Summary
I can't really tell if this patch does the soviets more harm than good. T1 Changes are good over all (except penals maybe). T3 changes are not optimal. By nerfing the t70 I feel like there needs to be a compensation by making the SU76 more reliable and a good tank hunter for medium tanks (or better with vet). As a result, Soviets would be less dependent on rushing for the t70 and instead go for T1 with SU76 backup. This opens up more ways to play with them. I'd also suggest lowering the cost of base healing in at least manpower regards and/Or adding fuel or muni cost instead. Just food for thought.
We also have to see if that horrible early game around enemy osttruppen/Flame HT is gone now. A 4 Minute Flame HT for soviets is incredibly hard to deal with the core components (e.g. without baby at gun). I hope this patch will make T1 a viable strat again, bringing more variety to the games.
Thank you for your thoughts, please do the same for the other factions!
I have the same ideas about Soviets as you, mainly the AT options of Soviet T1 (an alternative to the M-42), their very manpower intensive teching and the lack of scaling on the SU-76 and Penals. The T-70 should remain the centerpiece of Soviet build orders, but toning it down gives the opportunity to address some of these things.
What do you think of Soviet lategame, is it fine or is it too strong? If it's the latter, what would you change about it?
EDIT:
After playing the mod I can confirm that osttruppen will still dominate the soviet early game, light vehicle timing + pgrens is too powerful. Since soviets have to go for M42 at guns every game in order to deal with that, I don't see any change in the meta, regardless of the ostheer changes. T1 is not feasable, because 222 arrives at the 4/5 min mark. The Penal vs Osttruppen combat, considering it's a 100 mp difference is really weak.
Do provide the replay(s) as well if you don't mind sharing them.
We want to keep Osttruppen builds viable, keeping it situationally strong like Assault Grenadiers, so any further nerfs shouldn't hit too hard.
How would you go about further delaying their timing? There have been different ideas floating around, so tell me which one of them you like best, if any:
- Keep them like in the preview, but add a slight manpower cost.
- Short recharge like live, but require T1 to unlock Faust. T2 doesn't give Faust anymore.
- Make Osttruppen buildable in HQ, so the Ostheer player has to choose between getting an MG42 or Osttruppen squad first. 25-30 seconds buildtime.
So what does the ram do now? just damage? Locked behind vet 1 seems like a bad choice in my opinion.
It still stuns. It will also still damage the engine if it penetrates, it's just the rare heavy engine damage (think recrewing an abandoned tank) and immobilize crits that got removed.
The reason for moving it to vet 1 is because ram becomes very hard to avoid for the opponent once there are multiple T34s on the field, especially if the opponent has a heavy tank. Right now, Soviet lategame with AT offmaps often revolves around just pumping out as many T34s as possible and waiting for the first mistake from the opponent to delete his tank, there's not much counterplay involved. At vet 1, the combo will still be as potent, but the opponent will have an easier time playing around it.
Another route would be to make ram have less impact but also have less drawbacks, so ram + offmap won't necessarily mean a dead tank for both sides. Ram would slow down the enemy tank's speed and acceleration (like ret mine) and do some damage, while it would overheat the T34's engine (like on failed ram) and disable its gun temporarily (8~ seconds). No stuns, damaged engines or immobilizations anymore.