Wasn't sure if I should put this question in Balance or Gameplay. After playing both USF and Soviets and asking a few questions here I noticed that both Conscripts and PanzerFusilier have much bigger gains thru vet than other mainlines. For the more experienced/better players why were they given such large Vet bonuses?
To get it out the way I suck at using Conscripts as mainline units, so I usually go T1 Penal build since they push and play like stronger Rifleman. I have incorporated Conscripts as support squads for merge/capture which allows them to Vet up as back up units to the Penal squads while covering for my horrible micro. However, once late game Vet3 hits they are pretty much indestructible even without 7th man. So my question is why were they given such a large Rec Acc bonus at Vet 3 while also getting cheaper reinforcement? Isn't that double dipping?
For Fusi, I obviously noticed they would scale past my Penal squad even though my units are "semi" elite units. To deal with them I put my Penal/Conscripts in front and force retreats using MG however if a blob comes I better hope I get some suppression quickly. My question here is why does PF get 40% accuracy buff when most other mainlines get 30%? G43 is a no brainer upgrade which pretty much makes the unit better at what it already is built to be good at. In general looking at the Veterancy list for PF it get massive bonus for abilities and combat ability more like an elite unit then a mainline replacement that it is.
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My crazy idea of the day, change Conscript assault package to 4 SVT replacing the PPSH package. This would allow a damage boost while not being as OP as the 6 SVT package from airborne. This would open up the 4 PPSH upgrade for Penals and to make it an attractive upgrade it could come with a 5% rec accuracy reduction similar to what the Flame Upgrade in Rifle Company for USF.
EDIT: Since the crates drop 4, the upgrade can provide 3 SVT. Thanks Vipper for pointing that out. |
Given how incredibly important model drops are to the outcomes of infantry firefights, a paid snipe ability on any squad is a bad idea. It would allow them to win fights just with a small upfront munitions investment (from range, unlike grenades) by immediately sniping a model of an enemy squad. Which is exactly what happened with the snipe ability for scoped Enfield Section for UKF in vCoH and that was terribly unbalanced too.
I agree, while the ability sounds and probably would be great against certain Squad it would be opressive. Losing 1 model for PG, Sturm pioneers, Falls and a few others causes a massive drop in DPS which would immediately swings the favor of battle in favor of Pathfinders. Since they are a long range squad you would have to close to kill them and with BARS they would damage you on the trip and back.
I think a simply switching all the weapon profiles to long range with a call in at CP1 would be fair. Putting BARS on would no longer be an automatic upgrade. |
My crazy idea of the day, change Conscript assault package to 4 SVT replacing the PPSH package. This would allow a damage boost while not being as OP as the 6 SVT package from airborne. This would open up the 4 PPSH upgrade for Penals and to make it an attractive upgrade it could come with a 5% rec accuracy reduction similar to what the Flame Upgrade in Rifle Company for USF. |
Not sure why, but I cant seem to get good results with PPSH Conscripts, I find it a lot easier to use the PPSH penals and can rack up kills with them to get to VET3. Conscripts seem way to squishy until VET3 and are pretty much outclassed by other short range squads. Seem to be fairly decent against gren or volks spammers but nothing else. |
I think it depends, when I play soviet T1 it is hard as hell to get rid of unless I commit to an assault where I most likely will loss more than I gain. However it is 20 fuel which can really mess up timings if the opponent is able to bypass it until it becomes more manageable to destroy. |
Great game that went down to the wire. Shout out to Zedor, i was gonna surrender but decided to give one last push to see what happens |
Old school Jesus Troops hands down. If you don´t charge them down the middle, but wait for the right moment and sneak into enemy lines, they are unstoppable. Conscripts do the dying, Jesus Troops do the killing.
Also about Airborne Guards, I´m pretty sure they do actually have hold fire after the upgrade.
Yep, just checked it in a close game. Shout out to Zedor, game went to single digits for both of us. I found my new favorite Soviet commander, PPSH Penal to throw people offer the games and transition the others to AT while Airbourne Guards all go PPSH. That hold fire came in clutch, the AT strafe is crazy good when you get one in from the rear. |
LMG Obers for all round killing and staying power. Come later than any other infantry but vetted up they’re nigh unstoppable by infantry without bleeding yourself whiter than snow. Allied inf models seem to drop at the mere sight of them sometimes. Excellent for standing up to LMG blobs with vet. Toxic smoke grenade for any brave gap closing squads and a free gift basket for everyone else. Only really matched by LMG Paras (and maybe exceeded) but Airborne is a weak late game doc. Vet IV suppressing fire and vet V sprints are the thick icing on the cake for me 
I like them just feel they take to long to hit their stride. They are my number 5, Falls are 4. They are good just years of nerfs made them no longer batshit OP with snare and AI. Before the tech rework I used to got battle and mechanized and get a JP4 for antitank. It used to be so broken
Gonna check airborne later to see didn't see it in the normal spot. |
I am seeing a lot of bickering and wanted to go for something more light hearted. This is not about balance just which is your favorite and why/how you use them?
For me:
1. LMG Paras- Place them behind green cover get vet to improve rec acc and watch them melt opposing infantry. Less micro then zooks or thompson which frees me up for tanks or flanks with Rifles.
2. Panzer Grenadier - I dont play Axis much but I love to rush these using an Ass build, they have a hard hitting grenade and most units cannot withstand the early power spike. Some commanders provide utility or change in weapons if that is what you want.
3. Airbourne Guards - I think this is where most will have an issue. I love that I can pop out of a building and surprise unsuspecting units. I like to go for SMG and hide to get cover/cloak bonus could be even better if it had a hold fire toggle so I could wait for MG to set up or unit to get close to drop as many models as possible. Vet 2 healing is unique compared to other guards which let it stay a nuisance. |