defensive infantry who can build cover, snare, merge and throw area denial grenades.
The main issue right now is that conscripts opening does not work, so they have to come in later and by that point they are up againstn vetted infantry and have no chance to deal damage. |
Refer to the thread of new commanders 5.0 for commentary on this game. |
Played a 1v1 with the new commanders, refer to the replays section if you wanna see it. It's on crossroads vs Ost and lasts approx 15 mins.
Overall I never reached the 7 man cons because I was getting slaughtered in the early game. Vet 0 cons are pathetic and deal no damage, so it's hard to vet. I will say though that after I was forced to drop SVTs I kinda turned things around and evened the game, though it was too much of a lead for the opponent by that point. SVT cons are actually competent, they can damage opposing squads and tend to vet up nicely, so I definitely give them my vote, though I'd be happier with 4 SVTs instead of 3.
Airborne guards I tried the ppsh upgrade and they played like slightly worse Shock troops, so I guess you can get both long and short range specialists why is nice.
The Dshka is really really really nice and at a fair price, I was really happy with its suppression and damage, especially the vet 1 sprint.
My opponent used the Ostwind, which dealt a ton of damage. I will definitely be using it in the future a lot. Only change I personally would make would be to make it 100 fuel, at 90 it's a bargain atm.
Overall I love the commander, however at the current state of cons you cannot afford to start with them, as it dooms you. They need better combat capabilities. The one positive is that due to higher output from SVTs you can afford a penal start then make a conscript squad or two later, which seems viable, but is limited to this commander and generally for a bit more MP and no added muni you can get penals which are just better. |
That's a fair point. Not much else you can really do without fiddling with the Soviet tech structure.
As long as T3 and T4 give vital upgrades I’m happy. I hate seeing people stall for heavies in 1v1s. |
General consensus is, T4 is perfect for con upgrade as:
-provides alternative option to rushing T-70(not really atm, but theoretically)
-still can arrive relatively fast
-doesn't impact early game, where cons are ok-ish
As a Soviet player I always dreaded cons vs okw, since around the 5 min mark every volk squad has STGs and without ppsh on every cons there is no contest. I fear this upgrade would come too late at T4. Always talking regarding 1v1s. |
I think there is a general consensus about T4 being too late for this. T3 seems reasonable.
Personally I would love to see this ditched for a UKF rate of fire/accuracy bonus in cover. |
Stromjäger
#7980 |
One thing I will say is that this would be a much better improvement if:
- It came out as a global upgrade for like 200mp - 30 fuel at T3.
- It did not affect the cons weapon slot
There is another way though. If you're hell bent on penals always being the mainline and cons having a utility role, then why not make the ptrs package from tank hunter available without a commander? Conscripts having a pure utility/AT role would synergize much better with the way the faction currently works. |