Company of Heroes: Eastern Front

Author Topic: Soviet Union Balance: Simple Points to be made  (Read 3486 times)

Offline ThGermanElite

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Soviet Union Balance: Simple Points to be made
« on: January 24, 2010, 10:28:31 PM »
Thing Id like to input: A simple way for Russians to win: Mass engineers and a command squad, go "Breakthrough" doctrine, then keep calling in Tank Riders and upgrade your engineers.

-Upgraded engineers can take on Knights Cross Holders (Up to vet 2)

-The T34s/Tank Riders are fast, have ALOT of health and Paks are no problem for them (Which is the typical AT the Germans have at the time the T34 arrives)

-The "Animal Killer" can kill a vet 3 panther in 3 hits and it can be called in all you want and more than one can be on the field. It should be more like the JagdPanther. (1 call-in entire game)

-The IS2 should be a call-in unit (Used more like Tiger Tank) and you can have only one on the field at any given time per Allied player.

-The Conscripts can also be used to lag someone out of the game with the no population cap amount.
         -I think:
             -Un-upgraded conscripts should cost at least 1 or 2 popcap,
             -Upgraded 2 or 3 popcap.

-I like what you did with the mortar though, just made it a StuH round not a 105mm artillery shell (Like the USA's), that explosion makes up for the Russians inability to get a HMG, perfect balance.

-Russian "Special Abilities" (Both unit and Doctrine) dont cost any ammo to use, kinda unbalanced, just make the abilities cheaper than usual (if the upgrades still cost ammo. Ex: Engineers satchel costs 30 munitions instead of 50 and the "AirStrike Call-in" [in the Breakthrough Doctrine] would cost 150-175 to the PE's 200 Munitions)  or get the upgrades to cost fuel and Manpower instead, after all, good Russian players arent going to purchase every single upgrade.

-In regards to price and performance, the Russian COMBAT infantry is very balanced toward the Axis infantry.

-In my opinion:
           -The tanks, abilities and engineers are the only things that need some of the major nerfing.

But all in all I am extremely impressed with this mod, just by playing it you can tell you guys put alot of hard work into it. Great Job guys, and kudos for donating it to the organization. Ill donate sometime to make up for you guy's hard work. Great Job!!
"Know God, No Fear. No God, Know Fear"
-Favorite Faction: Panzer Elite
-Favorite Unit (all-time): Tiger/Grenadiers
-Favorite Strategy: Quality over Quantity
-Favorite Doctrine: Scorched Earth
-Favorite Soviet Unit: UpGunned T-34

Offline xenotype

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Re: Soviet Union Balance: Simple Points to be made
« Reply #1 on: January 24, 2010, 10:39:33 PM »
Engineers now have 25% less health, build time increased for both.  The assault engineers now have a much longer build time.  Tank riders is a very high 750MP cost, support your paks and they wont die so easily.  The animal killer has a higher MP cost than a tiger, and the lastest patch limits it to 1 on the field at a time.  Shrecks ruin it.  The IS2 is now by far the most expensive tank by every measure to make at 600MP/150fuel.  Conscripts are shredded by just about everything and spam is easily dealt with especially late game by vetted axis inf.  The muni upgrades at the armory are the russian vet tech tree.  If special abilities werent free, they couldnt be used because it would delay teching.  If you make the upgrades cheaper, then it takes the uniqueness away from the faction.  The cooldowns are VERY long, airstrike really can only be used once per game.  If the upgrades cost fuel/MP then the faction is basically the same as wehr.

Offline CerealKiller

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Re: Soviet Union Balance: Simple Points to be made
« Reply #2 on: January 24, 2010, 10:48:26 PM »
The ISU-152 is already a one time call-in.

Unupgraded conscripts are still very useless lategame and you wont have a problem with this if you play with VPs.

I agree, the upgrade system fails on so many levels, upgrades should be there to minimize costs for abilities not make them free, unless you spend a lot of time laying mines you get flooded by munitions because you never need to buy all the upgrades. With only cooldowns limiting doctrinal abilities that means that on a map with very low munitions they can use call-ins all the time when other armies can't. And vice versa on high ammo maps other armies can spam call-ins and all they get is upgrades a bit earlier.

Offline ThGermanElite

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Re: Soviet Union Balance: Simple Points to be made
« Reply #3 on: January 24, 2010, 10:53:05 PM »
I didnt say anything about the conscripts and thier performance, I did say that I thought it was very balanced thats it. BUT someone can easily make ALOT of conscript squads and keep them at thier base, by doing that alone will  lag someone out of the game, its more of a bug than anything.

@ XenoType, its not my paks, I noticed it when I was playing against someone else, who did support thier pak with another pak and a PS Grenadier squad. Learn to read, I did not say anything about the conscripts being OP.
« Last Edit: January 24, 2010, 11:25:12 PM by ThGermanElite »
"Know God, No Fear. No God, Know Fear"
-Favorite Faction: Panzer Elite
-Favorite Unit (all-time): Tiger/Grenadiers
-Favorite Strategy: Quality over Quantity
-Favorite Doctrine: Scorched Earth
-Favorite Soviet Unit: UpGunned T-34