well,normal infant compare the comander infant,maybe the sovia infant is so powerfull even dont mention the axis normail infant
but i think it is a good idea,so the sovia can win 10:0 in the final match.
![](https://c.tenor.com/12vmKWVVJrwAAAAC/death-stare-black-snake-moan.gif)
Posts: 197
well,normal infant compare the comander infant,maybe the sovia infant is so powerfull even dont mention the axis normail infant
but i think it is a good idea,so the sovia can win 10:0 in the final match.
Posts: 658
After 700hours of pure okw play, I agree with you.
Mech truck opening is long dead on most 2v2-3v3 engagements and MAYBE works against low level blobbers (go mech save fuel go Stuka zu Faus and endanger your whole teching on a two snare rocket vehicle).
I would like to see some real opportunities for okw.
Posts: 602
If I was to redesign OKW, I would move Stuka into Schwerer Panzer HQ, then give it a fuel decrease like 10 fuel or give it back some cooldown reduction on its Vet.
Then I would add SdKfz 250 Infantry Halftrack
and Mortar Halftrack into the Mechanized HQ. This would allow Mechanized to be on par with Battlegroup HQ (Healing Building) since you would have a way to gain reinforcement on the field and an alternative to the leIG.
Then Luchs/Puma would be available as upgrade in the Main HQ once either Battlegroup or Mechanized HQ is fully upgraded serving as a in between before Schwerer Panzer HQ.
Posts: 658
The M20 would only be reliable from the rear and bazooka on LT would be mandatory.
If it comes to late it would be a pain to get the 250 to VET1 so that it could reinforce.
Posts: 197
To get back on topic though with Penals, I have always been against Penals being a main part of the Soviet unit as it doesn't make much sense thematically. I would swap Penals and Guards, even if they are functionally the same with same stats and what not just for the thematic point of view it would make make way more sense for Penals to be doctrinal. One of the biggest immersion breakers in COH2 for sure is having an army entirely of "criminals" instead of honorable soldiers.
Imagine if Relic took Grenadiers and swapped them out with Ostruppen. It would be equally as stupid having doctrinal Grenadiers.
One thing that Soviets do need for its Infantry is to smooth out the veterancy. Like they are complete shit and then once Vet 3 hits they get all the godly buffs for example conscripts gain roughly 30% -received accuracy at vet 3. Instead of such a large improvement it should be split across each vet level. So in this example 10% for each veterancy level to smooth it out. They would end up being the same vet 3 as they were before but you wouldn't see such dramatic shifts in performance due to losing a squad making wipes less punishing. Wipes on Soviet units especially Penals are extremely brutal due to lack of upgrades to carry them.
Like for Grenadiers or Obersoldaten for example, you wipe a squad which sucks but its not as big a deal due to most of the power of these units coming from Mg-34/Mg-42. They can still kick ass without Vet.
Soviet units without Vet suck complete balls due to all of their power being in Vet 3.
With the Veterancy smoothed out Penals would be in a much better spot.
Posts: 682
Posts: 602
I disagree with the notion of Penals not being "honorable", from what I have gathered there were two types of "Penal" units; well-armed and professional NCOs that are given a second chance to serve and earn their freedom through blood, and "tramplers"-poorly armed and trained infantry meant to clear minefields and other suicidal duties.
Penals in COH2 seem to be the former since they are better armed and professional soldiers, willing to lay down their lives so that their debts to the USSR are paid back in blood.That seems honorable to me.
Regarding veterancy, the most important veterancy bonuses for Grens/Obers arrive at Vet2 instead of them being spread out you get a flat 40% accuracy bonus that completely turn most engagements on their head.This is partially why SOV struggles midgame due to no weapon upgrades available at that time (except DP28 for guards).
Either the effect of To The Last Man should be strengthened by 2% for each bonus, or Penals should receive better moving accuracy with vet, seeing as how they aren't winning long range vs axis inf
Posts: 2184 | Subs: 2
I disagree with the notion of Penals not being "honorable", from what I have gathered there were two types of "Penal" units; well-armed and professional NCOs that are given a second chance to serve and earn their freedom through blood, and "tramplers"-poorly armed and trained infantry meant to clear minefields and other suicidal duties.
Penals in COH2 seem to be the former since they are better armed and professional soldiers, willing to lay down their lives so that their debts to the USSR are paid back in blood.That seems honorable to me.
