I'd also increase the minimum range on all mortars. I've seen one gib an entire squad of grenadiers in cover less than half a screen away. On maps with lots of LOS blockers (especially Semois), they can be brutally effective even at ranges that should be too short for mortars of all things to be useful. I guess the 120mm's deadliness only accentuates this, as well as its near invincibility. |
I don't know about 3v3 and 4v4 (as these modes are inherently unbalanced even in games like Starcraft) but in 2v2 the Soviets get by just fine. Having full access to the tech tree usually means than a player can delay the Germans while the other builds his buildings and holds the line until getting T-34s out. There are a vast number of possible strategies if you play correctly, and the Soviets sure as hell have an easier time in 2v2. |
It would be a decent idea if PTRS were actually good AT, which they, well, aren't. Anything bigger than an AC can safely ignore them, even if they're firing at its butt.
As for Penals, I've long been a proponent of removing their SVTs and sticking the flamer on them stock, along with perhaps an armor upgrade or suppression resistance. There, you got your flavor close-combat suicide infantry, now can I please get some decent ranged AI on my conscripts via upgrade? |
Interesting proposal, albeit I fear it will bring even more grenspam.
One thing I feel should be done is give T1 AT capabilities. The reason it's barely built is that light vehicles can completely ruin your day if you go that way unless you can somehow get a T70 out before their FHT/AC, and then you utterly cripple your late game AT with no AT guns or SU-85s.
So I'd make building T1 unlock lend-lease bazookas for conscripts (and/or maybe penals). At about 70-80 ammo for one, make them similar to shrecks with less penetration so they're mostly effective against lighter vehicles, or P4 rear armor. Because Soviets's current infantry AT pretty much sucks. |
I'd nerf the 120mm's range and scatter, while adding slightly more accuracy. As of now it's a gamble; sometimes it will miss a stationary MG in plain view of your units 5 times in a row. Other times, it will gib squads as soon as they're in range. I had a match where, I shit you not, my 120mm wiped out 4 squads in as many minute. Including a full health vet 2 PG squad; one shot brought it to 1 man, the next landed right on the retreat path. Needless to say I won, but it was mostly thanks to my luck rather than any skill. I get that it's supposed to be a bigger, badder, less accurate mortar, and I'm all for unit flavor, but it's pretty silly. Also make it so it decrews at 1 man like every other mortar, it's too durable right now.
As for conscripts vs grens, that's a tough one. I'd give them an option to get 2-3 SVT40's when T1 or T2 is built (yes, there's overlap with Penals, but the unit role is not the same), for say 40 ammo. The SVTs would still lose to LMG grens, assuming equal cover, but would win against vanilla ones and provide a stopgap between useless vanilla conscripts and powerful PPShs ones. The PPShs would also merge with the SVTs (much like LMGS + G43s), creating a powerful but fragile unit at pretty high ammo cost. Thoughts? |
Maxim spam might become too strong if you reduced T2 build time, but it does seem that Soviets are unfairly burdened by the need to get their buildings started 100% on time or else be forced to wait minutes for a proper counter to certain units.
Maxims were nerfed, and Ostheer has everything they need in T1 to counter it (sniper and mortar). I don't think them arriving 20 seconds earlier will impact the game much, going T2 at start also means giving up a lot of map control for the Soviet player (which is working as intended). Maximspam is much more risky now than it was near launch. |
Yes, I did. And I responded. Which apparently you didnt read either, nor the stats.
Here it is for you again:
http://www.coh2.org/topic/9545/reducing-soviet-building-cost-and-time/post/88484
You didn't respond. You said ''calculate them yourself''. I'm quite capable of doing so if I wish. The point is not this; the point is that, very early game, building anything for the Soviets is nothing short of a gamble. If they build too soon, it means less map control. If they build the wrong building, they're basically screwed since back-teching in the early game is complete madness that leaves you wide open for an Ostwind-flavored ass-kicking. This leads to fairly stale build orders, where Soviets always have to get 2-3 conscripts and grab map control in order to then get out the T1-T2 units. By which time some of them (M3 in particular) are almost obsolete already. I'm not he only one saying this, link0 agrees and he's a better player than most on these here forums.
I can agree with the idea of back-teching costing more MP but less fuel (albeit exactly evening out the costs following Relic's 1 fuel = 5 MP formula seems redundant). But I also think that all Soviet buildings need less build time, especially T1 and T2. 25-ish seconds for T1 and 30 seconds for T2 seems fair. |
Dude, did you actually look at the timings and costs I posted?
I mean really, did you?
And did you look at the post where I (among others) said that it still negatively impacts Soviets because they need an engie in base far longer than the germans need a pioneer in theirs?
I mean really, did you? |
Sure. But that doesnt change the buildtime or cost.
But it does limit available builds for the Soviets. And they need all the help they can get on that front. Make the battle phase research also take a bit less time if that's the concern, but as it is Soviet build time and costs are just too much. |
I don't know if it is fair including the battle phase time. Sure it does take time, but it doesn't tie up a unit to do so. Having one unit out capping or (laying mines!) for an extra min actually makes a real difference.
Exactly. Your pioneer is out doing stuff while battle phase is being researched; your engineer, on the other hand is sitting in base doing nothing while building for a minute or more. This is also why building a structure without having at least one or two conscripts first is very, very risky, as you completely surrender map control to your opponent. |