Suggestions for a better soviet faction.
Posts: 118
Dshk: the commanders that have this machine gun are not that good, especially the defence one, its an ok unit but it must be more relevant, his role can be done with a cheaper maxim, it could be a good counter for kubel's and early armour, 2 cp is to late for a machine gun in the soviet faction, maybe a lower cp like 1 or even 0 with a price increase and maybe a slightly pen increase would make more relevant the commanders with this unit.
Panels: in my opinion a dps increase at mid range with some heavy AT mines or heavy AT grenades or magnetic AT charges unlocked at T4 could do the trik for this unit in early and late game. The demolition charges needs to be looked at, including the extremely long animation.
M3: slight adjustments to get it in line with other similar units.
B4: the shots scatter further than the scatter reticle by a lot, and the damage is inconsistent. scatter reduction is needed and maybe slight damage increase only against armour. His vet ability is a bit irrelevant it could be unloked at vet 0. Animation fix is needed.
Kv1: changes to all the stats to bring it in line with similar units, keeping it a threat to medium armour but weak against panthers and heavy tanks. Add dug in and maybe ambush camouflage as vet abilities. in this mode they could be good ad strong defensive units with the stat buffs of the dug in mode (like the german one) this could punish frontal mindless attacks with heavy armour having a lot of other counters. Remove cap territory. Inspired with real history: https://en.wikipedia.org/wiki/Zinoviy_Kolobanov
Kv2: heavy brummbar in normal mode with some AT capabilities, static ml20 with shorter range in indirect mode, adjust reload speed accordingly to the range increase and performance.
Su85: late game tank sniper, increase speed and rotation, increase pen and damage, adjust reload speed accordingly, adjust price and vet bonus.
Conscripts: maybe a single dp 28 non doctrinal upgrade. molotov animation fix.
Kv8: if it has the same flame damage as other units at least bring it in line with armour, health and range stats. price adjusted.
M42 45mm light AT gun: increase price, increase the AI capabilities somewhat near the t70 levels, adjust the reload time and AT performance depending of the final performance.
Mortars 87/120: bring them in line with their counterparts.
The following units are not so clear and have multiple solutions.
Isu 152: needs to be looked at, also piercing shot is not that great.
Is2: price increase, AT performance increase, scatter fix.
T34/85: non doctrinal (replace 76). Or pen increase with price adjustment. Replace vet ability with flanking speed or tank riders.
T34/76: "if not replaced" (stats in line with other "weak" medium tanks, price adjusted, vet ability replaced with flanking speed, good AI performance) "if replaced" (replace the t 34/85 ability with OT34/76 "flamethrower" or t34/57 "good AT really bad AI" single or in pairs t4 or call in not sure about it. Vet2/3 t34/76 call in are also a cheaper solution without changing the model)
For mother rusia: add some sound effect, at least multiple normal Oorah! or some audio from the campaign.
Hit the dirt: remove or reduce the cooldown, buf it or reduce the cp, commanders with this ability are weak, they need something to be relevant. (maybe expand it to other inf units, or give it acuracity bufs).
Single il2 Strafe: is not working at all. (Advanced Warfare Tactics)
Rapid conscripation: needs a redesign or replaced. the game teaches you to get vet units and not sacrifice them. (also commanders with this ability are weak)
This are suggestions and ideas i can be wrong about them, their are just my opinion nothing more nothing less.
Posts: 1605 | Subs: 1
Posts: 55
Posts: 270 | Subs: 1
Conscripts are mostly ok but Penals are mediocre
Posts: 665
-Make the T-34/85 part of the core roster. 34/76 moved to doctrinal and you get 2 at once for a lowish price at 10-11 CP.
-SU-85 gets buffed at vet 0 (along with a small cost increase).
-IS-2, increase penetration.
-Katyusha rockets fire faster or get a bigger AoE.
Soviet's early and mid game doesn't really need to be touched. But their lategame is just lacking IMO, so that's where they need a few buffs.
Posts: 1487
make 3 tiers not 4. And guards and shocks available in tech tree in early stage.
Now noone would paly soviet faction unless he have masohism going
Posts: 270 | Subs: 1
Maybe they could be swapped around with the Commissar squad that is unused in the game files, which functions similarly to the OKW sturm officer
Then Penals could be put into tier 3 or 4 with a DP-28 upgrade available to let them contest late game axis infantry.
Posts: 665
If Penals get buffed in a significant way they may have to be moved out of tier 1 into tier 3 or 4 as we can't have elite infantry come too early.
