You're on the right track here buddy.
So I either go 4 penals without PTRS into Guards so you have some solid AI capabilities and then Guards to back you.
OR
I got 4 Penals, 1 with PTRS, then 2 PTRS while going a doctrine that has Shocks. Shocks are very good now, and pairing them with T1 soviets is just incredibly fun. It also gives you a very easy way to deal with machine guns as Penals are pretty bad vs any kind of suppression and Shocks give you that smoke grenade. Most opponents will just retreat the MG and not risk being satchel or overwhelmed.
I often throw the M5 in quite a bit, I was dueling a P4 the other day from medium cover from a crater which is important because in craters you can spread out more so the P4's not as good given it has excellent AI on bunched up squads. He couldn't come near me, and got frustrated enough that I caught him with a satchel and RIP p4.
But I get this is more about the Flammerhalf track or even the Scout car. It's going to be a lot of positioning, baiting until you get the su76 or t70 out. A good player wont let their lights die to PTRS's.
Hope this helps, I thorougly enjoy Penals and Shocks right now. Guards are fun too, but Shocks are just so good right now. |
Back on topic,
I think the Feuresterm or Firestorm, whatever you call it. Is not a very attractive commander either. I think the massive barrage it gets at the end should be replaced with a much cheaper incendiary barrage like the Soviets/Brits/Wehrmecht.
I hate how every big airstrike call in for the OKW is REALLY expensive. It's often very good, but it's a lot more helpful to have it be 100-150 munitions than 200-300 (cause who want's to use an ability 1-2 times a match?!). When OKW are munitions heavy already with squad upgrades, mines, etc.
Personally, I find the Truck quite good. It provides reinforcement and an accuracy buff. Letting it heal as well might be a bit much. Maybe it can drop med kits like the new scout car 221 or whatever.
I'd slap a recon in here too honestly, not enough OKW doctrines have recon and it would pull people away from going Special Operations constantly because most OKW doctrines dont see a lot of use in team games due to how insanely good the flare is (But that's a whole other topic).
I would possibly look at how you need an ISG for this doctrine, maybe throwing some flavour into the mechanized side. Like Puma getting an incendiary shot (like the Wehrmecht sniper). That way you can open up either tech and not feel paralyzed. Puma would be good light AT and be able to throw down some incendiary shots on MG's and entrenched foes. While still remaining a vehicle which is vunerable and less abusable late game.
I find the ISG barrages are kind of garbage. But flames across the board was nerffed unless it's coming from a vehicle it feels.
The MP40's on Volks don't feel very good. This is due to the games structure really. Allies are designed to do more damage up close for most of their infantry. Axis are suppose to cut them down enough so it's managable when they do reach you (ideally). So having mp40's when fighting Rangers, Shocks, it's terrifying. But I get it, they would be flankers, they get smoke and real nades. It's just they feel.. weak. I don't know how to fix that without screwing it up. But I never make mroe than 1 squad w/ the M40's, cause STG44's are too good.
To summarize or TLDR
-Assault Package needs some love. Maybe more survivability somehow.
-Throw Recon in here somehow
-Rocket Barrage is too expensive, give it a cheaper, weaker alternative you can spam instead of having to save up for something easily avoided.
-Incendiary Munitions which gives the ISG ability to barrage, give a shot that the Puma can use to throw some flames around making it viable to go for 2 openings rather than needing the Battlegroupa to make this doctrine effective. Perhaps you could throw these munitions around more, maybe give Obers a different kit too? Allow Sturmpios or Volks to set up incendiary mines for infantry? I feel the incendiary munitions is VERY weak currently.
-Flammpanzer 38 Hetzer, seems kinda weak. It's nowhere near int he same class as the KV8. But then again the KV8, a Wehrmecht Pz4 (command tank variant?) with a flamer may be a decent idea? It has a turret, just remove blitz from it so you don't have super sonic flamer tanks.
-Flame Tank (turret)
-Assault Package buffed
-Incendiary munitions on more than ONE unit
-Recon
-Opel Blitz Truck (can drop med kits)
-Rocket Barrage (weaker and smaller)
|
Played Russians for a very long time, played all of the factions.
Conscripts took a big hit when their guns lost the DPS, SVT's on Penals are just incredibly strong. They have great AI, scale well late game, have lethal abilities and scare germans.
Conscripts scare nobody, they cost a lot of fuel to make "versatile" and honestly just skip it, Penal spam into T70s or Su76 w/ Shocks or Guards.
I think you could give them a DP LMG once Tier 3 or 4 unlocks and make it a 60-90 munitions unlock. Cons actually have decent accuracy but their rifles aren't that great. This would make them more versatile, and hard to push off in green cover. Currently they can stick in green cover, but will just end up losing to anything else late game. This would make them sticky, and you wouldn't want to duke it out w/ a conscript.
DP's already exist, and Guardsman already get them but I'm not sure how in depth changes can even be made at this point. But I don't see any other weapon you could give them? Maybe upgrade them all to SVT's? But they absolutely just need a weapon upgrade. With their current stat line, stealing any LMG cons perform decently.
my two cents, lots of hours on soviets and I only go T1 as I want to win.
|
What it ends up doing is forcing you off the most important parts of the map. Enough time for OKW to dig in, and if you try and push it, the damn planes sometimes skirt off during and slam you outside of the circle.
It forces you into a very awkward position, and it seems to counter AA platforms for the Soviets, the M5 just gets shredded and if you're smart you just go after your opponents AA before you use it.
