No thats because OST is going T1 for that build. I agree SOV T2 is weak but considering Shocks/Guards at 2 CP and penals at T1 it seems a little fair.
and that is where the balance team continuously stumbles at... they dont seem to realize that the faction is currently reliant almost soley on T1 and ignore the fact that sov T2 remains unchanged since the days of its most glorious sub 45% winrates....
the balance team has been blindsided by T1 and doesnt see the problem with T2...
>Split the cons vet3 RA between vet1 and vet3 (10/30 respectively) thus make them more viable early and scale easier
>Give the tripwire flare behind molotov
tbh tripwire can stay on vet... what a T2 build needs is a reliable method of dealing damage
>Nerf the penal RA improve their PTRS vs tanks so they are glass cannons early but potent at unit later
>Improve the maxim suppression to vickers levels but nerf its pack/set up times.
>Reduce ZiS to 300 MP.
I guess this is more appealing to every SOV player.
this isnt how i would do this... instead i propose
heres how i would do my soviet rework
> satchels moved to combat engineers
T1 > centered around high quality infantry play
> penals priced to 280mp and become 6 man with volksgrenadier mosins and a normal frag grenade ala guards... renamed to strelki and given an AI upgrade that gives 2x DP-28
this way they cant bullrush and rape ostheer or OKW but remain relevant in the lategame as either an AI or AT squad
> sniper... stays the same
> new unit: tank hunters 4 man squad with sprint PTRS AT satchels and AT nades... absolutely no AI capability
T2 > centered around heavy firepower
> PM-1910 maxim HMG... starts out as an HMG with more defensive stats... MG34 suppression setup and arc... deathloop fixed by using a ghost crew (i believe someone was able to do this) maxim reduced to 4 man...
60 muni upgrade to SG-43 (DSHK model)/assault MG mode... increases damage significantly and reduces setup time by a large margin... but removes suppression
> PM-42.. a general change to mortars significantly increasing the AOE of all mortars but lowering the OHK/high damage radius... thus evening out damage in a similar way to heavy tank shells
> Zis-3 pretty much stays the same...