Soviet Commander Revamp 2021
Posts: 4928
Put Shock Troops in Armored Assault Tactics, because their body armor fits the theme.
Posts: 13496 | Subs: 1
Terror tactics and Anti infatry tactics have 3 commander abilities that are the same and while the rest are superior for Terror tactics.
There are also some abilities that are very common like Shock troops being available to almost 1/3 of the commanders and ML-20 being available to 27% of the commanders
Posts: 5279
What about buffing partisan's to same lavel as wehr stormtroopers??????
i read it as changing them to FUNCTION like storm troopers, not necessarily at the level.
basicly they come armed with rifles then you pick an upgrade path for them. they could still perform exactly as they do now, but that exra flexibility and commander slot would be a great thing
Posts: 13496 | Subs: 1
Guard Rifle Combined Arms Tactics in particular comes with simply too many good abilities:
heavy tank
Elite infantry
Weapon upgrade
ML-20
powerful off map
Posts: 2184 | Subs: 2
Posts: 4928
Consider reading the 240 damage to the ML-20 as well. I recall it was nerfed because it killed OKW trucks too easily. If that's still a concern, then just reduce it's strength vs OKW trucks.
Posts: 999 | Subs: 1
The ML-20 should gain a replacement for it's long removed Precision Barrage. Give it a Zeroing Barrage that has the same scatter of a normal barrage, but becomes tighter with each shot until the last one lands directly on target with no scatter. In fact I would give this to all Soviet Artillery units that lost Precision Barrage, most of them have not recovered from that loss and they currently have the weakest Artillery.
this is also what i'd have in mind, maybe not for all soviet indirect pieces but at least for the ml20. the implementation wouldn't be too difficult and it would provide a similarly effective tool against static howitzers like counter barrage does for the lefh, while having some different flavor.
Posts: 13496 | Subs: 1
Advanced Warfare Tactics
General:
Decent commander over shadowed by commander that come with T-34/85 and better secondary abilities.
Suggestions:
Radio Intercept
A good ability also available to Armored assault tactics making overlap in two abilities.
Possible changes change the color of letters from the ability allowing player to identify the info easier and or create a separate log where the player can see this info. Possibly change it from passive to timed (at no cost) or provide info for a single enemy player at the time by clicking in his units or base.
T-34/85 Medium Tank
One of the most cost efficient medium tank in the game.
The unit could have a small increase in full by 5 and a slight decrease in MG DPS.
Ram should be removed and Secure mod replace by ability better suited for main battle tank. Possibly a flank speed or aggressive maneuver" an ability target size for a sort time.
It vet bonuses should be toned since at vet 3 it has a ROF of 3.94 it currently get slightly better vet bonuses than the much weaker T-34/76.
Conscript Assault Package Upgrade
A rather "confused" ability that includes a weapons upgrade and a the defensive ability hit the dirt. The upgrade should come in line with other upgrades and take up a weapon slot.
First one should remove hit the dirt from the ability since it does not mix well. Hit the dirt should change from toggle to timed making player have to use tactically.
The PPsh upgrade has some issues that need changes. The combination of bolt action and PPsh has little synergy and allow the unit to retain high close DPS even when losing models.
In addition the current change of mobilize reserves allow the PPSh conscripts to trade cost efficiently.
At this point imo the best solution would to replace the upgrade with CP 0 call in unit "assault conscript" unit coming with 6 ppsh and DPS adjusted to be similar to assault units. Unit could have a HE not snare and similar to other such unit.
Conscript Repair Kit
A good ability that has become too good with 7 men upgrade. 7 Conscripts repair about the same speed as CE with sweepers (and also available with KV-1). Reducing the number of repair men to 6 would be enough for this ability .
L-2 Sturmovik strafing run
The ability is simply UP compared to other AI strafe. The CP is too high. CP could go down to 6-8.
Another change that might help this kind of abilities is giving them high incremental actuary making these ability better when used against massed enemy formations.
The combination of PPsh and repair kits is available for 3 soviet commander and could be changed in one of them but probably it would be better to be removed from a KV-1 commander
Posts: 1563
Posts: 17914 | Subs: 8
what about a small nerf to KV1. set it's pop from 14 to 17.
That's anything but small.
That's also completely unneeded with removing rec damage modifier and replacing it by raw hp, making it repair longer.
Posts: 1563
That's anything but small.
That's also completely unneeded with removing rec damage modifier and replacing it by raw hp, making it repair longer.
That's not the problem. This still won't prevent soviet players from attaining a composition that counters essentially everything. with this if you get 2 of these will have to sacrifice that one support weapon/infantry that you need to do everything. You can essentially have 4 cons, 2 mg, 2 at gun, 2 KV1 and a katty.
Depending on commander you have access to IL2 loiters as well for offense.
Posts: 17914 | Subs: 8
That's not the problem. This still won't prevent soviet players from attaining a composition that counters essentially everything. with this if you get 2 of these will have to sacrifice that one support weapon/infantry that you need to do everything. You can essentially have 4 cons, 2 mg, 2 at gun, 2 KV1 and a katty.
Depending on commander you have access to IL2 loiters as well for offense.
And... where is the problem here? How is that much worse then 4 volks, 1 MG, 2 puppchens, 1 panther, stuka and sturmpio?
What in your composition is supposed to repair these KVs?
Do you play your late game with zero CEs or think 7th man is too OP to get it?
Do you just lose the KVs and build new ones?
Which of these critically important in late game things you sacrifice for soviets despite saying you don't sacrifice anything for that composiion?
Posts: 1563
And... where is the problem here? How is that much worse then 4 volks, 1 MG, 2 puppchens, 1 panthers, stuka and sturmpio?
What in your composition is supposed to repair these KVs?
First, what a puppchens(rekets)
Second, This composition wont deal with everything though. at least not efficiently.
Posts: 13496 | Subs: 1
16 would probably be enough.
Posts: 1563
although it superior and heavy tank
It's also in at dealing damage and mobility.
16 would probably be enough.
17 was a suggestion I'll let the balance team handle that.
Posts: 17914 | Subs: 8
First, what a puppchens(rekets)
Second, This composition wont deal with everything though. at least not efficiently.
Composition that has 2 damage sponge tanks and NO REPAIR UNITS will not deal with everything efficiently either, but you seem to be insistent here.
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