T1 and Conscripts require that your opponent is incompetent just to work at all, whereas T2 is reliably good. T1 used to be good because of sniper+clown car, overpowered even before they nerfed and eventually removed it, and it had to be changed. Now it's garbage. Conscripts have always sucked. T2 has always been the most reliable.
Conscripts work perfectly fine from the early stages as basic combat troops before being used as support units into the mid-late. 3 Conscripts or even 4 into grenades or tech is completely viable. You just need to be good at positioning. Your main objective is to hold grounds and stall using cover or things like the sandbags. If you want Conscripts into the mid-late, pick a doc with PPsh and rapid-conscription.
T1 you can also tech into and supplement with Guards and even buy T2 with it. Furthermore it's not hard to get both T1 or T2 up as Soviets, this is not the days where they costed 50+ fuel per structure.
Addition: What if they moved HMG to t0 and mortar to Lieutenant? You think something like that would work?
You'd have to do massive changes to the .50cal considering it has a very good set-up time, does very good DPS, can now perforate any light vehicle (not light tanks), wide arc and has also good suppression. Only thing that's really bad about it is the deathloop if you're just judging it by itself.
As I said on the mortar itself awhile back, it should have been unique. High AOE drop-off, negligible OHK radius with less damage versus structures and worse range. In exchange it has rate of fire and accuracy while also providing smoke with a good set-up/tear down. Now you have a weapon that's different from the pack howitzer which is more mobile to keep up with Riflemen and serves to dislodge units early on, but it does not really kill while lack of range means its very vulnerable to counter-battery.
Look, we all disagree about how to balance the mortar pit, but can we at least agree that its veterency requirements are preposterously small?
You can get to Vet 3 with 8 kills. That is astoundingly ridiculous.
To compare, I put a sturmtiger in cheatmode. It took 186 kills to get to Vet 3.
Relic, at the very least, you need to adjust your Vet requirements for certain weapons.
Note it's generally not by kills, but by damage done. Mortars can end up killing only 1-2 models but be Veterancy 2-3 because they've AOEed everyone in a squad. Furthermore, tanks generally get considerably less experience for killing infantry as their requirements are set very high compared to infantry and they shoot as less expensive stuff. SturmsTigers need to hit things like vehicle for that massive spike in veterancy gain while now the Brummbar vets up very well with the recent changes.
Rapid veterancy gain though is a Brit thing in general. Their army vets up incredibly quickly for certain units such as their tanks when they get the tank commander, previously Tommies, and units like the Mortar pit who have lower requirements compared to their price. though not by that much.
Quick question: Did you ever try fixing the teller mine bug, and if so, were you successful?
On a similar note, did your suppression changes to mines guarantee suppression (as opposed to Relic's implementation)?
No.
From what I know of the bug, it's something related to its model. Cruzz would know more, but I remembering hearing that the M20 mine does not suffer from this issue so I could possibly replace it with that for a period of time.
Alright here is an update to the mod after a long hiatus due to the skin contest.
General
Spawning
-Shifted the spawning to match the current game. Currenly looking for a solution to toggle between spawning on or off-map. Might add abilities where units from structures are called in after a period of delay that matches their build time.
AEF
Rear Echalon
Minesweepers now take up a slot for Sappers to prevent the unit from having double weapons as well as the ability to detect mines. Players also cannot pick up two weapons while the upgrade is researching.
-Minesweeper upgrade takes up a single weapon slot.
British
Bofors
Decreased the range of the Bofors barrage to make the Bofors vulnerable to indirect-fire weapons which are its intended counter. It still has enough range to engage units like anti-tank guns that can seige the emplacement.
-Barrage range from 80 to 60.
Churchill Infantry Support Tank
Modified the Churchill's smoke ability to only give a minor reduction to its speed, allowing it to be faster than infantry whereas previously it would move slower that the troops it was meant to support. Furthermore its population has been reduced given its role as a meatshield vehicle.
-Speed reduction from smoke from 0.5 to 0.85.
-Population from 18 to 16.
Mortar Pit
Decreased the auto-fire range of the Mortar Pit to prevent the emplacement from covering a large area with minimal micro with its double mortars. Barrage recharge time slightly reduced to compensate.
