AT grenades, molotovs and their charge up ability which allows them to sprint for a short period of time. Granted that you have to unlock some of these abilities, but they're not extravagantly priced. They're also cheaper and have a 6 man squad which increases durability, so if you combine that with AT grenades, molotovs on top of doctrinal upgrades like AT rifles they're actually quite good.
If you watched EU ESL yesterday, you would see that Soviets were the most picked Allied faction(Because they're good, and the units they have are potent) and Conscripts who are supposedly UP or weak were used in each of those matches.
As Katitof would say, the problem isn't necessarily the faction, but rather between the chair and keyboard
If anyone is looking improve their Rus gameplay, watch any of the EU ESL cups. You have Conscripts, t-34's, KV2's and a lot of supposedly UP units making an appearance and winning.
Molotovs+At nades together cost 300 MP + 40 fuel. More than OKW T1 and 10 fuel lesser than OKW T2, just for to compare. And they don't worth it at all. Free flamegrenades are more effective, free panzerfasusts are more effective (look at stats, bigger damage, bigger penetration).
Ability to charge is cool, but it's not so cool, as axis-players thinks. You can stop that charge by only 1 MG burst, which will supress them immideatly and stop any charge. If Ura! Abilty could give them some supression immunity, then yes - it would be cool. Right now it's very questionable ability.
Combine with doctrinal upgrades? Lol, why my USSR upgrades suppoused to be doctrinal, while Axis upgrades are not doctrinal? Let's make panzerschrecks for Volks doctrinal too and put them into only 1 pretty useless doctrine and will see how loud Axis will start to cry.
And you always try to prove your words by ESL games. Bro, stop watching how people play and play yourself. You will find, that game is not such sweet, as they trying to show it on major competitves, like ESL.
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I'd leave it as it's now, since it can kill something so you need to take some time to place them. There should be a maximum to kill of like 2 models, since it can wipe all units when you pop them out of the building, which is just plain stupid.
I think, that flare mines should not deal damage at all. It might be unrealistic, but if that mine can kill even few models, what for then USSR needs doctrinal anti-infantry PMD mines? They suppoused to do same - deal small damage to enemy infantry, they are cheap also.
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trip flares are really good for 10 muni, problem is, almost no-one uses them.
That's what I talking about. When I thought about it I considered for myself: "allright, everything sounds like it is good ability. But nobody use it, so what's wrong?".
I think, problem is that efforts and time, which you spend on puting flaremines doesn't worth it. USSR is full of more easier to use sight ability - from light-rounds to recon planes. Keeping area under control with mines requiers from you too much micro and time and nobody wants to do that, even if it can be helpful.
So, it should be either automatic ability (for to make using of that not such troubling for players) or there should be another ability.
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Flare mines arnt too bad, the problem is that is all there is... There is nothing special about vetting up soviet units (fucking cap territory on a kv-2) both vanilla factions need an updat. When we now have recc acc biffs and Los or range buffs at vet 1 there is no longer a need for so many God damned flares...
Aren't too bad, but major part of players never use them or even don't know that they have such mines. That is bad sign.
And yea, almost all soviet vet abilitles are wierd and mostly useless. But I don't think that Ostheer need something to fix here. Medkits are... not 100% usefull, but they still can be usefull as field patch-up for injured full-squad soldiers for to keep them in battle instead of callin them back.
And blitzkrieg is perfect ability for tanks. Good for fast raids, for saving damaged tanks. I only think something should be done with med-kits. Maybe, they should work as UKF's medic ability (heal squad iteslf and all around it) and cost only 10 ammo per use.
Personally I think, that Flare Mine won't be usefull even if it will work as "Early warning" flares. There should be something else. If they want to give some weak mines for soviet soldiers as veterancy ability why not to give them small anti-infantry PMD-6 mines? Or give another kind of ability. Flare mines are really useless. I could compare them with "Elite crews" of USF in Armour Company. |
Flare mines are much better than Overwatch flares because flare mines kill units.
But they shouldn't kill units. They should give sight and only sight! For to deal damage USSR have another mines. |
10muni tripflare -> dead 440mp squad (fallschirms) feelsgoodman
Then it should be also fixed. |
That's not such a serious problem, but still, something should be done about it:
Flare mines - vet 1 ability of most part of soviet infantry. Soviet infantry is definitely not best in game, some of them are even really bad, like Cons. And in addition to that Relic gave them veterancy ability which I never (again, NEVER!) used myself or saw used by ANY player for my 3 year playing in CoH 2 experience. And I'm sure, that there is very rare chanses to see anyone who would use that ability and more rare - gain something from it.
Of course, some could say, that it is "free and cheap vision", but right now USSR is full of vision stuff. Recon planes, Mortar's star shell, sniper's light round... And all of those tools are way easier to use for sight, than putting flare mines. Using them just takes your and your units precious time. I guess, that is a reason, why 99.9% of people never use flare mines, and even more - forgeting about existance of such ability.