There's a reason we call it " The Bullshit " when we play. Works everytime, I don't even bother making JLI as long as I can use that call in to force my opponent back. For reference, these are in 2's games where the maps are slightly larger and its' still great, every 3-4 minutes you can drop one of these, why bother making goliaths. |
I used to think the MG42 was just far too good. But throw a few hundred, or thousand hours into the game and you realize that half the time your MG42 isn't even that useful unless you micro it like a bastard. Allies can flank the shit out of everything with their infantry, and unless you're on the ball the MG42 will be in the soviets hands, which can spell a really bad time for you.
MG42 is fine, the maxim alright, keep in mind it's really hard to take out given the 6 man crew. When the maxim was a pinning machine, it was next to impossible to dislodge it. Cons can always reinforce you, while the MG42 has to run the moment it's flanked or a molotov hits it, nades 1 shot it.. yeah..
MG42 is fine. This is more of a test of your micro skills, and MG's are always better in pairs. |
OKW Shreck was dropped as the shreck blobs negated light vehicle play and vetted them up too fast for you to really counter effectively. The shreck was handed off to the Sturmpio and replaced by the STG44 package (you know the things Overs would get for picking Special Ops).
OKW tech was shuffled as was Soviet and USF tech. USF can now pick to pay the fuel cost to unlock the vehicles so they aren't forced to go without an AT gun or an MG unlike the axis factions. But, they MUST pay for a research to unlock the vehicles before getting the major so the fuel cost is the same practically it just gives you more control. Want AT guns but a flak track? go for it. AT guns and Stewie? sure, your choice now. Plus USF has a mortar now as being the only faction without one sucked D.
Brits have a mortar as a call in for 1 specific doctrine but im not sure anyone uses it. Emplacements were heavily nerffed and received a slight decrease (400 manpower to 350 for mortar pit). They're pretty easily countered if they are placed aggressively.
OKW Flak bases got nerffed and so did OKW flak emplacements as they hard counters any recon play in smaller games. The flakks emplacements do alright, they are far more sturdy, cant be decrewed easily. But the OKW Flak base you have to activate the flak everytime you want it (its free) its not as effective as it was, but it's decent and far more balanced.
Rakenten got a buff, highly accurate now, only ever see it bounce on heavies if it does. They removed ground collision from its trajectory so it never seems to hit the ground and increased its accuracy. It still remains more fragile, but it's still got stealth, moving in stealth, can be in a building, and can retreat (unlike any other AT gun).
Soviets got a HUGE tweak if you were gone for 2yrs. They slowly fell into being the worst faction what with the OKW buffs/nerfs and the OST getting buffs to tanks (their panther is now as good as the OKW). Panthers lost armor, but gained HP so they were more reliable to murder but still very hardy. Soviet Su-76 got nerffed hard, but they buffed the SU-85 to be a formiddable tank destroyer, he can counter tanks well just like a Jagpanzer and STUG, while not being able to duel german TD's its still very reliable. They made it very accurate, higher pen, but it fires probably slower than any other TD. They also removed its Vet2 bonus of 35% reload speed. Basically, you had to vet an su85 for it to not be a garbage 150 fuel investment, now it's good.
T-34 is hot garbage vs any tanks, but its like a big boy T-70. T-70 became meta and godlike for awhile, but tweaks have it now just a very good unit. Guardsman got a buff, Shocks got a buff, Penals got a buff, and all machine guns got changed a bit. The maxim isn't hot garbage, but its still the worst MG out there, all firing arcs for MG's got homogenized. Maxim cant sprint anymore tho, but can sustain fire...
T3 Soviets doesnt have the T34, its in T4.... uhh.. it sounds like from your comments you mostly play axis asall your comments are related to axis tech. Elite infantry got nerffed because spamming vet3 squads was too insane, it costed fuel but you got the whole map so who cares. Kubel can detect vehicles now, is a scout, caps faster but they gave OKW an MG to build to give them a suppression platform. Obers got cheaper and far more durable, gun upgrades cheaper (cause they were too fragile, too high cost, and died easily).
A really big change you'll notice the more you get back into it is that losing squads is much harder. Nades wont often wipe squads unless it's a bundle, or a rifle nade, Shock nade, etc. It tends to be the more elite grenades that pack a huge punch. But mostly squads will limp away with a man or two left. This has made axis a bit more durable, the 4 man squads can take a beating. Though, this has also made it harder to wipe retreating squads. Landmines can only murder a max of 2 entities, I believe that is hard coded.
I'm mostly an allied player, but thats because I prefer the playstyle of weaker, less specialized units using combined arms to take down monstrous tanks like the elephant, tiger, king tiger. It's a feel good moment for me to take down these big badass tanks. Playing axis isn't the same, it's more of a.. elite few against a horde which is somehow less appealing. But that's slowly shifting, the balance has made the IS-2, ISU-152, Churchill Crocodile and the Pershing a real menace. Allied Anti-tank is probably the best it's ever been, and so swapping the sides of the coin more often than not now it's starting to feel the same way.
Though, queing as allies is always so much faster, whether or not axis or allies having a slightly larger win rate, I've always found it much faster to find a game as allies. I mean, we all must remember the 90% axis, 10% allies search queues from days of old ? Every friend I get into the game wants to play Wehrmecht because they are easier to pickup, just harder to master. But to each their own.
Hope those quick notes helped. It's a very different game but almost no unit this patch feels gimped. |