Elite Rifleman:
At the moment this ability provides no real downfall to its usage except for its long recharge time. We implemented slight cost increase as well as starting it on a cool down. However we are currently exploring possible redesigns of the ability such as increasing the rate in which rifleman will accumulate Veterancy.
ER now is just to good for the cost. I think you should make approach from mp increase side AND more recharging time. Let it be +15-20 seconds. You should suffer with map control if you want some veteran troops.
Soviet Weapon Team:
This has been a hot topic for a while but we are experimenting with 4 men Soviet Weapon Teams. Issue being they are too durable. If a 4 men team loses 2 men, chances of losing that whole squad would go up exponentially. When a 6 men squad loses 2 men the chances of losing that squad still remain fairly low. If overall performances needs to be compensated for reduced durability that is something we could also explore.
5-4 men should be fine IF you increase SovWT perfomance on the field. Problems with Maxim
- it's a good a-move unit to support AND solo pushing(couse of it setup time) - Ost have a tool to handle it, OKW doesn't. Don't make same aproach as with KV-8 here. Don't nerf the Maxim. You can make a some improvements with t0-t1 OKW units, give them some tool to handle Maxim.
- second is that Maxim the only good thing to counter OKW at city scale maps. CE and Cons are dead meat against StPios. You can always go m3 with penals, but you know...Maxims...
Or you can buff the crew members damage, so they can defend themselfs then Maxim beign flanked.
To the mortar team, its already very slow firing, and only good thing here is aimed shot. So you can improve rate of fire AND add damage. If I remember correctly Sov mortar dealing less damage that Ost one.
Almost same with Zis. It's SOOOOO slow firing... almost every time German tanks are allowed to escape.
Long Range Combat:
With our change to lethality in a previous update to make cover more important. A side effect of that change was that it made long range weapons extremely effective, especially LMGs. The combination of cover, lethality, and long range has resulted in medium to short range units being overall less effective. In most situation, units that require closer range will lose too many men on approach resulting in a significant drop in offensive performance.
Told ya a 1 year ago about this. Glad what you get to this.
Will wait till you get to balance feedback with Sov offmaps...
p.s. Then we get soviet marines?