Why? What is the basis of your argument against conscripts scaling? And no, "well you get elite infantry so use them" is not an argument. That's like me telling you to not build volks because you get falls/jaegers/obers.
The closest unit for comparison are Volksgrenadiers. They are 5 mp cheaper (lol), get 1 shreck, get hand grenades which >>>> molotovs, and become the toughest infantry unit in the game when vetted. They aren't an offensive powerhouse, but they fulfill a vital role and aren't a wasted investment when you make them at the start of the game.
volks are the toughest infantry unit? first time ive heard that one. you said it yourself, volks arent offensive powerhouses in late game, but they fill a vital role. i would say cons do the same thanks to their abilities. merge, oorah, molotovs and AT nades are all still useful in the late game. without an lmg, grens scale just as well (or bad, if you want to look at it that way) as cons. would you say a gren without an lmg is completely worthless late game?
saying you get elite infantry IS an argument. they are meant to replace conscripts. if you keep your cons alive, then keep using them to merge and harass. if they die, replace it with an elite squad. okw build volks in the early game because they have to. once okw get access to stronger infantry, they would rarely pick a vet 0 volks for late game. |
im going to have to give the same answer as before voltar, youre not considering the consequences of modifying fuel income.
reduced fuel income slows down the rate at which players can tech. the example i used before was german t2. while allies would still have early access to wc51 and m3, the counter to those units, the pak40, would be delayed if fuel income was reduced.
slowing down tech would also make medium tanks harder to build and also make their timing even closer to heavy tanks. if you have no fuel, why spend it on teching when you can just save it and call in a heavy at about the same point in the game? people already play this way, your change would only make it worse.
these are issues relic is already having to deal with after their changes. soviet t3 was made more expensive, now the t70 shows up too late and the t34/85 shows up shortly after a player could have a t34/76. the result is people rarely build t70s and also rarely bother teching.
so as i said before, changes will have to be much bigger than simply cutting fuel income. in my opinion, if you wanted to really slow down the game, it would require new unit costs, teching costs, and even rearranging what units are in what tiers. |
the only reason to get mgs is to suppress squads. for a while, mg42 couldnt even stop cons charging it frontally and guess what happened? people pretty much only built grens. if they cant stop infantry, theyre just a liability and a waste of mp.
as for bunkers, i find them to be high risk. if a player decides to keep walking into them, they pay off quickly, but good players will focus elsewhere, in which case that mp and munitions is wasted. americans have the most trouble with bunkers, but soviets have solid counters in t1 and t2. satchels and zis both easily shut down bunkers.
plus, every mg bunker means 1 less lmg for grens. |
There is indeed too big of a reward for JLI/falls compared to partisans and one needs a fix.
tank hunter partisans can have a huge pay off when used properly. get the enemy tanks to low health with your tanks/AT guns. it reverses away to repair safely. tank hunters ambush it behind enemy lines. theyre obviously better at this role than JLI/falls and can make walking stuka/panzerwerfer a nightmare to use. |
RedxWings is another soviet player ive noticed breaking the meta. ive only seen a few games of his, but both involved defensive tactics (yea thats right, no guards/shocks or call in tanks) with cons and penals.
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Developers, but then again we have this quote by developer as well:
which has been addressed. the speed bonus has gone down from 2x down to 1.35x, the bonus accuracy has been taken away completely, and it no longer works with engine damage. |
https://docs.google.com/spreadsheets/d/1J8eWu0XRL4I8H37Z2TAt9twjrY3E-9J5ovHF_J42sxk/edit#gid=0
the 50 cal peaks out at the highest dps of all mgs. its time to pin and suppress are better than the german mgs. it also has the best splash suppression at near and far ranges (germans mgs excel at mid range).
it also has the fastest reload time of any mg, making it the best in buildings. |
Keep going, soon you'll stop facing clueless scrubs and will see how effective it really is
hm lets see. ivan has over 1000 games as soviets and still spams maxims. is he still facing scrubs or is it that maybe theyre actually effective? |
well considering this is an m3 thread, i was still talking about mechanized. of course you dont use a ht against AT squads. depending on where the rest of the german army is, you could charge a gren squad and absorb the faust though. a quick repair with the crew and assault engis makes it fairly low risk. if youre playing against volks and sturms, its even better.
i agree theyre not strong enough to replace rifles, but i think thats a good thing. for their price and 0 cps, they cant really be buffed to be more like shocks. they can still be used very effectively on building maps because they can surprise units around corners and can also get flamers. |
what AT nade nerf are you referring to? its not like it can bounce off the pumas armor
try using zis |