#71516
[[IP address redacted]] Conscripts
The conscripts were praised as amazing in the donors forum with their veterancy. Unfortunately I have a hard time seeing them being good at anything. Most of my time I have them back at some point reinforcing them or healing them, as they die of practically right away.
Now, I do realise that they are supposed to be bad, but it leaves the soviets at at such a disadvantage early on. The Wehrmacht have MG teams, snipers and the absolutely fantastic MP40 upgrade. A player with any kind of micro skill can easily beat the soviets with a MG and a mp40 volks squad.
I also realise that the molotov cocktail is supposed to be a counter to these problems, but at 50 munitions and 20 fuel (I think it's roughly that fuel cost at least) it's much better to tech for a sniper/AT gun or a PTRD/mortar squad which will get the job of clearing out those pesky MGs much faster than a costly charge and throwing a molotov.
I am also concerned with their veterancy progression. From what I gather they earn recrewing capabilities at vet 1, a full set of rifles at vet 2 and become un-suppressable at vet 3. I've so far managed to get a squad to vet 1 in a match, and that was at the very end destroying the enemy's base. Even if one puts a great deal of effort into vetting them the unit is still far weaker than easier options.
I'd like to suggest changing the vet 1 and vet 2 bonuses around. This will make it easier to give the squad veterancy, and it does make sense in terms of weapon experience. The squad starts off with minimal training and only a handful of guns. At vet 1 they've managed to acquire regular rifles (perhaps even looted kar98k's?), and at vet 2 they've earned enough combat experience to know how to operate a heavy weapon.
I'd also like to suggest removing the molotov's munitions cost, and instead giving it a manpower cost, on par with the Panzer Elite's incendiary grenades.
Now, I do realise that they are supposed to be bad, but it leaves the soviets at at such a disadvantage early on. The Wehrmacht have MG teams, snipers and the absolutely fantastic MP40 upgrade. A player with any kind of micro skill can easily beat the soviets with a MG and a mp40 volks squad.
I also realise that the molotov cocktail is supposed to be a counter to these problems, but at 50 munitions and 20 fuel (I think it's roughly that fuel cost at least) it's much better to tech for a sniper/AT gun or a PTRD/mortar squad which will get the job of clearing out those pesky MGs much faster than a costly charge and throwing a molotov.
I am also concerned with their veterancy progression. From what I gather they earn recrewing capabilities at vet 1, a full set of rifles at vet 2 and become un-suppressable at vet 3. I've so far managed to get a squad to vet 1 in a match, and that was at the very end destroying the enemy's base. Even if one puts a great deal of effort into vetting them the unit is still far weaker than easier options.
I'd like to suggest changing the vet 1 and vet 2 bonuses around. This will make it easier to give the squad veterancy, and it does make sense in terms of weapon experience. The squad starts off with minimal training and only a handful of guns. At vet 1 they've managed to acquire regular rifles (perhaps even looted kar98k's?), and at vet 2 they've earned enough combat experience to know how to operate a heavy weapon.
I'd also like to suggest removing the molotov's munitions cost, and instead giving it a manpower cost, on par with the Panzer Elite's incendiary grenades.


