Those are the best thoughts i read . Sounds interesting, I would like to see something like this on soviets. I wonder what the devs have planned to fix balance on 1.2.P.S. Wanna Be Like You When I Grow Up!
"You embarrass me. You're overestimating me. Listen, I'm not a man with any special skill, but I've had plenty of experience in battles; losing battles, all of them. In short, that's all I am. Drop such an idea for your own good. "
Let's start with the support barracks. The most straight forward way would have been to split them AT/AI units,yes. However, doing that would effectively mean you'd need twice the researches to get Tier2, and you would definitely need to make both of them because Tier2 for WH/PE bring armour and strong infantry. So, what's the point in having two seperate researches when you actually have make both of them. Its hardly a true option. Remember that Soviet infantry are not the us riflemen all rounders with Bars and stickies. Their support units are a must have unlike 30cal/US mortar.By splitting them the way I have now,it means you don't really have to make both researches and can move on to tier3. This makes for more flexible teching.
For Tank hull, we used to have it so that you would tech up to T70/90 and then at Tier3 get T34/SU. 99% of people always saved the fuel to get the T34/SU and never made the T70/90 because by that time they needed both AT and AI. By attaching the SU to the T70/90 you have something equivalent to WH tier3. This makes it far more attractive and you can forgo getting T34s alltogether depending on doctrine choice etc.The SU is the soviet equivalent for the stug, except that its very fragile(3 pak shots kill it, like an M8 and is more vulnerable to shreks), more expensive, better vs vehicles and worse vs Infantry. We have now tweaked the pricing of the teching further ensuring that T70/90/SU hit the field at the same time as Pumas/Stugs. Splitting them as described would reduce tactical diversity rather than increase it, which is why i've opted for the current system.
As for the command squad, we want it as a 'must have core hero unit' which is essential to the Soviet flavour. The idea is that they vet up and gain abilities while the faction techs up. You can't really have an infantry unit costing fuel either.I hope that clears it up more
I understand your point. The problem is that now it is same situation (at least in 1v1 or even 2v2) - no one ever bothers to tech T34, everybody is getting fast T90+Su85 combo. Again as I tried to show in my analysis - Soviet will get pretty decent package including good AI and AT at same time.
My guess Light tankovy upgrade should be available about +30 Fuel later than it is now.
QuoteI understand your point. The problem is that now it is same situation (at least in 1v1 or even 2v2) - no one ever bothers to tech T34, everybody is getting fast T90+Su85 combo. Again as I tried to show in my analysis - Soviet will get pretty decent package including good AI and AT at same time.I believe this is related to the current low fuel cost of both the units and of the upgrade, not the fact that you get the SU. If you go for these at the moment, they come a bit too early and too easily, hence why its a favored tactic. That will change with the amended costs. The fact remains that you get fragile tanks with this upgrade, where as with teh T34s you get resilient tanks. Also the change to get the IS2 will also make a difference as its not an easy fall back move any more.PTRDs are specialist AT unit, they're being tweaked as well so they're not good at all vs infantry really but get a bit better vs vehicles. They no longer have normal mines.QuoteMy guess Light tankovy upgrade should be available about +30 Fuel later than it is now.A good guess You'll have to wait and see all the changes....as we're still working on all the stuff
1) If PTRD unit dont have normal mines anymore, what are there options ?
Quote1) If PTRD unit dont have normal mines anymore, what are there options ? Ahhhh...they have something new and special...more fitting to their role
"Aim at engine"
Using abilities is still free true to the original design, its just the upgrades that cost muni as they shouldQuote"Aim at engine" Nah that'd be a bit too close to treadbreaker...anyways, you'll see