THe Soviet faction is in desperate need of a redesign. They have several glaring issues:
1. Major dependence on doctrinal units and abilities
2. Underperforming nondoctrinal units
3. Inflexible tech system
Dependence on Commanders
The two biggest examples of this is the locking of three good tanks behind commanders, the ISU152, IS2, and the T34/85. Now if their core roster was good enough, then this would just be icing on the cake, but it is not. Look at the Axis factions. They Ostheer have the very potent Panther as a nondoctrinal unit while the closest competitor the Soviets have is the T34/85, which is locked behind a Panther. The OKW also have axis to the Panther, and the NONDOCTRINAL KINGTIGER, one of the deadliest tanks in the game.
Elite infantry is also another example. While the Axis have access to Panzer Grenadiers, and the mighty Obersoldaten as stock elite infantry, the USSR must CHOOSE a doctrine just to have the same thing. Shocks and Guards are locked away behind a specific commander. Combined with tanks that are commander-specific, you can see why the SOviets are tied to specific doctrines who have good tanks and/or elite infantry. This leads to my next point
Underperforming Nondoctrinal Units
Where to begin? Every faction has their own underperforming units so i will just point out the major ones.
Conscripts!!!! For the love of god, why doesn't this unit scale? Vet3 conscripts still die rather quickly. vet0 LMG Grens could probably take out a vet3 cons squad. Conscripts are the supposed to be the bread and butter of the Soviet faction (read their unit description), yet they perform worse than every other base fighting unit in the game (even Ostruppen?). This funnels players into choosing a specific commander even more due to a lack of infantry that scale. THere is a lot more to say, but i will keep this brief for now.
Other underperforming units include the infamous SU76, and the outdated SU85. Soviet units are also outclassed by their German counterparts as well, except snipers and some units here and there that are up for debate.
Inflexible Tech System
Realistically, most SOviet players go for max two buildings. Going for all of the tech buildings is just suicide because of the cost (plus who would want those underperforming units. I have never seen a strategy game that has a faction that is DESIGNED TO BE INFLEXIBLE! Strategy games are about choice and decision making. As a Soviet player, if you build the wrong building, or choose the wrong commander, YOU ARE AT A MAJOR DISADVANTAGE WITHOUT EVEN HAVING UNITS ON THE FIELD YET! The Soviet tech structure is the antithesis of a good strategy game. You realistically only have access to half of your army's units, and they are lackluster to every German unit in the game as well.
IMO, anyone who is truly objective and not faction-biased can see that this unit is out of control OP.
Alongside the JagdTiger shooting through buildings, the Walking Stuka is the most broken unit in the game.
It makes weapons teams absolutely obsolete. Even normal infantry are not safe if you move them. Normal arty can be retreated from with minimal wiping due to RNG. But Stuka will routinely wipe squads that retreat immediately after hearing the firing noise due to the set path of fire.
So... weapons teams are too slow to move out of the barrage and infantry that retreat will get wiped anyway by the linear creep barrage.
It not only kills men but blows up their crew weapons wholesale and does heavy damage to all Allied armor.
To boot, it's very nimble and has heartier HP than all similarly priced on-map arty counterparts.
When it's being defended by Volks blobs with Schreks and a JT that can shoot you through walls on approach, on top of its very fast speed, good luck even sending a suicide unit to kill it. It will only work if Axis player is AFK, and even then maybe not due to Jagd.
Guys guys, stop trolling, I can reasonably understand the problem and reasonably explain it.
Look, a single ATshot doesn't kill a Kubel, you need 3 ATnade to kill a kubel and... well let's not talk about zooks or I would be banned from that forum, there are minors around there.
So imagine the confusion when a single thing, or single shot, not simply single mine in fact... but a single single from USF faction kills something.
It's just too much for any OKW player. How is it possible. If you want to play something that rape everything around and is almost indestructible, you play OKW, not USF. And from that logic, the m20 mine power is simply an aberration in the design and gameplay of COH2.
Well if you used it at WFA release and would still use it now, you could tell the difference. Before it was whiping everything in its path. Now, almost all squads the barrage fully hits are left with 1-2 survivors. If it isn't in the patch notes, I am certain it was ninjachanged. So yes, I think it's in the right place now. Further nerfing would make it useless. I cannot imagine a fuel starved faction like OKW using an almost useless tool as the Panzerwerfer for instance. The fuel investment being so high for OKW (because income is poor) must be carefully placed. Making wuhrframen a worst investment that in the current state, would render this unit close to undesirable. But if you're an exclusive Allied player, you will say yes to this without an other thought. Of course.
Right. There was a time when we were thinkinh about nerf and then suddenly it got buff
I just dont understand why it has 320 HP.
It also punishes you for combined arms. Plenty of ZiSes, mortars, MGs can be killed with single barrage.
Have you seen Katy with 50+ kill? PzWerfer? I think not - maybe 4v4. Stuka can achieve 50 without any problems (at least in 2v2).
Here you guys.. from Relic's website
July 22, 2014
Rocket Artillery
Our intent is to better align the performance of rocket artillery between the factions while maintaining some of their unique characteristics. In a previous update, we significantly increased the performance of the Katyusha to bring it in line with its counter-parts. However, its damage versus buildings ended up being higher than intended. Our goal was to lower building damage while increasing performance versus vehicles and maintaining its current performance versus infantry. Although damage has been set back to 80, the AOE modifiers on these units have been modified to retain the same damage profile versus soft targets.
Katyusha
These changes will retain the Katyusha’s current lethality versus infantry, increase its performance versus vehicles, and lower its performance vs. buildings. The delay in pay-load delivery provides the Katyusha with the ability to deny an area for short periods of time, while its long range and precision fire ability allow it to annihilate high priority units on the battle field.
Damage from 160 to 80
Mid AOE damage from 45 to 28
Deflected shots now deal 20 damage
Ability recharge time from 70 to 110 seconds
Panzerwerfer
In contrast to the Katyusha, the Panzerwerfer trades range and area denial for damage concentration. This increased rocket saturation increases its barrage lethality, while its counter barrage ability punishes nearby artillery. Given the Panzerwerfer has a slightly higher tech cost, we have enabled it to fire its barrage more frequently.
Damage from 160 to 80
Mid AOE damage from 56 to 28
Deflected shots now deal 20 damage
Ability recharge time from 70 to 100 seconds
SdKfz 251 "Stuka zu Fuß" Half-track
The Stuka provides the user with greater fidelity, allowing them to better coordinate their barrage against the enemy. Given the Stuka uses the largest caliber rocket, its deflection damage was increased to 40 to better reflect its intended potency versus armored units.
Deflected shots now deal 40 damage
Nerfs to Ost and Sov arty and buff for Stuka. People were scratching their heads that this change...
shock troops single unit whose skin is almost correct (spot "amoeba" were more)
the remaining skin is very wrong, especially engineers and guards
Yeah the Engineer and Conscript squads looks weird. They don't look like the Russian soldiers i have seen in photos and books. But i kinda wish SHock Troops had a more bland look though
Bulletins now say - XP unlocked but only for other players, it used to also say it for yours before the 50MB patch - also before the 50MB patch there was about 5/6 more Multiplayer AA maps.
I think Relic said those AA maps aren't ready yet so that is why they had to pull them back