And of course, you could say, that Ostheer's ability is quiet useless too, since you can just build Med-bunker and heal them easier, than just every time spend 20 muni on med-kits. But, med-kits are actually usefull and I use them often to heal soldiers on frontline, when I just can't order them to retreat and get healing after hitting them by mortar shell, for expample. That's not always kill someone, but may damage all sodliers in squad tough, so you can just give them medkit and don't call them back for healing. Healing at frontline can be really important, as you can see. But, it should cost cheaper, 10 muni maybe, since UKF soldiers can use same healing for free at all.
My suggestion - not so long time ago Relic gave to OKW intresting doctrine, Overwatch doctrine. There we have "Early warning" ability, which automaticly puts flare mines at all captured points. I suggest to make vet 1 "flare mine" ability work same. If point will be captured by vet 1+ soviet squad they will automaticly put there flare mine.
I don't think, that it will be OP somehow, cos flare mines make no damage and giving only 8 sec sight. So, nothing really significant changes, but people will start to use flare mines after that. Ok, game will do it instead for them, but still, it's better than have totally forgoten ability in stock, like it is today.
P.S. Moderators or someone - change word "decision" in name to "solution, pls. Bad knowledge of english causes such mistakes, sorry.
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Just a quick note, vet 3 cons can fight vet 5 volks (just check out esl final) with correct micro and positioning
So, if on some "ESL game" Osttrupens will beat Riflemans or TommyRiflemans, Osstrupens will become better or maybe equial to them? I guess no, but I'm sure it's possible to beat Rifles with Osttrupens with same correct micro and positioning.
So, don't be ridiculous. Conscripts obviously can't be better or equial to folks Volks. No stock weapons, all grenades should be unlocked for additional MP and fuel, molotov is 10 time worse than flamenade, slower gaining veterancy, than for Volks with schrecks... You may continue it more. |
I really like the idea of adding the hummel but I think they should remove the recoup losses ability instead and change the flammhetzer to a regular hetzer rather than simply removing the flammhetzer.
Regular Hetzer will be 100% copy of Jagdpanzer, so what for you need it actually? Better then add there some other unit. Maybe place there Marder III as cheap version of Jagdpanzer - same power, but less HP and armor? Or, since it's feuersturm doctrine, add there Luchs 2 with flamer gun, there was such modification actually. Of course, for lesser CP. |
Conscripts are still better than Volks, all the while being relatively cheap and good utility. You have AT grenades to stop over extended vehicles and molotovs to clear buildings. On top of Conscripts, you have a lot of other viable infantry like Guards.
I'll take Conscripts over Volks any day.
Sure, Maxim is bad
Maxim spam has won NA ESL countless times now, so it's objectively wrong to say that the Maxim is a bad support weapon. The ZIS is also a potent AT gun which is the important part, since the ZIS is strong enough to stop most vehicles from blindly rushing towards it from a distance.
If you want to talk about UP AT guns, look no further than the 6 pounder or USF AT gun; the ZIS is very potent when compared to the AT guns I just listed. I'd personally choose a ZIS over a Pak if I had a choice between them.
Russian armour is good and the only reason why you don't find them good is because you aren't using them right. Russian armour isn't meant to trade in a slugging match(If you really want to though, the IS2 or ISU allows the possibility), but rather to support your main force, flanks and etc.
You also have numerical superiority which is important in 1v1's where map presence is important. I've never played a game against the Rus faction where I've had more tanks than them; every Rus player I've squared off against always had armour superiority.
The faction can survive without call ins, you just aren't playing them correctly. Try 1v1's and experience how powerful they are. You don't even need to play 1v1's, look at ESL tournament games where the Rus faction is the most picked and won the most games.
Volks>Cons? I gonna say here only "Ha-HA!", because... really? Volks have better flamenade (which is also not require side tech unlocking), instead of AT-nades they have Schrecks, which are 10 times better for to counter vechiles, they have better rate of fire and accuracy and of course - Vet 5. So, it's sounds really strange, that "conscripts are better than volks".
Maxim spam won some ESL? Ok, what should I get from it? That Maxim is main soviet infantry, not Conscripts? Then soviet game mechanic is totaly broken. Put Maxim in T0 then, instead of Conscripts, if they are suppoused to be main soviet power. Again - Maxim is awfull MG, I need MG not for rush or assault, MG suppoused to keep territory safe from incoming infantry. MG-42 works perfectly in that way, Maxim can't into defense at all. Add to that, that USSR have no MG bunkers - USSR hardly lose in Anti-Infantry defense. And that's dangerous with unstopable volksblobs.
More tanks means nothing. You can make a lot T-34-76 and they still will die from PaKs or StuGs (which are actually very cheap and spammable too). Is it really better have 3-4 T-34-76 with poor gun and armor, than Panther or even 2 Pz4, which are more armored and have better weapon? I guess, in CoH 2 "quantity over quality" works in other way - "quality over quantity".
6 pounder and 57mm cost lesser, don't forget.
And OKW can't survive without call-ins? Seriously? They have top infantry in stock, top tanks (specially KT). What more you need? Only MG-34 maybe. |