I think that what needs to be done is a redesign of the soviet T1 building. I feel that, as things currently stand, penals need to be replaced with Strelky, or some other kind of regular army unit, and that these Strelky should become to baseline soviet infantry. (6- man squad with upgrades for 270-280 manpower). With this being done, conscripts can keep their role as a nonscaling "utility" infantry that should not be relied upon as the basis of your army. With this being done, next I believe the T1 building should also be home to several Strelky upgrades, such as a T2 paid unlock which will allow all Strelky squads to upgrade with weapons, such as 1 Dp to solidify their ranged firepower, and an upgrade for 2 PTRS rifles with AT nades ability for light anti armor support. Upgrades ike this will allow the Strelky squad to be formed into 2 distinct roles, and will allow them to be differentiated from conscripts, who serve as a utility and flanking force with oorah!
Once the Soviets get a solid baseline infantry, I believe it will be fair to slightly nerf the maxim into a cheaper, much less effective assault weapon; make it have the cost of an mg34, but with a higher damage potential at the expense of suppression. (Just an Idea) After this is done, a revision of the Soviet T3/4 will be in order.
I Agree most with an earlier post to make the T3/4 buildings one building for 60 fuel cost, with an additional 60 fuel to "unlock" T3 or T4. this will allow soviet players to select the Tier that they want, but not overly punish them for choosing a Tier that turns out to be ineffective in the current game.
Just a few thoughts, I look forward to hearing what you guys think.
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Post History of comm_ash
Thread: Soviets - A core faction discussion21 Aug 2014, 11:05 AM
In: COH2 Balance |
Thread: Ostruppen Defense10 Aug 2014, 22:46 PM
A 4v4 game, focus on the left to see how powerful an ostruppen defensive line can be. In: Replays |
Thread: OKW defensive doctrine is missing teller mines9 Aug 2014, 22:23 PM
I'm happy with the S-mines instead honestly. They are great for protecting flanks on your defensive line and can even have the schu-mine mixed in to discourage tanks from attempting to clear them. The best part is that volksgren squads build them! I honestly feel that the teller would be redundant with the schu mine. In: COH2 Gameplay |
Thread: Things I Stuggle with. (American Mid Game)8 Aug 2014, 23:08 PM
1.) Take this with a grain of salt as I have not used armor company all that much, but I would recommend going T1 -> T2 after your first AA HT, as the captain gives you access to the M1/57mm AT gun for the wait until CP7, it also gives you access to a 2 bazooka squad. Also, just an idea, but have you considered skipping the first AA HT and rolling out a fast M20 utility car? It is an extremely micro intensive unit, but it is an amazing hit-and-run platform vs. enemy infantry, especially OKW. The mines it comes with can 1-shot a Puma and the smoke dispensers are free. It even comes with a free bazooka. I find it all around a better early game investment as the US, but to each their own. 2.) Rifle company is a good doctrine, but vs. the air spam, I find that capping in different parts of the map (he will probably be blobbed) will help you hold out for your first M20/ AA HT. Remember, he is draining his resources on those drops so I find it useful to engage in combat, then move away after he spends resources on the boxes. Another tactic you can try is using the mechanized doctrine, the CP0 jeep will help immensely vs. the grens at range. Personally, I use the recon commander because it gives your rifles great sight-lines to spot enemy gren formations before you have to engage them if Ostheer uses this strat. This is slightly riskier, but if you have local superiority, charge your rifles into his grens and attempt to block him from reaching the boxes while whittling down his numbers. In all honesty, i think that the resupply ability needs to be tweaked to not healing in combat like the US ambulance. 3.) Use the M20 mine and bait the puma in, one-shot-stop. With the AA HT, you should make sure to have a rifle squad with dual bazookas up by the time the Puma is out. 4.) I find that T1 -> T2 is a great way to counter this teching problem. I only build the M20 from tier 1, so you can still get the captain out in a decent amount of time if you don't over commit into T1. Remember, rifles have upgrades to counter the tech weakness! bazookas are extremely effective against light armor and BARs counter most non-elite infantry. |
Thread: Conscript Support Tactics8 Aug 2014, 02:52 AM
A very nice game wherein I accidentally picked conscript support tactics. Shows strong conscript pushes with T34/76 support vs. Tiger Ace and KT late game. In: Replays |
Thread: Recon Support Company5 Aug 2014, 19:43 PM
I actually must disagree with the majority of you. As a 2v2 player, the I&R doctrine is great for supporting your allies and harassing the enemies. The rifle vision upgrade is useful when your game has bogged down into a German defensive line to provide sight for your allies' long range units (arty/ ISU/ etc.) The I&R pathfinders are noncombat units, use them with their weapons turned off to creep into enemy lines after a mass enemy retreat and nuke their battlegroup HQ/ other targets of interest. The artillery they have is the time on target barrage from the infantry company with the added bonus of a slightly lesse delay and a cost of 140 mu. They also have the ability to drop beacons, which not only help your airborne but also provide sight behind enemy lines. The M8 greyhound is an excellent scout unit that can snipe infantry from max range fairly easily. if you are engaged by an enemy blob, you can engage it with your main army, then flank behind and murder the blob with the canister shot. The canister shot is great at wiping squads after a mass retreat too, just drive up to their building, canister, pick up the meat chunks, and head back to base. The recon plane I have slightly less use for, especially since the major gets one as well, but the recon plane from the doctrine has the added bonus of being invulnerable too enemy AAA. Last but not least is the airborne callin. I have mixed feelings about it. At 900mp, it is by far a niche ability, but I have found it great at supporting advances and filling in the losses suffered by your rifles. In conjunction with your pathfinder beacons, you can use the airborne to hold the front while you reinforce. As an added bonus, they come with "free" weapon upgrades! |
Thread: Ask the Strategist!5 Aug 2014, 19:22 PM
Suppression is unaffected by accuracy. There is one more factor affecting suppression I believe. Certain units like obersoldatan (especially with bulletins)have a stat that allows them to take less suppresion per bullet. This is why you may see different units be suppressed in different amounts of time (conscripts vs. shocks). In: Strategy Desk |
Thread: Look for pro 2v2 partner, must decent :P4 Aug 2014, 19:42 PM
Im also looking for a 2v2 partner, I have a mic. In: COH2 Gameplay |
Thread: Toughts of a veteran on the airborne company28 Jul 2014, 19:41 PM
Fallschirms have 60 MP opportunity cost (440 MP call in, but 380 MP squad value). The I&R commander ability drops a 57mm AT gun, I would like to see the 57mm be changed to a light 37mm AT gun so it would be more useful as a hit and run weapon (ability to retreat). This would give it the added bonus of being both cheaper and less of a problem if you lose it behind enemy lines. In: COH2 Gameplay |
Thread: Toughts of a veteran on the airborne company28 Jul 2014, 05:09 AM
Jaeger: 340 - (43 * 4 * 2)= -4 WTF? If someone can find fallshimjaeger stats that would be nice, I am a bit too lazy to check in game right now. In: COH2 Gameplay |
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