That's how I'd like to see Soviet army in a future
HQ
Combat Enineers
- Cost changed to 180 MP
- ROKS-3 upgrade increase to 80 MU
- new possible upgrade - PPsh - upgrade all squad members with PPsh - cost 50MU, disables all other upgrades
- Demo cost changed to 60 MU
- Can construct Sandbags positions, Tanktraps, Emplacements (talk about emplacements, this thing would be like an empty building in which units could get in - mortars, paks, infantry [no MG's], cost: 50-100MP)
- Barbed wire construction time reduce (4 seconds each when all engineers are building)
Conscripts
- cost changed to 260 MP
- Squad members Increased to 8
- only 5 out of 8 squad members are equipped with weapon
- Molotovs are now thrown faster
- Group Zeal - passive ability, increases all other conscripts fighting abilities when squads are close to each other
- Oorah! Ability is now free
Upgrades at HQ
- Weapon reserves - Global Upgrade, equip all consripts with additional 3 rifles so all members are carrying weapon, cost: 300MP 50Fuel
- Conscripts combat package - contains Molotovs and AT nades, cost: 250MP 40Fuel
- Barbed wire cutters - all engineers now have barbed wire cutters, are now able to cut every wires, cost: 100MP 20Feul
T1
Shock Troops
- Removed as a doctrinal unit, it's build now in T1
- Cost changed to 300MP
- New ability - Sprint later Fire-up - makes your squad sprint for a short time, Fire-up also increases resistance against suppression and when activated it removes suppression from squad, cost: free
- grenade cost reduced to 30MU
M3 Halftruck
- cost changed to 120MP and 20Fuel
- it now requires other Tier building to be build (T2, T3 or T4)
- Both guns must have reduced damage
Soviet Sniper Team
- read other Topic I've made
Possible upgrades in T1
- For the Motherland - Global upgrade, Increases Shock Troops members to 7, this 7th member will hold red flag (he will not be equipped with weapon), increases armor, damage, accuracy, replaces Sprint with Fire-up ability, cost: 150MP 30Fuel
T2
Maxim MG
- Squad members reduced to 4
- Maxim MG now deal more damage to enemy infantry
- cost changed to 220MP
- Reduce angle at which it shoots in building
Mortar team
- Squad members reduced to 4
- Cost changed to 260MP
Guards
- cost changed to 300MP
- comes already equipped with 2 PTRS, can be upgrades with 2 DP-28 and 2 SVT-40 (50MU for both upgrades)
- all weapon have significantly reduced drop rate, SVT-40 can't be dropped
- Grenade cost changed to 35 MU (i assume it's better than Shock troops nade? if now, or when both squads use same nade so cost changed to 30MU)
ZiS-3 AT
- Graphic changes, make it less toy gun (gun should be longer)
- cost changed to 310MP
- Squad members reduced to 4
- Light artillery barrage cost changed to 30MU
- Increase damage from main gun
T3
T-70
- increase it's accuracy to enemy infantry
- increase damage
- make it faster
- cost changed to 240MP and 50Fuel
T34/76
- cost changed to 300MP and 75 Fuel
- remove Ram ability, instead of it, it can use Overdrive ability (for free or for 25MU)
- Infantry can now sit on T-34 armor, max 8 man sitting, one spot available, infantry sitting on T-34 would receive more damage from enemy units
- LoS should be decreased
- after researching "T34 ZiS-S-53 85 mm gun" this tank can be upgraded with T34/85 gun at the cost of 70MU and increases LoS
SU-76M
- Moved from T4 to T3
- Cost changed to 280MP and 50 Fuel
- Penetration and damage is the same as ZiS-3 AT gun
M5 Halftruck
- cost changed to 150MP and 30 Fuel
- Quad upgrade cost changed to 80MU
T34/85
- Available in T3 as a new unit (does not replace T34/76) after researching "T34 ZiS-S-53 85 mm gun)
- Stats match T34/76 and has increased LoS
- T34/85 gun has increased penetration, accuracy and damage to enemy tanks but have reduced accuracy to enemy infantry and slightly increased reload (by 1 second)
Possible upgrades in T3
- T34 ZiS-S-53 85 mm gun - enables you got build T34/85 and upgrade already existing T34/76 with ZiS-S-53 85 mm gun - cost 200MP and 60Fuel
T4
SU-85
- cost changed to 360MP and 75Fuel
- this ability that increases visibility is only working when tank is not moving (even can't turn)
- Reload should be slightly increased
KV-1
- cost: 440MP and 100 Fuel
- second greatest armor after IS-2 that has very slow turret and is very slow, makes a role of KT in CoH1
- has the same penetration and damage as the T34/76
Katiusza
- cost changed to 340MP and 75 Fuel
- fires all rockets at once (not 3 rockets in 4 or 5 series)
Mechanics
- new unit, 4 man squad, none is equipped (useless in combat because they can't fire and pick up weapons)
- they have advanced repair kits that one Mechanic squad match 2.5 Engineer squads repairing
- they can supervise buildings reducing build time of only tanks and AT guns
- they gain veterancy by repairing things, veterancy lvl's are increasing repairing rate, and reduce damage taken while repairing
- each squad member should have 40 HP (all other combat units have 80HP)
Possible upgrade in T4
- Repairing Mechanics - spawns near T4 3 man that will repair tanks and AT guns when they are near them, when killed they will spawn again (20 seconds for each mechanic), they dont get veterancy, you can't control them, have same repair stats as mechanics that can be build, cost: 100MU |
Everyone are complaining about both Faction Snipers, so am I, here's what i propose
Ostheer Sniper
- Main weapon is Scoped Kar98
- can be upgraded with Scoped G43 that will increase rate of fire
- Sniper has 100% accuracy and 75% accuracy to retreating units
- veterancy stuff:
1) Increases armor (received accuracy, received damage)
2) Increases armor, increases LoS, increases Health
3) Increases rate of fire, 100% accuracy to retreating units, Increases LoS
Soviet Snipers
- Soviet Sniper team still have 2 man
- Each team member has scoped Mosin Nagant rifle (so we got 2 snipers)
- each sniper has 50% accuracy to units and 25% accuracy to retreating units
- Sniper Team flare now costs 30 MU
- veterancy stuff:
1) Accuracy to units and to retreating units increased by 10% each, Increases armor
2) Accuracy to units and to retreating units increased by 10% each, Increases LoS, Increases Health
3) Accuracy to units and to retreating units increased by 15% each, slightly increases rate of fire
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Both things are lame, only usefull when you want to slow other tank, but it deals no damage.
Hee's what i think should be done
- Panzerfaust damage 1.5 or 1.75 to AT nade (for example, AT nade deals 100 damage so fanzerfaust will deal 150/175 damage)
- Remove any kind of engine damages from panzerfaust
- Panzerfaust should have lesser range than AT nade
And now look at this, panzerfaust finally deals some damage and it's worth using it, AT nade is only to slow down german tanks
It's like Panzerfaust and Stickies in Coh1 which is a good idea IMO, that's how these weapons should look like |