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Red Army Suggestions / Re: General Perceptions in connection with the Red Army
« on: January 26, 2010, 11:19:02 PM »
I think I found a solution for some problems.
3- Disabling the 'retreat' button for the russians was a very bad idea.
Despite of any clear historical background behind this idea, the 'reatreat' option is a key feature of CoH game mechanics.
A solution would be to let the soviet troops "Return to the Major"(Command Unit), just like the british "Return to the Captain" command.
With this, the soviets soldiers could be pulled out from dangerous situations without using the regular "retreat" order.
6- The player can build all soviet vehicles in one building. This feature is, like the 'no-reateat-for-soviets', is strongly aganist CoH game core mechanics.
The most obvious solution is to put in the soviet BA-64 armored car, available from the Support Barracks. The BA-64 is armed only with a 7.62 DT machine gun, and it would be vulnerable to small arms fire just like the PE Scout Car/Armored Car.
This way the soviet players could have a partly small-arms fire resistant armored vehicle(armed only with MG) long before the Tank Hall.
The rest of the vehicles must be shared in one than more building, though.
5- It wuold be better to equip AT teams with american lend lease bazookas
As basic369 said, bazookas could be an upgrade for the AT squad. This way, soviet player could effectively use AT squad in late game situations. The default for the AT squad would be the two AT rifles, and the upgrade would change the AT rifles to bazookas.
-It would be also wise to let the engineers build Observation Postst to increase resource incomes.
-Currently Soviets sarts with no units. It would be better is they start with one engineer unit, yust like the other factions.
I hope the developers read these.
3- Disabling the 'retreat' button for the russians was a very bad idea.
Despite of any clear historical background behind this idea, the 'reatreat' option is a key feature of CoH game mechanics.
A solution would be to let the soviet troops "Return to the Major"(Command Unit), just like the british "Return to the Captain" command.
With this, the soviets soldiers could be pulled out from dangerous situations without using the regular "retreat" order.
6- The player can build all soviet vehicles in one building. This feature is, like the 'no-reateat-for-soviets', is strongly aganist CoH game core mechanics.
The most obvious solution is to put in the soviet BA-64 armored car, available from the Support Barracks. The BA-64 is armed only with a 7.62 DT machine gun, and it would be vulnerable to small arms fire just like the PE Scout Car/Armored Car.
This way the soviet players could have a partly small-arms fire resistant armored vehicle(armed only with MG) long before the Tank Hall.
The rest of the vehicles must be shared in one than more building, though.
5- It wuold be better to equip AT teams with american lend lease bazookas
As basic369 said, bazookas could be an upgrade for the AT squad. This way, soviet player could effectively use AT squad in late game situations. The default for the AT squad would be the two AT rifles, and the upgrade would change the AT rifles to bazookas.
-It would be also wise to let the engineers build Observation Postst to increase resource incomes.
-Currently Soviets sarts with no units. It would be better is they start with one engineer unit, yust like the other factions.
I hope the developers read these.