Company of Heroes: Eastern Front

Author Topic: [1.4.0.0] Conscripts  (Read 22994 times)

Killar

  • Guest
Re: [1.4.0.0] Conscripts
« Reply #75 on: July 02, 2011, 03:08:14 PM »
What was the purpose to delete the conscipts vet?

Plp dont build Strelky because of the conscripts, but of the op Guards. The lack of strengh of the guards in the next patch and the weakness of the cons leaves the player no other choice than to build strelky (even tech to RBS).

Deleting vet for conscripts is needless and makes this unit even more weak. Currently even the full rifles and the unsupressable ability at vetIII gives me no reason to waste my MP for a new squad in late game.The soldiers health is so weak that you will loose the squad even if you retreat in time. Saying that even the full rifles dont do enough damage against vetII or vetIII gren squads.

Currently i build 3 Squads of conscipts in early and no more. I keep them alive till late game where i usually loose them by ninja capping (as a fighting unit they are useless). So vetII or even vetIII conscipts are common. To support my Strelkys i build guards or Sturmovie ingenery NOT conscipts.

With deleting vet (and balance that by maybe make them cheaper by buying other upgrades, which is senseless because nobody will buy them later on) i dont know why is should waste my mp on them in middle game. On the other hand, wheni keep them in base, the lack of the soldiers would make a difference at the front.

The acutal vet system is ok i think:

Vet1: nothin yet (recrewing is chancelled) -> early game
Vet2: full rifles -> middle game
Vet3: unsupressable (which sould be a timed ability) -> late game

With the actual system their health per man and armor type wont change by gaining vet. So they will remain in late as weak as in early game

PS: pls change the MP cost. 224 MP??? to keep the balance i would make them even more expensive but not more than 250MP

Offline GodlikeDennis

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 4454
    • View Profile
Re: [1.4.0.0] Conscripts
« Reply #76 on: July 02, 2011, 04:26:22 PM »
The conscript vet removal was not a balance change. We had nothing to do with it. It was a design decision by the devs.

What we are implementing is having conscript reinforcement cost reduced throughout the game. For each tech research you get (close range support, medium range support, light tankovy, heavy tankovy) it will reduce the conscript reinforcement by 2MP. So conscripts begin with a 16MP reinforce which will scale down to possibly 10-8 in lategame.
If you get into an argument with me, you're wrong.

Killar

  • Guest
Re: [1.4.0.0] Conscripts
« Reply #77 on: July 02, 2011, 04:41:46 PM »
The conscript vet removal was not a balance change. We had nothing to do with it. It was a design decision by the devs.
Wonder what made the Devs delete vetting for one unit other than balance. I know that consis are buggy but full rifles and unsuppressability always worked for me (Recrewing doesnt work when gaining it by vet, i know)

Is it possible to link lower reinforcment costs to vet?

vet1: lower reinforcment costs
vet2: full rifles
vet3: unsepressable (timed ability)
« Last Edit: July 02, 2011, 05:02:07 PM by Killar »

Offline Blackbishop

  • Administrator
  • Poster of the Soviet Union
  • *
  • Posts: 12053
  • Community Manager, Programmer and Kicker
    • View Profile
Re: [1.4.0.0] Conscripts
« Reply #78 on: July 02, 2011, 07:21:26 PM »
Yes, it's possible.

But as looks like conscript vet bonii won't return...
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline SuperSoca

  • Guard
  • ***
  • Posts: 125
    • View Profile
    • Orkut
Re: [1.4.0.0] Conscripts
« Reply #79 on: July 02, 2011, 09:46:32 PM »
Killar, its normal that some units turn obsolete as the game go on. You can see wher: Volks is useless in mid/end game, except to recrew.

Killar

  • Guest
Re: [1.4.0.0] Conscripts
« Reply #80 on: July 02, 2011, 09:55:50 PM »
Killar, its normal that some units turn obsolete as the game go on. You can see wher: Volks is useless in mid/end game, except to recrew.
No its not. Vet3 Volks are still powerful in lategame. And conscripts are not the same as Volks

Offline RedGuard

  • Mr. Spam
  • *
  • Posts: 1014
  • Welcome to Axis Front mod
    • View Profile
Re: [1.4.0.0] Conscripts
« Reply #81 on: July 02, 2011, 10:19:08 PM »
any wehr infantry is a potential powerhouse late game, med bunkers?  ;)
Soviet is OP

Offline Blackbishop

  • Administrator
  • Poster of the Soviet Union
  • *
  • Posts: 12053
  • Community Manager, Programmer and Kicker
    • View Profile
Re: [1.4.0.0] Conscripts
« Reply #82 on: July 02, 2011, 10:23:29 PM »
Killar, its normal that some units turn obsolete as the game go on. You can see wher: Volks is useless in mid/end game, except to recrew.
No its not. Vet3 Volks are still powerful in lategame. And conscripts are not the same as Volks
The problem is, Conscripts were designed in that way, to be obsolete after mid game.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline GodlikeDennis

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 4454
    • View Profile
Re: [1.4.0.0] Conscripts
« Reply #83 on: July 03, 2011, 04:50:44 AM »
I don't wanna badmouth the devs, even though I thoroughly disagree with that change. Maybe we should lock this thread.
If you get into an argument with me, you're wrong.