#64830
[[IP address redacted]] The recent conscript fix
While I appreciate the sensible conscript change that prevented weaponless russian units from rushing forward when attacking, at least conceptually,
I've found that it has once again altered the balance that had finally matured in the matches me and my friend have been playing, with the only real difficulties being
*badass tank-hunters(3 of these base-line anti-tank, units-vetted can still own a king tiger through front armor by the way, which I find somewhat disturbing-but right now I'm just referring to their infantry effectiveness which was slightly reduced),
T-90 armor(thankfully reduced to a reasonable level)
and su-85's/100's which seem to have too much splash damage...either that or are just too fast(i'd be happy if they were slower to accelerate, making it less of a given that they wil escape from harm,as well as from units attempting to flank)
surprisingly though, even given the changes to snipers and t-90's and tank hunters, that conscript change has outweighed them all.
Pre-patch I was capable of applying pressure, being the agressor early..
post patch, 2 volks vs 2 224 cost conscript squads, may be a win, but a painful one, especially if I am the one forced to engage. These guys just chew units up when they are set, and with the help of ingenery, which add a nice ammount of damage to their attacks, Pe like staggered tactics are very effective at holding points, and bleeding off mp.
The problem with not engaging, with not pushing, is that it is a given now that my friend can almost immediately build an outpost on a medium fuel early with little consequence, and a depletion to his force that doesn't matter siginificantly to his ability to apply pressure to me.
The world is his oyster. Early snipers wreak havvoc and as far as I can tell, if he gets an early t-90 out when I have no standing counter to it, it is game over. the impact is far more severe than an early m-8. one shrek squad is just an appetizer...volks die so fast thatt hey won't be standing to add any fausts to the equation. a sigle storm squad won't fare well either. (these are all units that can effectively ward off or at least stagger an m8.)
So, while both snipers and t-90's were brutal in the previous build, at least then I was able to be up in my enemy's shit...which really took a bite out of the speed at which these units arrived, and their effectiveness when they did.
I'm fine with this more balanced early game between factions, but if it's going to stay that way, it feels like these other units need to be recosted slightly to account for that stronger early map presence. And rather than in the upgrade, I think that it shold be in the per unit cost. once these t-090's start lolling off the line, I can sometimes expect to face 3..if I didn't have enough at when that first one hit, the I certainly won't by the time they're all out.



