Commanders should never be a requirement.
Then what is your proposal? Soviets are not Ost\UKF\OKW\USF who pick commander as an option. Half of the soviet units, which counterparts other faction have as stock, comes from commanders. This is faction design. Good or bad, thats how it is.
Sure we can make half of the commander units be stock side tech.
I also think that guards\shocks with proper ajustments could have been made into stock units, where you select either to unlock one of two. T34\85 could have been made into T4 grade, where for additional fuel upgrade it could have replaced T34\76.
But it wont happen, even because it will be a mess to balance and almost all commanders would have to be remade.
It's hilarious to read "the soviet will fuck you up of you didn't see what they build coming" being followed by "if you didn't pick a certain commander and thus lack tools tough shit that's your problem" certainly doesn't read as genuine....
If you re-read it, you will see that I was refering to early game oppenings and builds. And I also didnt say "certain" commanders, I said commanders.
Soviets are made to be played with commander picked, because most of their units are locked behind commanders. Even cons grades locked behind commanders.
Balance team tried to move away from this, by giving cons 7 man grade, by making Penals into semi-elite inf and giving stock AT grade. But soviets will always be faction which requare commander to be picked. Its in its core. |
Lol. Every factions has that then.
OKW: Full Volks, 221 opening, Full Fusiliers, Sturmpio spam, Kubel\Spio duo
Ost: AssGrens, MG spam, OSttrupen, Grens, Sniper(s)
Usf: Pathfinders, Rifles, RE spam, WC51, Assault Engineers
UKF: MG spam, IS spam, Assault Sections, UC
HOW is that different? That's the dumbest point here.
More like:
OKW: Full volks or full fusiliers. Kubel is not a game changer.
Ost: Osttruppen\MG spam\Grens\Fast PGs
USF: Pathfinders\Rifles, WC51 (broken rapemachine btw)
UKF: IS\UC, AIC\UC, IC
Now stop being overprotective looking for betrayals of the Rodina, and understand that other factions in general are predictable and it doesnt matter what you do, you can rely on the fact that your standart build would be most likely enouth to fight it.
Only soviets, can fuck you up early game by simple fact that they chose something that you didnt see was coming. But its mostly OKW situation, because of its problems, not soviet ones.
If you just want to hear or prove that soviets are UP\balanced from me or prove this to me, then it would be better to end this conversation right here. I'm not stating they are OP, nor that they are balanced, nor that they are UP.
You know why? Because SOV has shortcomings that can and should be exploited by the opponent. Meaning that it has a weakness. And being reliant on commanders is already a sign that's it's not all perfect.
It signs nothing. Relic made faction in this way. If you dont like it, create time machine and tell Relic from the past that their concept is shit.
Their shortcomings are covered by commanders, because again, faction works this way, if you dont like picking commander and then tell stock soviets have shotcommings, then its your own problem at this point. They do have problems, but it has nothing to do with how faction works, nor this problems should not be adressed at some point.
I didnt say they dont have weakness and neither I said they are OP. They are in general more balance then UKF\USF in terms of powerspikes. But it doesnt change the fact that they are some shitty aspects and blandly OP\poorly balanced aspects. |
What openings are there for soviets in 1v1? Penals aren't useful. You can only use cons reliably.
Okw has following oppenings - fusiliers, volks, kubel, Sdf 221 (Jagers at 1CP, so not really an opening)
Ost has oppening - AssGren, Osttruppen, Pio\MG
And don't tell me about low rank. At low rank you can just go all in with CE, Sturmpios, RE and so on.
I'm not saying what is more reliable, I'm saying overall. Not pin pointing the specific ranks or gamemodes, to begine with, because it differs.
But regarding oppenings:
Full cons, full penals, Flame M3, sniper(s), Maxim spam and mix of mentioned.
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Soviets just have few clearly overperforming units and stupud mechanics.
1) KVs are awaible way too early, they have timings of sligthly delayed medium
2) T-70 in general. I understand that it covers some holes of soviet balance, but still its just a toxic unit, which doesnt fit the game, considering how easily it can chase and delete squads without any counterplay.
