that u did not account the fact that cons have 1 more man than fusi, the extra men give them and edge in the fight thanks to more dps and 80 more hp, making them win at mid and close range and almost draw at long range
I adressed all of this already.
Cons have effectively only 40 HP more due to higher RA, which is 10% more than the Füsiliere.
At range 5, Füsiliere have 10% more damage than Cons, at ALL above ranges, Füsiliere have more than 10% more DPS. I also already adressed the fact that Conscripts are favored due to their 6th man and the less DPS loss with model drop. But please don't tell me that you truly believe that this can compensate the the DPS difference up to range 35.
And again: How often did you run the test? Did you also run it without cover? Do you have data on that and would you share it with us? |
I can also see in the picture that an about 50% (maybe slightly more) Füsilier squad has 3 models left. So not much damage spread on that. |
actually u can see in the mid fight image cons got a model sniped both times
I can see that a less than 50% health squad has 67% of his models.
How often did you run the test? Do you have data on that?
You did not adress the stats that I argumented with from the site that you are using as well for your arguments. What do you say about this?
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no i was comparing base pfusi and base rifle and volks
u sure ? Cause they barely win at long range and lose at mid and close range to cons at base and at long range with the upgrade they can still trade
https://imgur.com/a/tO7E0oW
truly worth their 280 mp price
Yeah I got that now, too. Have you also compared them without cover/yellow cover? From what I know cover tends to be more random due to model drops, which should favor larger squads.
Conscripts have about 10% more effective health than Füsiliere. The site that you use says that Füsiliere always have higher DPS than Conscripts, and at most ranges way more than 10% (5m is the point where they break even in that regard). This of course does not account for DPS loss in model drops, so Conscripts are favored at 5m. At higher distances, Füsiliere should win.
Also I think that the Sturmpionier compensates quite a lot.
I'm not saying that Füsiliere are worth 280 MP for their vanilla power, but they're worth it for their scaling. |
But the thing is early power means fuel control thus early LV lead etc. The main problem of the PF is they can be build less thus less map control on top of that they are worse than volks which makes the situation even worse. If you try to replace them later on as your mainline, already vetted volks will still outperform them. The issue that needs to be adressed is their initial MP cost since you already trade your early power but you get further punished by the manpower IMO.
Yes, I see that point, but I think their overall performance is very good. So in my opinion reducing the MP cost can only work if they get nerfed for late game. But then you could basically buy just Volks.
And as I said, of all the factions, OKW can take the early game blow due to their Sturmpioniere.
Also I thought that vetted+upgraded (I know, 30 mun difference) Panzerfusiliere are better than Volksgrenadiere? This was basically the whole point of the redesign, wasn't it? |
Can we reduce the resources per point in team games? Maybe im oversimplifying a complicated issue, but can you just reduce the fuel/Muni per standard point in 3s and 4s?
I think most of it comes from points not changing hands as much in team games. In 1v1 you're constantly harassing territory or trading it altogether. Lot less of that in team games
Yes, this is exactly the issue.
This suggestion has been discussed multiple times before, I don't think that it is doable. |
The fuel caches cost 250 mp for an output of 3 fuel per min if I am not mistaken
and
for ammo caches cost 250 mp for an output of 7 ammo per min.
So say I want to get extra manpower by trading fuel. I trade 3 fuel effectively gives me around 83 manpower.
Trading 7 ammo should give me something like 35 manpower
I'd say the ratio is more like 2MP for 1 mun. This goes for stuff like mines (usually 30 mun for 2 models, which usually range between 50-60 MP), the Soviet flare trap (10 mun for 25-30 MP). A goliath should cause a squad wipe (100 mun for ~240-280 MP), otherwise it's usually not worth it. Grenades etc should also cause at least two models dropped directly or by pushing the enemy out of cover. That's at least the ratios that I calculate with.
Fuel is very hard to nail down, as you don't use it for utility but buy units. difficult to say. Gut feeling tells me that it's somewhere at 3:1, maybe 4:1. That would be the ratio of MP to fuel in tank pricing. However, if you think that you can salvage a Kübel for 5 fuel... |
u forgot that p fusi are 5 men not 6, the 6th comes only with upgrade
and I did I mean it's 90 munitions for the upgrage i don't know where u get the 45 muni cost
I thought you compared all upgraded variants? Would be fair as this would compare units at their true potential. They're also not that bad that they would completely hamper your early game, far from Conscript level. OKW can deal with a slower early game since Sturmpioniere can compensate that. Panzerfusiliere are meant to be upgraded, so I think calculating with the complete costs seems fine. Otherwise you could also say that Obersoldaten are total shit for their price and reinforcement costs. They're also meant to be upgraded, nobody buys them for their vanilla firepower.
