Early game unit review post patch (not particularly serious):
Soviets:
Cons: less mobile than ever, damage gets completely neutered every time they try to move an inch thanks to the new completely debilitating movement penalties on bolt-action. You're better off just sitting in buildings or crawling forward with sandbag walls than trying to flank.
Cons(ppsh): Better ppsh damage than ever, because hey, they were underpowered before right? Again a patch that pushes soviets even further into this one niche of ppsh con spam.
Combat engineers: so outclassed by pioneers it ain't even funny. They'd have to go down further to like 130mp before they'd be anywhere near the cost-performance of pios
M3: The most papier mache vehicle coh has ever seen. Forget about fausting this baby, it's a waste of munition, a pioneer squad can take it out from the front.
Penals: the price drop came with a hefty drop in DPS as well, because as we know, penals were op before. Good thing they fixed that, would've hated to have anything that could deal damage for the soviet army.
Sniper: mostly the same as last patch except the aim time makes them feel far clunkier because it can take several seconds before they fire first round. Lost ability to man M3s, but who cares.
Shocks: now lose to such advanced tactics such as : 2xGrens shooting at them from any range (including point blank), 2x pios shooting at them from any range, 1x PG squad running up to them, a single scout car. A shocking waste of MP mostly.
Guards: got their DP damage upped by 33%, got the price of said DP increased by >50%, seem to have lost their super mosins so overall their damage will only be the same as before patch ONLY if you pay 100 munitions. But atleast they've got freaking mininukes in their grenade belt. Oh and seem to also have lost their 1.5 armor so huge mp bleed through them.
Irregulars didn't actually try. I'd actually expect irregulars to be super powerful now, because for 180MP you get an LMG42 or the new super DPs so that's a real bargain and the commander has ppsh. Could actually see regular use from some people now...
Partisans: don't own, probably not changed much unless they got some ninja nerfs on them. SVT version is probably more useless than ever, ppsh version better than ever, and LMG version unchanged.
Maxim: going to get decrewed by a single gren without lmg or pios or assgren or PG squad flanking them. Other than that nothing much has changed.
Germans:
Pios: the new king of the hill of the early game infantry war. These babies slaughter cons one on one while also dealing extremely well with shocks and guards and come with all the utility you've come to know and love. No point in the flamer anymore though.
Grenadiers: Largely obsolete, due to the game now even further penalizing bolt action rifles, M3 armor being such a joke there's no point in fausts, and teching being so slow you're never going to see a T70 or M5 again. Oh and the pios which provide far better cover for MG42s now.
Grens(LMG42): Still an ok weapon. Still has issues with mobility
Grens(G43): These got buffed too, because as we know G43s were underpowered. Lost a bit of long range DPS but gained a huge amount of short range dps as well as not being affected by the haha penalties on bolt rifles. Probably only reason to go grens if you plan on upgrading to these.
Assgrens: like pios except with combat veterancy and combat related abilities. Use them if you don't mind being locked to the commander tree, but remember that pios make extremely good replacements.
PGs: Mostly the same ownage train they've always been, except now facing mostly neutered soviet infantry. Just watch out for multiple ppsh cons, those still hurt. Good thing there's no reason for them to really outnumber you with the 280MP cost.
Osttruppen: Beat cons when they start in cover now. Can fire on the move now, but thanks to the bolt rifle penalties coupled with their innate accuracy they will not hit the broad side of a barn. But for that same 200MP price you could have pios that don't need cover, don't need to worry about moving, can repair, and don't need a specific commander, so why bother?
MG42: somewhat more likely to get sniped by cons on the first volley or in general if the cons are in heavy cover. Apart from that nothing has really changed here.
Sniper: got a large survivability nerf, for some reason. Not worth the risk really.
222: the new flameht. Somewhat less surviveable but a lot more maneuverable and far stabler DPS output at all ranges. Also cheaper. Also good vision, for what that's worth. Only natural enemy is mines really.
251: a scout car without a rotating turret or upgun option. But can reinforce. But you could just build a reinforcement bunker instead and save the precious fuel for more 222s or heavier vehicles so I'm not really sure they're worth building.
Overall balance: ppsh spam or bust for soviets, and even then it's a ridiculously uphill battle. Lots of build variety early game...purely for germans, soviets really have zero choice now. |