I say, we dont nerf anything and wait for the next commander rewamp and Spec ops should be just remade into something different.
Because lets be honest here Radio Silence is just a strange ability, only good players can make a significant impact with it, while flares are just cheesy.
But even flares are usefull only if you are either in 1v1 or pre-made with someone. Since if you just need vision, you can just use standart recon or even smoke recon run.
But if you ask me, aside from this two abilities, spec opps is at best mediocre commander, for the majority of the players. |
Why do the ISU doctrines have so much strong stuff in them like Shocks, Guards, Mark Target, Il2. Just too much for one single doctrine.
Because this is soviet design. Half of their unit roster is locked behind commanders, and any commander can be pretty much viewed as an one time unlock for your army, rather then a "chose" or "bonus" for your army.
In ideal situation, both guards\shocks should have always been an tier upgrade simular to AEC and Bofors, one excluding the other.
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actually be a nerf because the molitov, even at 10 fu and 80mp is not worth while.
Molotov just had a flame crit back in the day, the same way all flame weapons did. Thats why it was so long to throw, because it potentually could have inta wipe few models.
Question is, why in a gods name its still isnt buffed, because flame crits gone like ages ago. Its also fun to see that we have EXCACT same ability for USF now, but with normal throwing time. |
That's the problem.
T70 perfomance nerf honestly is barely feelable, it only cant wipe squads that easy now, but bleed and force them away just as good. Cons perfomance for a 240mp unit is completly fine in early game, they are alright in terms of combat perfomance vs both volks and grenadiers.
When axis get their upgrades, cons indeed do feel lacklaster, but again in case you cant\dont want to support them with either guards\shocks by that time, faster MR giving you an option to get your cons 7th upgrade. Sure you would have a window of disadvantage, but its considerably smaller now.
Nobody ever payed for the upgrade at T3. It's expensive, there are other priorities like bringing in T4 and at T3 you don't even have enough muni to upgrade the squads anyway. Pay the fuel and MP jsut to ugprade one or two squads s incredibly inefficient at that timing.
Idk really, you wont have muni only if you spend it all on mines. Both axis factions, by the time of sov T3 are able to give LMGs\STGs to most of their units and even lay mines. How soviets wont have muni for 4 cons squads by that time.
But again its not the point. You've been given an option to get MR cheaper and faster then in live. By the time you will get T4 up and running, this 20 fuel and 100mp would mean little to nothing in a global picture anyway.
The vet bonus being global doesn't matter. By the time you now get MR, every Cons squad instantly gets ugpraded anyway, you don't have any unupgraded untis running around, and most are about to hit vet 3 already, so there is little benefit. What matters about 7m upgrade is the increased damage output, which allows cons to directly engage Axis infantry, and the 7th model which makes the squads less likely to get wiped when biggest sources of damage become explosive. The 20% XP bonus is useful only for replacing lost squads.
So you want to say that by 6-7 minute mark (because this is pretty much the timing of new MR) most of your cons are vet3? Again, MR now buffs not only upgraded cons, but also cons with Svts\PPSH and penals. Before this MR was free, but completly useless in case you pick something which gave cons any weapons.
I dont understand why you are complaining about it, considering you will be able to face upgraded axis inf with 7th grade faster then before. |
After considering that this would also bring doctrinal tanks to the field earlier, it sounds like a terrible idea.
They can just have CP requrement, as some of them should have had in a first place. |
Meanwhile other factions can keep their exceptionally good units like MG42, P4, Rifles or Tommies because it's "their identity".
And you want cons to perform as an exceptionally good unit? I mean alright, does grenadiers perfom like an exceptionally good unit, when they face rifles\tommies? Does volks perfom like an exceptionally good unit when they face rifles\tommies?
Let me clerify, that Ost relies on combination of grens + PGs or MG42 in terms of inf play, always. OKW in terms of inf play always relies on volks+obersts (jaegers\falls). Grens nor Volks aren't performing good vs WFA factions.
Only Tommies\Rifles relies on nothing in terms of inf play and can be played by themself with all the upgrades\weapons.
It sometimes feel, like some soviet mains want their cons to perfom like tommies\rifles at some point of the game, while completly ignoring the fact that soviets have their elite inf in almost every single commander, for that excact reason.
No matter what you pick, for a few exceptions, you would always have either guards or shocktroops to support your cons. And its just like with both Ost and OKW where you need to elite\semi-elite inf to support your mainline with.
Like for real, soviets are not the strongest faction, but at the same time if you dont like them and you want yolo mainline, play UKF\USF stop pushing this agenda of "if its an allied mainline it has to be godlike at somepoint".