-Mortars 1 and 2 Auto-Fire range from 115 to 80.
-Mortar 2's Near AOE from 0.25 to 1.
-Barrage Recharge from 75 to 50 seconds.
-Smoke Barrage recharge from 75 to 35.
Sappers
Minesweepers now take up a slot for Sappers to prevent the unit from having double weapons as well as the ability to detect mines. Players also cannot pick up two weapons while the upgrade is researching. Slightly decreased the bonus from veterancy 3 reinforce cost.
-Minesweeper upgrade takes up a single weapon slot.
-Veterancy 3 cost reduction from 0.65 to 0.7. (18 manpower)
Valentine
Improved the damage of the Valentine tank to allow it to be more effective in combat given its frailness and premium price for doctrinal vehicle that relies primarily on recon abilities.
-Damage from 80 to 120.
Ostheer
251 Half-Track
Slightly increased the armour of the half-track to improve survivability against small-arms and certain units like the M15 Quad. Testing arrival of the half-track at an earlier period to encourage its use with Ostheer's combined arms.
-Armour from 9 to 14.
-251 Half-Track available from the Tier 1 building after BP 1 has been researched. Flamethrowers requires the Leichte Mechanized structure (Test)
Panther
Improved the weapon's accuracy at to allow the Panther to be more effective at engaging armour at maximum range, particularly when chasing vehicles and to be on par with other dedicated anti-tank vehicles.
-Accuracy from 0.06/0.045/0.03 to 0.06/0.045/0.04.
OKW
Volksgrenadiers
Slightly improved the veterancy 3 survivability boost to match most infantry at -23%.
-Veterancy 3 Receeived accuracy from 0.9 to 0.86.
Panther
Improved the weapon's accuracy at to allow the Panther to be more effective at engaging armour at maximum range, particularly when chasing vehicles and to be on par with other dedicated anti-tank vehicles.
-Accuracy from 0.06/0.045/0.035 to 0.06/0.05/0.04.
King Tiger
Veterancy has been shifted around to fit into an ongoing design where veterancy 1-3 provide regular stats while veterancy 4 and 5 provides utility and abilites.
-Veterancy 4 and 5 bonuses moved to level 3.
-Spearhead ability moved to veterancy 4.
-Long Shot ability added for veterancy 5. This ability allows the KT to fire a single shot at a vehicle at range 60 after a 4.75 ready-aim time.
10.5cm leFH
Adjusted the veterancy of the OKW leFH to match its Ostheer counterpart with two abilities added to veterancy 4 and 5.
-Veterancy adjusted to match leFH veterancy.
-Veterancy 4 provides Zeroing Barrage. This barrage increases in rate of fire and accuracy the longer the howitzer fires.
-Veterancy 5 provides Rapid Barrage. 3 standard howitzer shots, but the cooldown for the next barrage is reduced to 33 seconds.
Soviets
M3
Reverted the cost reduction. The fuel reduction now comes when the T3 structure is built allowing for a cheap scout/mobile healing unit into the mid-late game.
-Fuel cost decreases reverted back to 15. Now arrives when T3 is constructed.
Conscript Sergeant Upgrade
Slight reduction in the bonuses as they were very minor.
In theory what they did is increase the dmg buff, but not completely.
What they did is a fix a bug that made the T34 not shoot its mg.
False. The T-34 MGs, for both tanks, always worked and you could see the tracers. The only thing missing were the visual and sfx cues so you would have models drop despite there being no pew pews.
As for the 85, if you're going Guard/Penal, it is very potent. It is more than capable of dueling with all mediums, hitting infantry hard, surviving with its 800hp, and the mose meta of the doctrines as Mark Vehicle so you can kill other vehicles with one less shot in most cases.
It's pretty much the only emplacement that's not ridiculous simply because it can't nuke infantry or counter its counter aka Bofors Barrage. You can walk up nearly anything to it and kill it with its best counter probably being other ATGs. Furthermore, it can actually be flanked, unlike the 360 Bofors murder machine.
It deserves less population and maybe a slight fuel decrease.