3) ZiS arty barrage is BS, which has no reason to be in. Comparaded to PaK zis have like slightly slower ROF and I belive thats its. Being able to destoy\deny cover with a deducted AT unit, which for some reason is able to act like a mini howi is unreasonable. Even if it was nerfed. It should have had AT ability like all other AT guns in the game do.
I only do agree that T70 is somewhat needed powerspike, but its very cheaply and poorly made. Meaning that bad players will lose it to mine\AT wall and potentually lose the game, while good players will rape the shit out of the opponent with it, with almost no counterplay.
Regarding lack of inf upgrades and so on, its true. But at the same time only soviets are the faction that is based around commanders.
Someone might say, that they lack of strong stock units\upgrades, but you shoudnt forget that almost every single commander has either upgrade\elite inf\armor or mish mash of it.
So I dont consider this an aurgument that stock soviet units suck, because they are not ment to be played only with stock units to begin with.
Also soviets are the best faction to just showcase OKW\Ost problems, because they have so many oppening options, good players will just abuse the shit out of opposite faction weaknesses, meaning that players who are not experienced will be again obliterated by some soviet strats. |
Use G43 on PANZERGRENS, they are chads, grens are incels in general.
On PGs G43 make them really nice, even in late game. Considering you will be getting buffs from armor and you will be able to engage at mid and somewhat long range. |
Tweaking health and cost alone isn't sufficient to have the unit unique and balanced for both players.
Well I dont see macking cali be 2 shot instead of 3 and slightly nerfing it armor, would make it less unique considering that all other rocket arty units die in 1 hit and can be killed even by small arms, let alone LVs. |
I'm honest to God not venting or trolling. USF I can deal Fallschrimjagers but not with UKF. It seems like the only viable opening build order is 4 IS into Platoon CP then bolster.
Well sure, but again its in general very viable build order that UKF play this days. If you dont want to play IS only, use Universal carrier or use Vekers. But still overall 4 IS start into bolster is still the most prominent build order overall, in any situation.
Most of the time when OKW would have 2 CP, you are able to have 4 IS on the field and bolster (ofcouse if match isnt one-sided) + I belive you can even push weapon racks (by delaying AEC) and have like 2 brens by that time.
Commandos can deal with fallshims just as good, if you ambush with them. Officer can also be very usefull as a protection from close range rushes.
Also if you truly want to have some advise, you need to give context of how you are loosing to Fallshims.
Because even if you have one 5 men IS squad in cover and fallshims rush you from long range, even if they force you to retreat they would end up being heavily beaten and would probably retreat aswell.
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It was already discussed.
Both Katy\Cali and PFwerfer (less so), are deadly when they are being fired at short range.
One can have 100 rockets per salvo, other can have 10, it doesnt really make any difference, considering that your shit will be most likely wiped before you can even reteat, if enemy shoot from close range.
Problem with Cali is its stupid survivability. It takes 3 shots to die, while it should take 2.
Aswell as its armor, it should give you protection only at long range against mediums. At medium\close range all mediums should have 100% chance of penetration.
All this will still make it distinct from any other arty unit and let it have its survivability, but it wont be THAT hard to kill if played\possitioned bad. |
I'm trying to figure out another counter besides going USF Paratroopers.
I'm not sure that it will have any results replying you seriosly, without trolling, but alright I'il try.
OKW wont have fallshims for every single IS\Rifle squad. Dont fight them 1v1 fight them 2v1. If they have volks supporting focus fire fallsh.
I know that grenadirs\volks are garbage compared to penals\Rifles\IS but you shouldnt have a habbit of thinking that your Allied inf can roflstomp everything by itself without using combined arms.
If you cant counter inf with inf dont use only inf, use inderect fire\sniper\LVs\MG. Allies have best LVs for this reason.
But if its late game and OKW has AI jaghttiger supported by AI Elephant, then you lost your advantage as allies and didnt win the game or didnt snowballed into lategame. Time to suffer. |
You decided to release a remaster of your previous thread, where you said pretty much exactly the same, and later on proposed fallshims nerf and buffs for allies.
Why didn't you just bump it istead of creating new one, results will be the same anyway. |