The game is built on math, code and numbers. Those are what the Devs adjust to create balance.
Its not built on the bullshit personal and unfounded/unsupported personally motivated, incomprehensible ravings of some unschooled, maths illiterate random.
Is that what they use to balance the games, WOW. Who would have guessed that!!!!
So you are saying that Devs have to balance games because they are unschooled (you probably mean uneducated) maths illiterate randoms who can't figure out how code and numbers work?
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Right... Because in the late-game battles filled with tanks there are scout cars roaming around everywhere. And LMG PG? That's not even a standard unit. Not to even mention, I specifically said conscripts are good back-cappers - that means, either behind your frontlines where the enemy can't get to them without going through your army, or on the opposite side of the map where the enemy has no forces. Are you saying the conscripts are going to play Russian roulette and off each other because they're bored of sitting around?
Do you not save manpower everytime you use merge with conscripts? Do they not cost less than regular reinforcing? And what happens if you went Tier 4 and have no halftracks? Are you planning on walking your AT guns and other support teams back to base?
What kind of AT-nade are you doing in the early game that fails all the time? The AT-nade that works 100% of the time against light vehicles? Or are you somehow saying that the Panzer IV comes out in the early game?
What do you mean abandoned weapons are to be fought for? Can you not just press Oorah, click on an abandoned MG42/81mm Mortar and shift-press retreat? Is that so hard? What kind of sustained fighting that conscripts are going to "lose at" are you engaging in with that action?
None of your arguments even make any sense. I suggest you think about what you post before you do it, lest you come off as one of those rabid Soviet fanboys who just want conscripts to rofl-stomp everything when you press Oorah. For the Motherland, right?
It's quite easy to understand what I meant. If you think Conscripts are that good and versatile, than by all means, go ahead and play some games as Soviet and use them as much as you want. For me all those things you are mentioning are not worth spending MP |
so if you want to talk about situations outside the "vacuum" you can see that it's all about tactics and how to use them properly.
Try doing those things in practice and you will decide as I did that Conscripts are semi-useless (sounds all good when you say it, but in practice you find they are bleeding your MP for little gain. not cost effective ATM)
As I said, I will much rather have rifle guards or shocks than conscripts on the field for tactical purpose. Conscripts are just not worth MP for me, other than 1st unit for capping.
Its quite easy to disprove me for Piv situation, just say this:
'WTF are you talking about, I get my Piv engine damaged by conscripts all the time" |
90 percent of the time? one AT nade have 110 penetration, a panzer IV armor has 160 armor. that is 68 percent chance of damaging the engine. you should work on your math. even if the AT nade didn't penetrate it will still do 80 damage. keep in mind that conscripts also have oorah so they could hit enemy tanks with at nades more easier than a grenadier could with their panzerfausts.
What maths are you talking about? Maths you are talking about works only on paper in vacuum situation.
Where is the maths on RNG, Conscripts being raped by PIV or run over before you can even throw the nade. There are other units on the field as well that will rape oorah Conscripts.
I am talking here about practicality of attempting to throw AT nade on Piv or scout. And tho your 'vacuum maths' says otherwise, in reality it will cost a lot of MP to attempt to do so with very limited success. So yeah, 90% of the time conscripts wont be able to disable Piv engine |
#1 Decrease range on 120 mm mortars. Currently in 1v1 they can shoot half the map.
#2 Decrease soviet AT crew to 4 man. These things take forever for infantry to kill, rifle grenades do hardly any dmg. The only way to kill em is to have PG's.
#3 Maybe decrease the range on the MG or something, alot of soviets whining.
#4 Brumbarr either more armour or faster move speed.
#5 put the T34 fuel cost up again, it can now take on a p4 yet costs 30 less fuel.
LOL |
Looks like you issued a move order too many times, coupled with in game lag. You probably told it to drive around, then reverse, then drive again, and coupled with input delay. Panzer IV also doesn't have heavy crush so it couldn't just run over the tree.
Totally sucks.
It happens all the time (especially with SU85) simple 15 degree turn backwards turns into comical circling. IDK why, pahthing maybe.
Same issue with giving Piv or panther command to move forward which ends up with vehicle presenting its side to the gun, trying to face front often ends up with giving up and just watching @ comical 'dancing' as you put it |
Why are you examining the conscripts in a vaccuum, and expecting them to compare to P4 tanks?
All your comparisons are in the vaccum, I said that throwing 1 AT nade at Piv costs MP that will end up costing a game because it achieves nothing 90% of time
Of course they're a lot less useful if you're not using them in combination with AT guns and other support weapons where you can use merge. Why does ammo cost even matter? Soviets float munitions in the late game like nothing. Don't forget that also because they're 6-man squads versus the 4-man grenadiers they can pretty much capture any abandoned weapon whenever they want without losing the squad.
I am mentioning ammo because Soviets don't float ammo @ the start of the game when conscripts are semi-useful. Usually abandoned weapons don't just sit around for picking up without fight for it, fight for which conscripts are not capable after first few min. You are right, using semi-useless conscripts as slow moving reinforcement unit for support weapons is fantastic ability opposed to inf halftruck.
Only useful in the first few minutes for capping? Conscripts are good for capping even in the late game. Why waste a frontline Guard/Shock squad or an Engineer squad to cap a point when a conscript can do it instead (and faster too with Oorah, if there are multiple points to cap)? This allows the rest of your forces to keep to the offensive, which is what Soviets are best at.
Assuming that LMG PG's or scout car won't attempt to deny conscripts point, sound like fantastically versatile and capable unit.
If you like them so much, then play Soviets and use them. Don't compare conscripts with Germans. I would much rather have guards on the field or shocks than conscripts even if it means I have to capture AT gun with shocks..... |
Sometimes yes sometimes not. Pulling out numbers and code doesn't really do much when you have:
-wild RNG
-Units not responding to commands instantly ( for some reason 2 guys that are furthest away from nade, often decide not to go in direction they are ordered but rather go to the back and check if nade might be a free chocolate bar)
Same goes for PG's nades
guess my point is: We all remember instances that got as mad, not successful ones |
only a fool would attempt to fight it out vs scout car with conscripts, let alone vs PiV.....so much for conscripts utility value in later game
Throwing one AT nade on Piv will most likely cost 100+ MP + ammo (often entire squad) AT nade that doesn't do much damage at all 90% of time
Useful only in first few minutes for capping
End of argument for me |
It doesn't really matter how often Germans lose to KV-8 commanders - the unit itself breaks one of the core concepts of CoH: allowing the player to press retreat on his infantry. This is a cause for concern no matter the circumstance - it'd be like saying in a MOBA game there's a hero that doesn't need to last hit to get gold.
I do agree with you that the Soviet faction is out-of-wack and the KV-8 at the moment is not swinging massive amounts of win percentage despite its ridiculous stats - doesn't mean it's going to stay that way after the next patch once they adjust things. At the current stage, several Soviet units are just ridiculously UP (cough, Maxim, cough) whilst others are ridiculously OP. That's just wrong no matter how you look at it.
P.S. In that case, I take back what I said.
As I said, I play both German and Soviet.
And once (if) that happens, I will be the first one to join in and say KV8 is ruining balance of the game. Until then, I can't predict 'what if situations' as I have absolutely no clue what dev's are doing atm....... |