FG42
Beating a dead horse but, this is correct. As every post in the thread has mentioned: They have the FG 42.
To break it down, every weapon is good at something. For the purposes of this list, okay is equal to a typical bolt-action rifle, bad = worse than bolt, good = twice the dps of bolt, great = triple dps or higher.
- Bolt action rifles being the standard, are okay at every range.
- LMG's are okay at close range, good at mid range, and great at long range.
- SMG's are great at close range, okay at mid-range, and bad at long range.
- SAR's are good at close range, okay at mid-range, and okay at long range.
- Assault Rifles are great at close range, good at mid-range, okay at long range.
- The FG-42 is great at close range, great at mid-range, and great at long range!
The FG-42 is the only weapon that excels at every range across the board. Up close it matches a Submachine Gun, at long range it matches a Light Machine Gun, and at mid-range it is unrivaled by any typical weapon except Obersoldaten MG 34; but that's 1 LMG vs 4 FG 42's.
Edit: Obersoldaten StG also matches it's mid-range DPS. |
Ok i see that not everyone know it i guess.
There will be new 1vs1 and 2vs2 coming to the automatch pool 
Oh okay, that is good then. I was under the impression they were just taking out the less popular maps only. |
Damn, it's a shame to throw out so many maps without replacing them with anything. |
Guards Mosin is quite a strong weapon especially on the move.
Yes, let's give soviets 6men tommies with great upgrades Kappa.
Guard's Mosin is more like a slightly worse Grenadier K98, although it has unusually high moving accuracy like the G43. This is because Gaurd's are meant to carry 2-4 heavy weapons, both of which cannot attack on the move. |
Maxim is still garbage. Increase the arc or lower the setup time. Long setup time, narrow arc and shit suppression should not be on the same unit.
No dedicated HMG should be low in the suppression department. |
Soviet Tech has always been inordinarily expensive. For a faction that is meant to embody the projection of immense manpower, it's pretty ironic. In old faction profiles, they were actually intended to lose units in combat and replace them with new ones, although mechanically this was never implemented well (or at all for that matter; their tech and units were still standard price). I would like to see them having cheaper tech to bring them in-line with other factions. |
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The Raketenwerfer M-42 is having its target size increased to match other anti-tank guns. This should have no impact when the gun is crewed, but will make abandoned Raketenwerfers M-42 easier to destroy.
Gun target size from 10 16 to 20"
Raketenwerfer of 10 target size reflects well its size.
There's no reason for it. The Raketenwerfer is a viable anti-tank gun, it can punch a hole in a medium tank just as well as it's counterparts or better. The M-42 is an anti-light-vehicle gun and a small one at that. There is no reason it has to match the Raketenwerfer in target size unless you also intend for it to match the Raketenwerfer in performance.
DPS ranges 10/20/35
Penal squad vet 3
41.3/33.6/20.6
LMG Grenadier squad vet 3
23.9/27.1/23.7
ST44 VG sqaud vet 3
33.2/24.4/11.7
1bar vet3 Rifleman have 37,4/24/15 dmg at range 10/20/35.
2bar vet3 Rifleman have 41,4/28,3/18,21 dmg at range 10/20/35.
(number provided by Geblobt)
Note that Penal have superior DPS that double bar riflemen at ranges above 10.
As for people who claim that some others unit should also be included, I advice them to the provide the stat themselves instead of coming up with conspiracy theories.
Is this before or after the nerf to Penal DPS? |
3v3 and 4v4 could see both popcap and resources reduced imo. The game chugs on 4v4 anyway with all the units and effects present. |
Personally I am against a unit requiring Munitions to use it's basic attacks. I hated it in CoH1 with the Calliope sitting around taking up popcap and being useless if you weren't floating Munitions. I never want to see it again, unless maybe it's dirty cheap, no more than 15 munitions or so.
As for Artillery it's an interesting idea, but I'm not convinced Artillery needs it. On-map artillery is easily countered by off-map artillery or other on-map artillery. |
I'll preface by saying I like PTRS Penals because sending PTRS-armed Infantry at late-war Panzers is downright suicidal and thus you'd want an expendable troop to do this job. I'm split between whether I like Penals as a Panzerfusilier type unit or a Panzergrenadier type unit (which it hasn't been equivalent to for a very long time), but ultimately I think I favor the Panzerfusilier approach, at least in the following concept.
This idea is unrefined, it's been in my head for awhile but I was never 100% sure what I wanted from it, or rather I know what I want but some of these things are incompatible or overlapping so I try to rearrange them into something more coherent. Anyway, consider it spitballing.
Penals are now 5 men armed with Conscript Mosin or maybe 6 men with Weapon Crew Mosin, can be equipped with Flamethrower Package or PTRS package. May or may not have SVT Upgrade if Assault Troops start with PPSh (not stackable with other upgrades).
New unit Assault Troops, 6 men armed with PPSh slightly below Conscript PPSh. They have Oorah and a weak Panzerfusilier-style F1 Grenade. At T4/Reserve Upgrade their PPSh are replaced with Shock Troop version. If Penals do not have SVT, this unit may start with SVT and upgrade to PPSh. Unsure what Weapon Crate will do for them, early Shock Troop PPSh (if they have SVT) maybe 3-4 Panzerfusilier G43 style SVT's (if they do not have SVT)? I'm really liking the sound of those other G-43 style SVT's alongside their PPSh's now that I've come up with it.
In this concept, Conscripts are the utility unit envisioned by the developers, building cover, holding the line, and reinforcing other units. Penals are expendable attackers, they get assigned the jobs that you don't often come home from (attacking Panzers with PTRS, or holding a flamethrower (historically flamethrower troops had an exceptionally high mortality rate) ). Assault Troops grants them an offensive Submachine Gun squad which strongly fits the theme of the Red Army, as well as a real Grenade, and something for Conscripts to actually support (and if they come with SVT's they can serve as an optional mainline maybe?). |