...Penal Troops were discarded for 1.40.
greeting comrade, they have been removed because the general concensus was they were not used and were broken in many ways. I believe this is the official reasoning; wait for a balance exp or dev to back me upun-officially my thoughts:the gulag gang were never very competitive, more a liability with the lack of retreat. plus i think the changes to molotovs are actually more practical and effective now as an armoury upgrade than being on the penal squads.penals could be supressed and couldnt retreat. better players would always exploit this if you lost squads like that to abuse the game will be over very fast. thus they werent used.but you never know they may be salvaged and added somewhere else sometime. i know the whole team was very sad to see the commissar gone
Quote from: RedGuard on May 18, 2011, 09:07:46 AMgreeting comrade, they have been removed because the general concensus was they were not used and were broken in many ways. I believe this is the official reasoning; wait for a balance exp or dev to back me upun-officially my thoughts:the gulag gang were never very competitive, more a liability with the lack of retreat. plus i think the changes to molotovs are actually more practical and effective now as an armoury upgrade than being on the penal squads.penals could be supressed and couldnt retreat. better players would always exploit this if you lost squads like that to abuse the game will be over very fast. thus they werent used.but you never know they may be salvaged and added somewhere else sometime. i know the whole team was very sad to see the commissar goneWell, I can argue, that 1) I myself found the way to fix their main "bug", and have sent my suggestions on that issue to the dev. team,2) They historically consisted mainly of "convicted" military staff, usually of officer rank, so they cannot be addressed as some non-trained felony criminals (I can provide documentary sources on that issue, if needed).Thus, this infantry unit, highly resistant to suppression, could prove to be the best counter to axis hmgs, especially early on.
I actually agree they should stay. However the devs had previously decided if naval infantry were included, the penals would be ditched. The current Molotov upgrade is still functional and works fine for the removal of MGs. They still represent a valid teching choice for a vehicle rush.
Well, i don't think they will return, however I'm working trying to make possible to add the nkvd officer as part of vet 1.Vet1: Extra weapons + promotion of a commissar (don't know if the commissar should have a mosin or a toned down ppsh or a normal ppsh)Vet2: Capture Heavy weapons (I think i've nailed it but it's too soon to start the party, need to do more tests)Vet 3: UnsuppressableOf course, no matter if my results are positive, they need to be discussed before being integrated .
Quote from: blackbishop on June 01, 2011, 05:41:59 PMWell, i don't think they will return, however I'm working trying to make possible to add the nkvd officer as part of vet 1.Vet1: Extra weapons + promotion of a commissar (don't know if the commissar should have a mosin or a toned down ppsh or a normal ppsh)Vet2: Capture Heavy weapons (I think i've nailed it but it's too soon to start the party, need to do more tests)Vet 3: UnsuppressableOf course, no matter if my results are positive, they need to be discussed before being integrated .Well thats sad, but i dont think that vet system should give them all the advantages. I think that better solution would be their upgrage to NKVD Conscripts again. And i would suggest that the comissar should have the Tokarev TT pistol instead of a sub-machine gun or a rifle...but just my thoughts anyway...