Poll: Do Soviets need a major faction redesign?
Posts: 1042
However, to my knowledge there's been no proper poll done to see how the community at large feels on the issue.
So here it is.
If you agree that the faction needs a redesign, please place your suggestions for it in this thread.
If not, suggest what else could be done, or your reasoning behind not changing them.
I'll say now that I feel that they need a major redesign.
A faction that has most of its effective units locked in doctrines, as well as having less choice of non-doctrinal units that are also inferior to its opponents is, put simply, a terribly designed faction. That the Soviets have been able to achieve some parity in win ratios in only because of some of the exceptionally abusive or cheesy strategies that they can bring out. If these strategies did not exist, then you would see Soviet's winrate drop through the floor. It's a poorly designed faction facing off against consistently superior enemies and it is a faction that must rely on roughly 3 questionable or OP units (maxims, Snipers and the ISU) to win without a massive disparity in skill amongst opponents.
My suggestions?
Allow Soviets to use all their buildings. Rework most of their doctrines to allow them to have proper infantry. Give them good AT weapons. Give them non-doctrinal infantry able to stand up to their non-doctrinal counter parts. Make Soviets more realistic for 1944, which means giving them non-doctrinal T-34-85s and effective Conscripts (or more accurately, Strelkovy) who can upgrade to have weapons such as DP-28s and effective Anti-tank rifles. I don't intend to make the Soviets OP and I would expect heavy nerfs to cheesy units such as Sniper and ISU, because at the end of the day, a more tactical game, which involves combined arms use of effective units, is more fun than sniper spam to ISU combos.
I'm eager to see your alternative suggestions.
Posts: 513
Infantry also needs a MASSIVE re-work.. conscripts by mid game start to become useless completely. The second Obersoldatan/Grens with MG34's come out they may aswell just be deleted since they will just be free vet for them.
Penals are wierd, again they become useless at mid/late game and I don't really know what their purpose was to begin with.
Posts: 1963 | Subs: 1
Soviets need to access their whole army to actually fight better. Having half the army is not the way to fight. Guards need to receive less accuracy and DP get buffed but only get one per squad. I suggest that DP have better dps at long range than grenadier but lower at short range.. Buff their IS-2 accuracy as well. Currently it's junk and can actually bounce off a panther O_o.
Can we give the conscripts some SVTs now? 2 per squad will do.
Posts: 12
If i were handed the job - i would start with the tiering. 4 buildings, ideally only 2, eh?
Tier 1: M42 AT gun, DSHK MG, Sniper
Tier 2: Zis AT gun, Maxim, Mortar
(M3 moved to HQ with fuel increase & Penals moved to commanders).
Only quick sketchy examples, but immediately, you're getting diversity without reliance on commander. Do the same for tier 3 and 4.
Having to rely on a commander to acquire a rounded army, is counter productive in a DLC environment. There are plenty of example commanders that dont get used because they dont fill out the faction. Make the Soviet faction rounded out, and commanders to add flavour.
Posts: 4928
Posts: 366
I would however like to see some armor buff to t34, allowing it to deflect atleast 50% panzershreck and puma shots.
ppshs could me made a feul based global upgrade (70 feul seems ok)
Posts: 1042
Posts: 542 | Subs: 1
Alternativly better buffs at vet 2 and 3.
Posts: 467
It needs a total overhaul.
If i were handed the job - i would start with the tiering. 4 buildings, ideally only 2, eh?
Tier 1: M42 AT gun, DSHK MG, Sniper
Tier 2: Zis AT gun, Maxim, Mortar
(M3 moved to HQ with fuel increase & Penals moved to commanders).
Only quick sketchy examples, but immediately, you're getting diversity without reliance on commander. Do the same for tier 3 and 4.
Having to rely on a commander to acquire a rounded army, is counter productive in a DLC environment. There are plenty of example commanders that dont get used because they dont fill out the faction. Make the Soviet faction rounded out, and commanders to add flavour.
only support units? that will only makes thing worse.
Posts: 121
Posts: 1042
I really liked the soviet's design on the Eastern Front mod, very versatile, with a lot of options, lots of weak squads early on and strong units late game.
Indeed, and they were just so much more Soviet!
Posts: 786
Like, at vet1 should always win vs P4, at vet3 should trade blows with a Panther.
This is valid for all tanks all factions anyway, preserve your midweight tanks and get vet on them and they will be able to stand up to heavies.
Posts: 74
Posts: 17914 | Subs: 8
Couple that with "its axis therefore it needs to be superior even if it was vastly inferior due to reasons" complex and you've got a faction that is doomed to not being able to fight directly at all and always be forced to use gimmicky strats and units.
Posts: 1617
Posts: 158
Because if you play soviets properly they are pretty much the strongest faction
right now.
The only thing that i dont like much is that t3/t4 is quite obsolete with call in commanders
Posts: 2807 | Subs: 6
Posts: 32
Indeed, and they were just so much more Soviet!
We need more red banners!!!!
Posts: 117
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