i expect soviet only from your playercard. unfortunately i cannot see it
I got bored of playing Ostheer years ago when there were still only 2 factions because it was too easy so I started focusing on Soviets, then I took a break from the game while they fixed the balance and came back only recently. Now the Soviet vs Ostheer matchup is very balanced by comparison to earlier and needs no large adjustments imo. I have given reasons why my changes are not enormous buffs, such as that at 1 CP you barely have any munitions with which to upgrade for PPSHs anyway and you'd do so at the cost of using other abilities, which means that the change adds flexibility more so than being a straight buff.
Also FYI, this thread is intended to be the first of a series, that's why I put the faction name in a parenthesis. I posted the Soviets first because their changes are the most clear to me and they arguably depend more on their doctrines. The other factions could use changes too like the Ostheer relief infantry, UKF Valentine tank and so on. I just happened to post this one first. |
Many doctrines could be reworked to be more interesting but that would require more resources to test and implement. These quick fixes are for things that I would think most people agree have merit to them and can be put into the next patch. Ideally I would like to redesign the doctrines somewhat so that they fit their themes better and such, but I doubt that's realistic.
Guards Motor Coordination Tactics
Fine as is.
Guard Rifle Combined Arms Tactics
Hit the Dirt reduced from 2 CPs to 1 CP.
This is not a strong ability. Why does it come in at 2 CPs? it just makes your conscripts immobile in return for light cover and suppression immunity.
Conscript PPSH package reduced from 3 to 1 CPs.
First of all, you don't have the munitions to upgrade your army with PPSHs at this point anyway, especially not if you are throwing molotovs. But reducing it to 1CP means that if you do manage to perform well in the early game and have some spare munitions you are rewarded for that faster.
Shock Rifle Frontline Tactics
KV-8 reduced from 9 to 7 CPs.
By the time this tank comes out you are dealing with tanks, while it's meant to combat infantry and light vehicles. Reducing the CP cost does not increase its direct combat power but it does help the idea that Soviets are supposed to take the game to the Germans before the late game, not wait for it. If it proves to be too strong then a better idea than reverting its CP cost is to decrease its initial stats but give it bigger vet rewards.
Shock Motor Heavy Tactics
Armoured Vehicle Detection reduced from 4 to 2 CPs.
Why does this ability come in after vehicles have already started to make their impact?
Conscript Repair Kit reduced from 5 to 3 CPs.
This times the ability better with your own deployment of light vehicles, without reducing it all the way down to near no CPs and so risking undesirable effects on the early & team games.
NKVD Disruption Tactics
I'll make an exception to what I said in the introduction, because this doctrine is just too much of an ugly mess - something has to go. It's closest to an air support doctrine, but it also has Rapid Conscription, and neither of those things go together with its actual commander name. The things that need to go are Rapid Conscription and Sturmovik Attacks. Put PMD-6 Mines and Booby Traps in their place, which is far more "disruptive" and also gets those abilities into more than 1 doctrine each.
Soviet Reserve Army
PPSH Package reduced to 1 CP, Repair Kit reduced to 3 CP.
Rapid Conscription ?
I've honestly never used this ability. I even played several games because I wanted to try it but ended up never activating it. What do you guys who have actually used it say? is it fine or could it use a CP reduction?
Soviet Shock Army
Either PPSH Package or Shock Troops replaced with For Mother Russia. If PPSH Package is kept, it's reduced to 1 CP.
I used to play this doctrine a lot and the more I did, the less I could see why these two abilities were in the same doctrine. Why would I want to call in horribly expensive shock troops that don't benefit from the upgrades I paid manpower and fuel for if I'm already getting PPSH conscripts? and vice versa if I get shock troops but no conscripts. In either case there's a better doctrine to pick and using both is pointless. Imo Shock Troops should be the replaced ability mostly because countless doctrines have them already, and since conscripts are supposed to be the Soviet backbone.
Soviet Combined Arms Army
Fine as is.
Terror Tactics
KV-8 reduced from 9 to 7 CPs.
Conscript Support Tactics
PPSH Package reduced to 1 CP, Repair Kit reduced to 3 CP, Rapid Conscription ?
