But you forget that Soviets are investing munis, a lot of them. Those AT grenades and Petrol Bombs do have a munitions cost. It may be lower, but they are required to win most engagements, providing a more constant munitions drain.
It's not the same as paying for upgrades ahead of time, but the cost is there.
The situation is definitely more complex than X should win because, resources. But that goes both ways.
Edit: But, I do think Grens actually should win the long and mid range engagement cost for cost, both because it's intentional, and also because it makes for an interesting dynamic.
The problem comes about when that intended strength multiplies out of control due to other factors. The conscripts can get dropped incredibly fast from a long range in those situations, faster than the intended damage that conscripts should take going in.
That can lead to the overall complaint that we're seeing here, that conscripts aren't enough. And that's fine, but what happens when the support for conscripts also isn't enough.
It may be that conscripts don't need a buff, or an upgrade, but that support needs the upgrade, hence all the talk about Soviet tanks or AT. So that it becomes less of an issue if conscripts can outright win against grens when it can get some better support that tips the odds with proper micro. |
But can still result in a loss for the Soviet player since for that cost, he'll have a second Gren backing him up.
Then it gets worse when you have 2 LMGs, which may cost more, but are definitely worth the money. |
It's situational. Going into the blizzard with the blizzard debuff and the mother russia debuff means any counter attack, even small, will push you back.
In fact, once people get experienced with the ability will tend to withdraw, giving up ground and trying to keep units health for an immediate counter-counter attack using vehicles. |
Not sure you understand balance, but being AT grenaded is supposed to be one of the downsides of going for crushes.
The game should also reward quick micro by the player using infantry as well, because infantry ambushing tanks was a big thing. Tanks feared infantry more when there was cover and placed to hide nearby, especially late in the war when both sides had figured out the weaknesses of tanks. |
Immediately prior, but I thought you meant pop it just before a blizzard hits.
Either way, grabbing positions in a huge fight just before a blizzard that makes it hard to retaliate can work. |
There are top tier German players going against top tier Soviet players, and you know what? The imbalances described in this thread are represented in various win ratio stats already posted in this topic and other threads.
Sure, a top tier Soviet player will wipe the floor with most random German players, and vice versa. You see that on streams all the time. |
Yes, the keybinding for the tac map is Numpad 0.
However, every other key is either placed around the QWERTY block of letters on the left when using grid keys, or scattered around the keyboard if you're using classic keys.
I've always hated the often strange key settings for their games.
It was clear that the reason for the numpad 0 binding is that it's right next to the arrow keys for moving around the map, but that's also horrifically inefficient when trying to do anything other than move the camera and access the tac map. Having to bounce your hand around in the middle of a fight hunting for the key you need. |
Posture speed basically means, for whatever base speed for the posture that infantry is in, increase it by that bonus.
So if infantry are crawling, they still gain a speed bonus.
For Mother Russia is incredibly useful. But you absolutely have to take the position you assault since the penalty will mean your infantry will be off the field for quite some time. It's difficult to use in team games since if an enemy teammate comes to counter your push, you'll be on a penalty for that fight.
By the way, that bonus applies to AT Gun and AT grenade damage.
Not so useful prior to a blizzard. You want full speed and line of sight to do lots of flanking with that huge speed bonus. It is essentially made for shock troops which are paired with it. |
What I remember being removed from the IS-2 was the damage on deflect ability that applied damage to a target even if its gun deflected. Or was that the ISU-152?
Hard to remember all the little changes.
Also, I have to agree, it really does seem like in the Tiger/IS2 matchup I see crew shocked results with surprising regularity against the IS2. You can go through most games without seeing a single shock result, but as soon as you get an IS2 and Tiger on the field, suddenly it happens every time the tanks meet. I've actually had an IS2 get shocked twice in the same engagement, and more later on.
But again, I'm really not sure if it's an actual problem, or just that the IS2 is survivable enough that it's getting hit with more shots, which is more chances to naturally come up with a crew shock. |
Actually, B2 for maxims can actually be very effective, keep them behind and nearby conscripts, using the quick setup and teardown times to suppress AGrens from a distance. With AGrens being so short range, they will always charge straight at conscripts, so you can rely on them moving towards certain areas and setup your Maxim appropriately.
People using AGrens will also try to tech early into tanks or half-tracks, so having zis-3s on hand to counter that is nice. |