NKVD RIFLE DISRUPTION TACTICS
Rapid Conscription – Removed
Rapid Conscription replace conscript with a Shtrafbat units from campaign. Shtrafbat unit has a target size 1 weapon a bit lower than conscript, has a version of merge that heals 6 HP to target but the unit can not reinforce. So the units serve are replacement to troops lost. In addition one does not end up with unwanted conscript squads
Recon Flight - Removed
Fear Propoganda – Removed
KV-8
-Added to the doctrine
-Now receives 20% less damage, similar to the KV-1
I see little reason for the KV-8 to be in this doctrine thematically. Rapid conscription is fine for this doctrine which feel that it should be more infantry based.
Suggestions for KV-8:
Make the unit available 2 ways, one as call in for a price, two as build-able from T4 for a lower price. That change will allow better timing across all mods.
Remove it from Soviet Industry Tactics Shock Rifle Front-line Tactics so that it can not act as stop gap until one can call Super heavies.
Reduce rear armor (as with KV-1, Churchill). Value are simply too high compared to other vehicles.
Fix the veterancy bonuses to fit the role of vehicle since ti currently get many mobility bonuses (same goes to KV-1) and replace them with thing like Armour/HP.
Make the damage reduction a vet 1 activated ability with a duration since "secure mod" does not suit the unit.
Move the DOT flames damage to an ability and adjust DPS accordingly.
Commissar Squad (New Unit)
This new unit represents a formidable combat and utility squad in keeping with the doctrine's theme.
-5 Man Squad: Commissar Officer armed with a pistol. Commissar escorted by four Guards Riflemen wielding SVTs. This unit has three abilities.
-Costs 2 CPs and 260 Manpower
-Ability one - Stand Your Ground: Grants a targeted squad -30% received accuracy and -10% received damage. The squad cannot move unless told to retreat during its 20 second duration; shares a cooldown with Fight to the Death. Costs 20 munitions
-Ability Two- Fight to the Death: Grants targeted squad +20% weapon accuracy and 0.5 cooldown. Increases incoming weapon accuracy by 20%; shares a cooldown with Stand Your Ground. Costs 20 munitions.
-Ability Three - Interrogate: Grants the locations of all enemy forces on the mini-map when a model is interrogated. This ability is free.
Mod 1.2 changes
-New Ability: Propaganda Barrage: Calls in a small barrage of 4 shells that is similar to Fear Propoganda. 45 munitions
-'Stand Your Ground' and 'Fight to the Death' cooldown from 60 to 30.
Imo the units seem to be situational and macro intensive and could use a redesign.
Suggestions:
Unit comes with an aura that provides a small bonus to infantry like:
longer range/lower throw time for molotovs/satchels
The same aura gives more bonuses to conscripts when they activate "ourah" like 0.80 target size and x1.1 Accuracy.
This change allow the player to choose how much munition he wants to invest in improving his infantry.
Propaganda Barrage make the similar commander ability look pale in comparison and can be replaced by the ability the okw officer has that targets a single unit.
Scorched Earth Policy (New Ability)
Allows Engineers to place a trap on points; when triggered an incendiary mortar shell will be launched that damages nearby infantry and will stop the point’s ability to generate resources for 60 seconds
-Costs 35 Munitions
-Available from 3 CPs
-Detected by minesweepers
-Capturing the point remove the trap if it does not detonate, similar to booby traps and early warning flares
Price seems a bit too low compared to a mine. Maybe up to 45-60
URBAN DEFENSE TACTICS
Armored Vehicle detection – Removed
Armored Vehicle Detection
Redesign ability with 2 parts. First part infantry can detect vehicles to range 70 when static for the duration, second part infantry hitting vehicles provides vision on vehicle similar to UKF hammer tactics for 3 secs.
Shock Troops
In keeping with the Urban theme of this doctrine, Shock Troops have been added. Furthermore, Shock Troops have received moderate buffs to their mid-range capabilities. Their close-range potency remains unchanged up to 10 meters.
-PPsH-41 mid range accuracy from 0.276 to 0.35
-PPsH-41 aim-time multiplier from 1.25 to 0.85
-PPsH-41 cooldown duration multiplier from 1.25 to 0.85
-PPsH-41 mid burst duration multiplier from 0.325 to 0.65
-Mid-range from 16 to 17
Shock troops is one of the most common ability and another commander with shock is simply not needed. In addition turning PPsh-41 into Thompson is a very very bad decision for a number of reason.
One, if smgs need to be stronger at mid range that change should apply to all SMG and not just one. Weapon profiles and relative positioning was one of the best changes in the game and one should try to find solution keep in them in mind.
Two, if Shock need more DPS that should come later and not at CP 2 either with veterancy or a weapon upgrade.
Three, the main problem of shock toops is bleed and not damage.
Suggestions:
Reinforcement price from 31 to 30
New vet 1 ability "bulletproof" *0.75 target size *0.90 accuracy for 25 munition.
Maybe replace some of the vet 3 accuracy bonus with reload and/or cool-down so the unit is not that lethal with picked up weapons.
Make armour bonus a squad ability instead of an entity ability so that merging to shocks becomes more efficient and support weapons crew by shocks less durable.
45mm Anti-Tank Gun
This unit was under performing. The following changes attend to make it a more attractive choice with added utility later into the game.
-Penetration from 100/80/60 to 160/80/60
-Now has Ambush Camouflage ability by default; first-strike bonus of +20% accuracy, +20% reload and -25% reload
-Tracking veteran ability replaced; Vehicle units hit by a veteran 45mm ATG will be temporary visible, even in the FOW
A clear case of overbuffing a unit. The unit is dirty cheap and it should not buffed just to compete with Zis. First strike bonus are over the top especially since the ones available to RW/JP4 are locked behind vet (do they first strike bonuses stuck if m42 is crewed a commander with atg camo?). The unit should be simply redesigned to be a counter light vehicles. The vet 1 ability is simply OP since it negates smoke
Suggestions:
Redesign unit as light vehicle counter. Increase accuracy keep penetration and damage low. Reduce reaction times/time to fire, increase angle. Replace vet 1 "tracking" ability with "rapid movement" similar to 6 pounder. Replace vet 2 reload buff with faster tear down setup and replace vet penetration with the reload speed. If unit become very effective increase cost to 240.
Forward Headquarters
As an alternative to designating a command building, this ability now also allows the player to build a Field Base; this structure reinforces and heals nearby infantry.
-Costs 200 manpower and 25 fuel
Price and timing for field base is simply too low especially when Ostheer need 300/120 mu for the same structures. It run a serious risk of promoting conscript spam.
In addition FH can be very powerful in team-games, aura bonuses to teammates should be lowered or removed.
Suggestions:
Change aura to a timed active one or break it to a small/medium passive one and the rest in active one. Move to CP 1 or 2. Allow building to be decaped. Unlock base medics also?
Booby Trap
The Booby Trap is being adjusted to be deal more damage over a larger area, whilst being incapable of destroying full squads. Cost has been adjusted appropriately.
-Cost reduced from 100 to 45
-Damage from 250 to 80
-AOE distance from 1.5/3/4.5 to 0.25/3/6
Replace damage with a Fire DOT one
ADDITIONAL SOVIET NOTES
76mm Sherman
Due to the changes to USF Mechanized Company, Soviets will also benefit from the following changes to this unit.
-Population from 14 to 12
-Cost from 380/135 to 380/125
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