Mechanized Support Tactics
Fine as is.
Anti-Infantry Tactics
KV-8 reduced from 9 to 7 CPs.
Armoured Assault Tactics
Fine as is.
Advanced Warfare Tactics
PPSH Package reduced to 1 CP, Repair Kit reduced to 3 CP.
Partisan Tactics
Fine as is.
Soviet Industry
I don't know about this doctrine, because I've never used it and I don't know the values on the supply drop.
Defense Tactics
This is basically a T1 doctrine or with conscripts. The problem with this is that it doesn't come in a timely fashion to help you if you go T1, by the time you can start to call in the machine guns the early infantry fights are already decided and you want to get AT support (same reason why you don't go T1 and then wait to call in shocks). This would especially be the case if penals were a functioning unit. It doesn't provide anything to conscripts, making it questionable why you would pick this doctrine instead of just teching to T2 which coincidentally also gives you an AT gun that isn't a piece of sh!t. I'd say reduce the DSHK from 2 to 1 CPs. If you want to give this doctrine a unique theme, reduce it to 0 CPs so you can "defend" crucial buildings or positions ASAP but this is not necessary.
Urban Defense Tactics
Fine as is.
Counterattack Tactics
I've never thought that the KV-1 was worth calling in at 8 CPs unless I knew I was already winning and just needed something to clean up. But I think the hate would be too strong if it got reduced to 7 CPs because then people would maybe have to use actual anti-tank tactics against it by doing revolutionary stuff like placing mines, supporting their pak or microing their puma, so I'm not going to officially suggest it even though imo it should be.
Tank Hunter Tactics
Conscript PTRS Package reduced from 3 to 2 CPs.
What exactly is the point of this upgrade if it won't fill the gap between enemy vehicle and your own AT deployment? I don't need it to come 1 CP after whatever units I'm using have already had to either die to or destroy the scout car. Guards aren't 3 CPs so why is this?
Lend Lease Tactics
Supply Drop ?, Halftrack Assault Group reduced from 5 (lmao) to 3 CPs.
If the Industry Supply Drop is changed, this ability should either also be changed or be made into a separate instance that retains its current stats. The HT Group will probably be of questionable use even at 3 CPs, but at least it won't be a never seen laughing stock like it is now. It could probably be moved to 2 CPs and the Kraut mower (if it has that upgrade, never used this ability) upgradable only when you make T3 or T4 but again the hate might be too strong for that.
Now I'll await your I'm a moron/I'm a fanboy/I'm worse than Relic/I'm trying to ruin the game etc. what do you guys think? |
Imo its use is to keep the squad in the fight instead of having to retreat if it gets caught by an mg. Then it can get up and sprint to a better position after other squads force the mg to reposition, assuming it doesn't get hit by explosives. Why is that better than just letting them get suppressed/pinned? because it provides cover, doesn't make them suffer progressive damage amplification and lets the conscripts keep shooting at the machine gun without penalty. You are not supposed to use this ability on squads that are fighting general infantry, especially not at the range where cover is nulled, and you are not supposed to use it by default either but merely when you get caught. |
I just played my first game ever of them and won despite not putting any real effort in. I already thought the faction seemed strong from playing against it, but playing it - especially after you actually know what you're doing unlike your first game with it - gave me a new perspective.
Specifically, how can you lose with Pfusiliers + Raketens + Stukas assuming you didn't completely collapse before you got to 2CP? you've got camouflaged AT guns that need no separate teching. You've got AT snares for free on your Pfusiliers. And then you have the squad wipe of Stukas. Possibly place a few mines to safeguard against light vehicle suicide runs on your Stukas and then just use the Pfusilier flare to light up approaches and bomb away the enemy. I haven't tried this combo yet (I used Leigs instead of Stukas) but I can imagine it being solid.
The only thing I can see giving it problems is unrelenting Maxim spam into Katyushas asap and maybe a well managed USF who knows what you're up to. In both cases they need to win the early game or it's over. Or if you put your Stukas next to a building against someone who had Partisan tank hunters I guess... |