Soviets have their own issues of overperforming units (Guards, Molotovs thrown during supression)
lolol |
You could remove the T̶a̶n̶k̶ ̶H̶u̶n̶t̶e̶r̶ Light Vehicle Hunter commander and I wouldn't care. It was garbage before and now it's a stupid 1v1 gimmick commander. |
I can't remember the last time I had a vet 3 120mm, but I see vet 3 wehrmacht mortars in nearly every game
It's been nerfed enough. I have a hard time justifying nerfing this doctrinal unit (present on only one viable commander) when the wehrmacht have a mortar that literally has 3x the rate of fire, and OKW have the stuka, which deletes any garrisons and setup teams
I'm not really attached to precision strike, but if anyone has a better vet ability in mind that isn't on the level of loltripwires I'm all ears |
I'm not really seeing the problem. I made 2 120 mortars the last game I played on Lienne Forest. They were able to fire between the left city and middle VPs, and only did ~240% efficiency worth of damage against two guys blobbing panzerfusiliers and grenadiers
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Accuracy is the main issue, reduce it's HP but improve it's accuracy and scatter significantly.
And increase the price.
lol |
Sorry but the old KT was outrageous. It was guaranteed to arrive in team games, and pretty much ignored all forms of AT short of vet 3 ZiS guns/Su85s.
The new KT is still tough and a major threat on the field, it's just not godmode anymore |
Reduce the cost of T4 if you've already built T3. Same for T1/T2.
Being hardlocked into a tier like Soviets are is annoying and too restrictive |
The ethos of a good defensive oriented commander should not only be about producing a superior defensive position, but also adding something that would force the enemy to attack that defensive position, like artillery of some kind.
For Soviets. Repeal the god awful community commander and replace it with something...anything. Here is my take:
Reinforced Defenses: Lets infantry construct a reinforced sandbag wall with much more hp, with a built-in wall of razor wire on one side to prevent the enemy from using the cover. Takes longer to build than regular sandbags. Also let's CE's build tank traps.
Guards Rifle Infantry: No explanation needed
Heavy Anti-Tank Mines: Allows CE's to build anti-tank mines triggered by vehicles only, with a high probability of immobilize (Just copy/paste the riegel 43 mine from ostheer)
100mm field gun M1944 (BS-3): Allows for the call-in of a powerful 100mm field gun to the field, a major threat to even the heaviest of armor.
Katyusha BM-31-12 rocket launcher: An up-gunned variant of our beloved/hated BM-13-16 Katyusha, this truck carries 12 300mm rockets instead of the 16 132mm the baseline katy carries. |
And the Panther could take out T-34s from 3km away. KVs were easily defeated by Panzer IVs and StuGs from a km. Yet that´s not ingame.
85mms defeating KTs now? Maybe from the sides, definitely not from the front. Even Panthers with almost half the armor bounced 85mm without a problem. You are maybe referring to a Russian testing, where they would shoot some hundreds of shells on a plate until it succumbs.
In this game Russian armor gets off pretty well considering the disastrous losses they actually took. Losses so high that they would totally cripple the tank arm of any other nation.
IS-2s should be one shotting garbage krupp steel box tanks with 122mm HE rounds, spalling on the first shot and shattering into a hundred pieces
Luckily for axis players, relic secretly wishes germany won WW2 and propagates the panzer superiority myth |
If there's one thing the soviet union had over the germans, it was artillery
I don't think a buff to the already powerful OST mortar and a nerf to the soviet mortar is called for |