Maybe they could be swapped around with the Commissar squad that is unused in the game files, which functions similarly to the OKW sturm officer
Then Penals could be put into tier 3 or 4 with a DP-28 upgrade available to let them contest late game axis infantry.
The idea isn't to buff them too much, just change their role. Currently they are close-range favored rifle infantry with an explosive and Oooorah. Concripts do the exact same thing except they have molotovs and AT nades instead. Penals do perform better than conscripts but they not worth investing into right now. Making them about as strong as Pfusiliers would be OK for their timing, and they would still be a risk. T1 is not a building you want to sink fuel on often, especially vs OKW.
Posts: 270 | Subs: 1
I was thinking along the lines of making them a viable shocks/guards stand-in if you choose a commander that has no call-in infantry, Cons can handle the early game fairly well and then you can supplement them with Penals later when you need them, similar to Panzergrens or Obers coming in after the Grens and Volks.
Currently getting Penals is just a hindrance because you've got to use fuel/manpower on T1 then you'll want support weapons which is more fuel/manpower for T2 then there's T3. Although I guess it's possible to skip T2 and go for quadmounts and Su-76s.
I might just be thinking about it too much though because who knows when and how Penals will be changed
Posts: 245
Posts: 1891
Vet 1 Oorah and received acc buff, vet two significant damage buff and moving accuracy buff, and vet 3 even more received accuracy buff, ability cool down buff, and moving accuracy buff.
These guys should start out cost inefficient thugs that you build to troll with flames and satchels, but as they fight together they become true heroes of the Motherland.
Posts: 3103 | Subs: 1
Make conscripts 8 man squad, Molotov, base healing and AT NADE free with tier, in that order, Give sniper 10k health,... .. no.. 20k health and permanent camouflage. ezpz balanced.
Nah, Scout Sniper also needs 40K health and an Exitus rifle which can damage armoured vehicles with triple the current range.
Posts: 245
Nah, Scout Sniper also needs 40K health and an Exitus rifle which can damage armoured vehicles with triple the current range.
How could I forget about the infamous Exitus rifle that has over 9 thousand panzer kills.
Posts: 1664
Posts: 150
Posts: 665
The point of penals is that they are an early shock unit that come within ~2 minutes. They can be used as tankier flamer units than engineers to clear buildings. Maybe they could do with better vet bonuses at vet 2, but don't give them lmgs or whatever you're thinking.
Why not? It's not like they obey their unit flavor in the first place. Penal troops with SVT-40s? Not if the zampolit has anything to say about it.
The point is that the value of a 2 minute ''shock'' unit that barely performs above conscripts is very slight. Sure, they win vs Volks and Grens 1v1 unlike Conscripts. But by the time you can get their flamer, 1v1 fights between infantry already start to matter less than what that infantry brings to you for cost, and the conscripts's vastly better utility (baseline Ooorah + AT nades + non-shit throwable) makes them more desirable.
And going T1 as Soviets can be so risky and MP intensive (especially vs OKW) that the payoff better be worth it. As it stands, Penals aren't worth it the vast majority of the time. And I'm pretty sure a role change would help them become viable for, well, how about the first time in CoH2's history.
Posts: 1248
basicaly serious buffs to almost EVERITHING. COnscripts, ATG, mg, mortars, all tanks( exept IS2), unit surviveability, tech tree is necceseary for game to be balanced.
make 3 tiers not 4. And guards and shocks available in tech tree in early stage.
Now noone would paly soviet faction unless he have masohism going
Soviets are in a decent spot right now we dont need to buff it tech units. The crappy commanders and penals though need changes. Soviets already had its era of OP dont need them to have that again.
Posts: 118
Posts: 125
Posts: 118
You said you're not going to ask random buffs, yet went on asking random buffs. Disagree with most if not all of your points, and find your request for replacing the t34/76 offensive.
Suggestions and ideas. I can be totally wrong about them i just want to play all the units in their given roles, don't get offended that easily and post your suggestions if you have any.
Livestreams
49 | |||||
765 | |||||
32 | |||||
29 | |||||
27 | |||||
18 | |||||
8 | |||||
3 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.35057.860+15
- 3.1110614.644+11
- 4.624225.735+2
- 5.276108.719+27
- 6.306114.729+2
- 7.919405.694+3
- 8.262137.657+3
- 9.722440.621+4
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
5 posts in the last week
33 posts in the last month
Welcome our newest member, pawlicmarg44
Most online: 2043 users on 29 Oct 2023, 01:04 AM