That makes no sense at all. Soviets don't have bunkers, and CEs don't have sandbags. What on earth are you talking about
Ost doesn't need any help defending territory
Also dont the osttruppen recieve sandbags with the 2 cp ability at least in osttruppen doctrine? Thought of throwing even more stuff on osttruppen is bad enough of an idea, as panzergrenadiers would stay pretty much the same with only change being on grenade throw. |
Sustained fire if something could make sense with the vickers. |
Infiltration commandos are imo fine as they can still effect to outcome of induvidual firefights time to time and i like the lesser mp cost on deploy despite reinforce technically ramps it to be bit more expensive. |
As much as I'd love the Brummbar as OKW, I think it would probably be too strong for them... and people/the balans team are loathe to make OKW and OST even MORE similar to one another.
it was purely hypothetical. Imo sturms biggest issue is its projectile easily hitting terrain too early. |
Sturm is imo a overkill when it comes to its role as anti building/infantry unit. Its effectively like killing a mouse with a sledgehammer. Its clunky snd absolutely unnecessary. If okw could field brummbär i would take that over sturm anyday. |
My suggestion:
Penals/Conscripts are both separated into aggressive/defensive mainline infatry.
Penals get 6 PPsh (or 5 +1 pistol with commissar), ourah (as vet 1), molotov, AT grenade (lose satchel/PTRS). Unit balanced around 200-220 cost (has Ppsh close to pioneer MP-40).
Conscript get "Hit the dirt" as a vet 1 ability (timed), HE grenade, AT grenade with 5 extra range (they lose ourah)
Both ourah and hit the dirt scale with veterancy.
M3 cost to 220 manpower (no fuel) passenger no longer can fire (or requires 30-60 mu upgrade to be able to fire)
Tech changes:
Conscripts moved to T2.
T1/T2 cost down to 60 manpower build time reduce, now provides access only to Penal/m3 and Conscripts/mortar. The rest of the cost is move to upgrade that unlock the other units.
Experimental: Zis now in T1 after upgrade, upgrade in T2 unlock 2 PTRS for conscripts.
AT rifles redesign as a purely AT weapons with little to no AI. Certain units (like Guards) get a timed ability that make them lay down and fire the AT rifles with increased accuracy vs infatry.
In sort T1 aim at caping the map faster by more difficult to defend, while T2 caping slower but defending easier. ah yes. Nerf to every section of soviet early game. Something that is not required. |
Also taking not how many non player attributable reason then can be for drop, (bugsplat, dump cache error, straightout crashes) i dont think it entirely fair to add such. |
Id just buff pershings acceleration and deceleration so it would be much more nimble, taking note its more mobile than other heavies. |
Also the fact that jackson is only usf mobile anti tank unit when other factions can deploy 2. Soviets have su 76 and 85. Ost stug and panther. Okw jadgpanz and panther. Brits firefly and comet (not exactly dedicated but it can effectively fill that) usf only has jackson unless you try to pull my leg and insist stuart is that. Jackson has to be good because you cant without doc alternate from it. |
With your response you're either implying that doctrinal units should be counted as AT for balancing of stock units (which makes the whole faction rely on doctrines then) or you are missing the actual point that Esxile made.
This. I poorly put words but meaned this. |