I think if they're going to do that they might as well as just use the current Osttruppen squad for 180-200 MP.
They basically would be the Osttruppen but at anything less than 240 mp, it would screw up the infantry balance. They would be meant as supplementary infantry for recrewing support teams. 200mp would make them too spamable imo. |
Hey guys, I just want to start by saying that I don't think this is really a desperately needed change, just one that might be fun and add a little additional depth to the game. Volksgrenadiers are already basically in the game in the form of Osttruppen but are rarely seen as relief infantry seems to be seldom used (at least in my experience and in most of the shoutcasts I watch). I think it would be nice to have Volks (or Osttruppen) added to the t1 building (NOT replacing grens) as a 240mp unit that synergizes well with support teams but suffers from a lack of upgrades.
Volksgrenadiers (or Osttruppen):
240MP
5 man squad with k98s
Same armor as conscripts (1)
Abilities include Faust, bunker building, wire building
No LMG upgrade, no rifle nades
This would give the Germans a unit which they could more safely recrew weapon teams with but which would be more combat effective than pios. 5 men with k98s means they'd have a higher vanilla dps than grens but a lack of gren armor means they'd be less survivable without the aid of heavy mg-42 suppression. Adding this unit to the T1 building clearly has the potential to screw with the early game so it would obviously have to be tested a lot but I think it could be a very nice addition to the German infantry force.
What do you guys think?
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even if every unit could build sandbags that wouldnt stop my mans going the other ways
I lol'd
Also, please no tank traps. The game really doesn't need more things screwing with vehicle pathing right now. |
Weapon crew retreats are also massively annoying. Guy starts packing up, gets half way done, gets shot, new guy takes his place, starts over, finally gets done with the pack up animation then.... Just stands there for 2 whole seconds with the retreat icon over his head before finally being hit with a mortar shell. In the mean time, MG crew's supporting P4 is stuck dancing around, turning this way and that trying to avoid the weapon crew until it finally drives ass first into AT fire right as the MG gunner explodes to that mortar shell. These are the types of "cinimatic moments" that are best left in a Three Stooges movie. |
I just wanted to clarify that when I said I felt Mosin Nagants felt unimpressive, it had little to do with the early game gren vs cons match up. I completely agree that the early Mosin vs K98 battle was and is very balanced. My issue was that when you add, heavy and light Mg-42s into the mix, Mosins suddenly feel a lot crappier as they lose at all ranges and don't scale at all. A lot of this sentiment has been fixed with this patch as flanks are worth it on weapon crews but the scaling issue remains.
As Woof said, this is somewhat counter acted by the soviet's choice in doctrinal infantry, but even then, with merge giving conscript armor to the units merged, you're essentially paying a higher mp/upkeep (and in the case of guards, some muni) cost for parity in the infantry department. Again though, I'm not advocating an overall increase in conscript dps; I had only hoped that the accuracy values would be tweaked a bit in favor of cons having a higher (than the small difference it is now) close range dps to emphasize german support weapon reliance and long range superiority and to reward cons a bit more late game for continuing to play aggressively.
As it stands now, Cons feel a bit like Volks from CoH1 role wise, in that they have an effective early game range but as the game progresses they are relegated more to a support and capping role. The difference is that in CoH 1, volks synergized well with MGs in a long range and flank prevention role while cons in CoH 2 have abilities which require them to get close to use but weapons which don't scale well in that role as the dps on everything else goes up in mid game and beyond.
Again, I'm not crying for buffs to soviets as I love playing both factions and I love having a balanced game; I just wish that the close/far relationship between cons and grens had been tweaked a bit more. |
It feels very strong now but I've only gotten to use it a few times post patch. On the up side, the new tracking on it makes the ability feel truly bad ass and not just a massively expensive area denial tool; on the down side, there's probably going to be some QQ as it does seem to shred everything it hits. I had a run finish off a stug and 2 grens in one pass earlier. |
The infantry jumping around thing feels better this patch but the vehicle pathing is still very frustrating. It often feels like vehicles try too hard to avoid objects and cratered terrain instead of just driving through it. Medium tanks are especially infuriating when they decide to try and turn a 180 and back through a gap in a hedge row instead of just smashing through it. |
Anglovladavostok! But really, Langreskaya summer. It's compact but not cramped and I've always loved the aesthetic. Also, there's a nice amount of cover and a good combination of open areas, flanking routes and ambush spots. |
I definately enjoy the spring maps more. I don't mind the athstetic of the winter maps and the actual blizzard mechanic looks nifty but I don't at all enjoy the freezing soldiers, limited sight or heavy snow. The heavy snow is the worst offender to me as I find it strongly discourages agressive infantry play as you can be so harshly punished even on retreat.
I would say leave the blizzards for campaign mode and custom games but only do spring maps for auto matching unless you take out the heavy snow and blizzards.
P.s. I know you guys worked hard on that stuff and it's definately cool looking and ambient but it really ruins the gameplay (for me). |
hey man you stole my work, just reformatted it. thats called plagiarism no wonder you didnt last long in college.
as for the mosinn dps enkidu, a squad of conscripts deals very similar dps to a squad of grens. everyones major complaint was flanking mgs wasnt rewarding enough. thats been fixed now. i dont think cons need a buff
In that case thanks woof : P !
I know that in a bubble cons and vanilla grens are very similar in their dps and survivability but with gren lmgs; mg-42 suppression, point blank damage and survivability (hopefully fixed); cons having to cross out of cover to throw a molotov vs rifle nades being often easier to use from cover... The list goes on but the point is, in the complex context of an actual game I often find cons to just be lacking. I get the whole asymmetrical balance thing and I'm not saying "Soviets so UP!!!" or anything like that; I was just hoping for an adjustment for cons to make their semi required aggression feel more rewarding. Something like an increase in close range accuracy and a decrease in long range accuracy or something to that effect. |