Regarding veterancy, the most important veterancy bonuses for Grens/Obers arrive at Vet2 instead of them being spread out you get a flat 40% accuracy bonus that completely turn most engagements on their head.This is partially why SOV struggles midgame due to no weapon upgrades available at that time (except DP28 for guards).
Either the effect of To The Last Man should be strengthened by 2% for each bonus, or Penals should receive better moving accuracy with vet, seeing as how they aren't winning long range vs axis inf
Posts: 1197
I disagree with the notion of Penals not being "honorable", from what I have gathered there were two types of "Penal" units; well-armed and professional NCOs that are given a second chance to serve and earn their freedom through blood, and "tramplers"-poorly armed and trained infantry meant to clear minefields and other suicidal duties.
Penals in COH2 seem to be the former since they are better armed and professional soldiers, willing to lay down their lives so that their debts to the USSR are paid back in blood.That seems honorable to me.
Regarding veterancy, the most important veterancy bonuses for Grens/Obers arrive at Vet2 instead of them being spread out you get a flat 40% accuracy bonus that completely turn most engagements on their head.This is partially why SOV struggles midgame due to no weapon upgrades available at that time (except DP28 for guards).
Either the effect of To The Last Man should be strengthened by 2% for each bonus, or Penals should receive better moving accuracy with vet, seeing as how they aren't winning long range vs axis inf
Posts: 1194 | Subs: 1
Posts: 197
Penals are fine in 1v1s. They just suck in larger game modes, to the point of becoming an active detriment.
My issue with them (that will likely never get fixed), is how they act like riflemen, but without the snare or anti-infantry upgrades. They are so expensive that you do not want to engage outside of green cover or be bled past the 5 minute mark, and don't really fill any important niche in the soviet lineup. They don't even get sandbags. Why should you ever build penals when you can go for conscripts and supplement with guards for PTRS anyways?
Awesome voicelines though.
Posts: 13496 | Subs: 1
OKW players literally have Breakthrough/Grand offensive on standby in case someone uses SOV T1, and they also have JLI commanders/Firestorm in case someone plays UKF.I swear playing OKW is literally like being given everything on a silver platter, having commanders/units that completely counter any unit/strat that would otherwise be troublesome or require some skill to beat.
Fusiliers are easy mode vs SOV T1, 6man upgrade with 90% accuracy on the move(something that penals should have considering they don't win long-range fights), beat penals up close whilst having half the number of semiauto rifles etc.
Penals with AI weapon upgrades are actually very strong, coincedentally they were never given any by default(almost sounds like a biased balancing team), double Vickers K from the UKF M3 actually push them into elite infantry territory and that strategy was REMOVED by the balancing team with no explanation.
Almost sounds to me like the balance team had a certain person that mained 4v4 OKW with Grand Offensive.
Posts: 3041 | Subs: 3
Penals with AI weapon upgrades are actually very strong, coincedentally they were never given any by default(almost sounds like a biased balancing team), double Vickers K from the UKF M3 actually push them into elite infantry territory and that strategy was REMOVED by the balancing team with no explanation.
Posts: 602
PF do not have 90% accuracy on the move:
G43 on the move:
0.5064/0.3864/0.3408
K98 on the move:
0.4025/0.374/0.345
Posts: 602
While it was kinda funny when (arranged) teams pulled it off, it got removed because it was broken.
The combat veterancy with then double 1.3 accuracy multipliers (now 1.3 and 1.2 at vet 2 and 3 respectively) is clearly not designed with weapon slots in mind.
Almost +70% dps at vet 3 and double LMG turned them into absolute terminator squads that won every fight with ease to a point where it was hopeless for axis inf. Some people even took that a step further and spammed "For Mother Russia" with then +50% accuracy
It was as bad as when Conscripts had 2 slots or when the +300% accuracy cover bonus from Osttruppen applied to their slot weapons with 0 penalty
Posts: 13496 | Subs: 1
Im assuming he is talking about their 80% movement modifier which makes them excellent for chase down wipes.
Posts: 602
Fact remains they do not have 90% accuracy on the move (and 80% is not 90%). The modifier on its own does not say much and one should be looking at total DPS.
Allies also have infatry that are "excellent for chase down wipes" while VG and grenadiers are not.
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