I forgot to type the word "more", so the Füsilier upgrade costs 45 mun more than the Grenadier G43 upgrade. So compared to them you pay 40 MP and 45 mun more for a higher health pool, a bit utility, better survivability and DPS retention. I see why you might think that there should be adjustments because especially the upgrade is very expensive. But all in all, I think Panzerfusiliere are a good trade off. Less early game firepower for very good late game scaling and early safety against vehicles and a utility. To me they seemed fine both as OKW and as Allies, I even had the feeling that they were able to trade with 5 man Tommies, but that's just personal experience, no data on that.
Also I don't know about their vet boni by heart compared to other mainline infantry. |
ober LMG is a much better upgrade than worse g43 and 1 more men, just for comparison, g 43 for green cost 45 mun and are better than pfusi and the cons upgrade give cd bonus in cover, bonus experience and reduced reinforce cost for 50 mun, u would have a point if the upgraed was soo good that it justified the base cost in mp, it is not
again they literally are 1 more men and worse g 43 for 90 muni
i think that was the point for the mod team, a substitute for volks , right now they cost too much for their dps , either reduced price or increase dps , if they want to make them different just copy paste rifle garand
and again the logic of being eraly so they need to be bad is stupid, do ass green, pathfinder and ass eng perform as bad a pfusi cause they come early ? they are not elite units, they are worse penals
While I'm not sure if the Panzerfusilier design is perfect, they are a very good unit. They come out slightly worse than Volksgrenadiere, but scale way better with their upgrades while also giving the option for an early AT nade. They're cheaper to reinforce than Riflemen (which you compared them to), and also they have six men.
In your comparison with Grenadiere, you're also neglecting that they have a higher health pool. Grenadiere have 4*80/0,91 = ~351 effective health, Panzerfusiliere have 6*80/1(is that correct? not quite sure) = 480 health, so about a third more while Grenadiere do "only" 10-20% more damage with the upgrade, depending on the range. Also the DPS dropoff with model loss is less on Panzerfusiliere due to the squad size.
It is debatable if this justifies the 45 mun that you pay, but with the upgrade they are very cost effective. Also, few other factions can generade such a big one the move wipe potential as OKW with G43 Panzerfusiliere.
And to your point if scaling and utility should be considered for pricing: Yes, they should. This was also the reason why Conscripts were pretty shitty for the last years, because they were "versatile". Which they are. The problem is that you need to pay extra for that versatility, which caused a ton of other issues.
You also defended the Volks vs Riflemen balance in a previous discussion because you could bar up Riflemen which would help in the long run. So in other discussions you also added the perspective of scaling to unit performance and cost. |
Mobilize Reserves
Seven man conscripts were proving too potent with only the Molotov and AT grenade requirements, especially in conjunction with the price reduction in Soviet Tier 2 tech, and the traditional Soviet T70 power spike at very similar timing. The following change will represent a more meaningful choice for Soviet players.
- Mobilize reserves now costs 25 fuel and 100 Manpower to unlock (previously was 75 munitions)
- It still requires Molotov and AT Grenade tech, in addition to Soviet T3 being built.
This change was added in the 1.2 patch version.
Not sure if this is a good idea. One main reason why Conscrips are considered inferior to Penals was that they do not perform as well in combat for their price and that big MP and FU investments for AT nade and molotov are required to really make the best use of them, which heavily delayed the T34. The AT nade FU cost was then reasonably lowered from 35 to 10. To counteract the inferior AI ability, Cons were given mobilized reserves for mun.
Now mobilized reserves costs 25 FU and more MP, which gives more AI DPS for Cons, but also slightly reduces map presence of SOV and delays the T35 again. Fuelwise, we're back to the very old build, since now the complete upgrade package of AT nade, molotov and mobilized reserves costs as much as the molotov+AT nade of the old version (again - which was considered to delay the T34 too much).
Also is the upgrade now global? Or is it still possible to upgrade single squads? |