Or if you want to state that every single soviet unit is useless shit, therefore cons have to be super good and durable, then say so.
And on a side note. Considering MR doesnt requare both molys and AT nades, you can now get it even faster then before, because most of the time you will be skipping molotovs anyway.
Moly cost - 85mp 10 fuel
AT nade - 125 mp 10 fuel
Reserves - 100 mp 20 fuel.
In live reserves cost you 310mp 40 fuel.
In patch, for comparison:
With AT nades, no moly - 15mp 10 fuel, considering savings from molly.
With Moly, no AT nades - 25mp saved 10 fuel, considering savings from AT.
Without AT\moly - 110mp saved and 0 fuel, considering savings from both moly and AT nades.
And also cons litteraly just lost 10% acc on vet3, while now they will get +20% exp just by unlocking MR, meaning that Svt\PPsH or cons with picked up weapons will vet up faster and you are no longer locked into upgrading all cons with 7men in order to get benefits from MR. |
I blame chinese players. |
I still do think that nerfs of ost\vsl wont change much in terms of meta.
Even if osts and vsl are overperforming, the ultimate reasoning behind why ppl playing only with them is not their perfomance.
Yes it provides more capping power, more pressere, but again I still think that the main prolem is how grenadiers are represented in the game right now vs UKF\USF.
Even in terms of scaling osts are not that much worse then grens, with the difference being that grens are stronger when first LMGs arrive, but they fall behind just like the osts vs vetter and upgunned allied inf. Sure, vet 3 lmg grens are better then vet 3 osts, but they are still outscaled pretty drastically.
Osts can do what grens fail to do.
Osts can deliver nasty damage on their own before they pushed away.
Osts can protect flanks effectively.
Osts are strong in a defensive possitions on their own.
Osts can capture weapons.
Osts wont bleed you that bad.
Osts have much better staying power in both defence and offence.
And, in terms of play, you as Ostheer still tied to an MG42, no matter you play with grens or osts.
Osts are just fitting the game, considering speed\phasing\odds faced.
Grens desing, on the other hand, just dont work. Idea behind grens always was to bleed enemy on approach and when he gets closer he wont have enouth firepower to deal with you, this is grens vs cons match up.
But you have tommies who are also long range inf, and they are better at such ranges, while grens are not made for any pushes so they cant push tommies.
Rifles are just very strong, allowing them to pretty much always free push grens when they are not supported by MG42 or its not 2 grens vs 1 rifle.
Even combination with 251, while being strong, it bleeds you like a pig.
Also some ppl give an argument that grens are cheaper, thefore you can outnumber your opponent. Its true, but at the same time, when outmatching is the only way you can win engagements, just means that you effectively need more to counter less. |
I highly advise reading recent patch notes.
I, ones again, highly advise you to read post past your points of trigger.
Both stock combat infantry units self heal with vet.
Yes, because let's compare vet self-healing bonus, to a mobile aoe healing avaible around the end of early game. Also KT is non-doc heavy.
You have stacks of cheap med crates that AoE heal.
Which are effective only if you mass retreat, other then that it's used only if there is nothing else awaible.
This one is for UKF and their problems.
Hell, you are so clueless you actually believe raid package is a buff, when in fact its an attempt to fix potentially faction breaking map control issue originating from them losing global cap bonus for sections.
It's not an attempt to fix map control, attempt to fix it would - removing debuff via T1 unlock or via med/pyro pack, since this debuff was introduced specifically for early game. Raid package is mish mash of buffs with an idea of "divirsity" and "fix" for 2 Bren+bolster, self-healing ape IS army. This upgrade in a first place was made to be something so appealing early so ppl would pick it over.
But you are so clueless, if you actually believe it was made to fix cap debuff. |
Same thing happened with OKW in the past and is happening now. Don't see the point. What is the reasoning behind the "medics are bad"?
Which one?
OKW with objectively worst tech system in the game?
OKW with objectively worst punishments for making choses?
OKW with objectively weakest mainline in terms of cost\efficency and scaling?
OKW with objectively worst healing availability in the game?
OKW with objectively worst pop-cap requirements in the game?
OKW with overloaded engi squad with the cost of semi-elite inf?
No shit, they are getting buffs, finnaly, thx god.
And speaking about medics. They are not bad, they are good, but other UKF choses are better, and mod team are trying their best to get UKF players to use it.
But they wont, because med supply, is already THE best healing in the game. And medics becoming better trying to match already best healing option, which should have had been nerfed like 100 times now, in order to make medics more appealable.
Even with Raidpackage same story, mod team is disparate to soft nerf to bolster and x2 weapons, so they created separete upgrade, which buffs your IS earlier in order to prevent them from going full ape with brens and bolster. |