Company of Heroes: Eastern Front

Author Topic: USSRs Doctries  (Read 2878 times)

Offline SavageWorld

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USSRs Doctries
« on: October 04, 2010, 12:45:56 PM »
I think that the leaft side of the urban combat, and the propaganda warstrate doctries are too expensive when you consider how weak they are. I think that "No one step back!" and "For the motherland" should only cost 1 CP. USSR need abilities that can have an effect early in the game and have the three doctries that cost the most CP to fill out. For these reasons it seams to me that it would be better to makes these abilities cheaper than stronger. I would also leave "Steamroller" and "the red tide" at the same price. So they would become more attactive as well.

Offline lbg

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Re: USSRs Doctries
« Reply #1 on: October 09, 2010, 10:15:12 PM »
I definitely agree there's a lack of early game usefulness from Soviet doctrines.  It's like PE where I don't bother looking at them until 3-4 CPs into the game.  The global sprint one is the probably the best, but forces you into the tank call-in doctrine which you may not want.  For the Motherland should not be availible at 2 CPs though.  Wehr needs suppression to equalize the early game vs. the Soviets, and getting this ability too soon would break that.

Some suggestions here:
Propeganda -
Combine the MG and trench into one ability and come up with another 1-2 CP power.  Also, the Soviet MG nest is way overpriced.

Urban Combat -
Flip the flamer upgrade and Not one Step Back.  You will never have enough munitions to take advantage of the flamers at 1 CP, while the defensive bonus would help far more during the early game.

Breakthough -
I suggested on another thread that the Sherman needs to go, and this is the reason; it's not because the Sherman is OP.  Armour Company is generally not taken in 1v1s because it offers little early game advantage.  Breakthrough is even worse in this regard, with only ONE early game ability.  There needs to be a useful 1 or 2 CP ability at the start of both sides of the doctrine.  And no, Mechanics are not a useful early game ability in their current state.

Offline GodlikeDennis

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Re: USSRs Doctries
« Reply #2 on: October 10, 2010, 04:34:43 AM »
Propeganda -
Combine the MG and trench into one ability and come up with another 1-2 CP power.  Also, the Soviet MG nest is way overpriced.

Agree with this because I came up with it :P. It makes sense to combine the defensive ops powers on the artillery side of the tree. Also a new 1-2 cp power on the left with an infantry focus can make it more attractive to the heavy infantry use player, as that's what LHS is meant for.

Urban Combat -
Flip the flamer upgrade and Not one Step Back.  You will never have enough munitions to take advantage of the flamers at 1 CP, while the defensive bonus would help far more during the early game.

I believe dual flamers are at 2cp. Regardless, this seems to be a good idea because dual flamers are still a little strong at the time you get them. Push them back to the late-midgame stage would be appropriate as a counter to vetted grens and bunkers. I would like to see NOSB used more often too, and it would be far more useful early game than where it is now.

Breakthough -
I suggested on another thread that the Sherman needs to go, and this is the reason; it's not because the Sherman is OP.  Armour Company is generally not taken in 1v1s because it offers little early game advantage.  Breakthrough is even worse in this regard, with only ONE early game ability.  There needs to be a useful 1 or 2 CP ability at the start of both sides of the doctrine.  And no, Mechanics are not a useful early game ability in their current state.

Breakthrough just does not need another tank callin. Sherman should be a replacement for T-34/76 instead. To replace it in the doctrine, I've suggested before a heavy infantry squad similar to rangers, with both anti-infantry and anti-tank capability at 2-3cps. If we gave breakthrough a callin AT squad, you would be able to more safely skip the support barracks and go straight for vehicles, as would be appropriate in the tank doctrine. Mechanics seriously need a look at again as well. They're far too weak. Why not make them combat mechanics that don't have repair penalties in combat. That would suit the doctrine style.
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