First of all, I'd just like to say this is a fantastic mod and is the sole reason my friends and I still play CoH. Had this been a real expansion pack instead of ToV, we would still be playing automatch today.After playing numerous games among of group of 4 of us in 1v1 and 2v2s, we have a few insights we'd like to share with the balance team in hopes of further improving this mod.General Soviet Balance:-Upgrades not applying until you make a new unit is still a problem with the faction. It's one thing with tanks, but infantry not getting their upgrades makes earning vet with them almost a waste of time. While maybe not with conscripts since it drastically changes the squad, we really think that infantry and support team upgrades should be applied to the units on the field.
Unit Specific:IngeneryThese guys are waaaay too weak without their upgrade. Vet 0 pios own them. It feels bad ever having to build more than one of them. They could really use a slight health buff.
StrelkyThese guys seem to be worthless. Without their upgrade, they are worse than vanilla rifles. With the upgrade, they still die like flies and lack any AT option or grenades. Vet 3 volks were kicking their asses. It seems to be better to just skip these guys entirely and use upgraded conscripts and support teams until you get Guards. There's a lot of ways they could be improved, but they definitely need some sort of help.
Sharpshooter TeamThe spotter seems to have an insane crit rate, making him a mini-sniper himself. His gun should be no better than a support team crewman.
Tank HuntersWe're not sure what the point of these guys are. They lack the firepower to even scare away an AC. Going medium-support first with Soviets is pretty much a death-sentence due to lack of effective AT. Two squads of them were unable to deal with an early AC (tried with both Puma and PE AC). While they shouldn't be a good solution to heavy tanks, they need to at least be a semi-serious threat to light vehicles. Weaken their standard rifles if need be to prevent spamming.
Heavy MortarNot sure if this is intended or a bug, but the upgraded mortar doesn't get 'bombard' in the current patch.
T70There's nothing wrong with it, it's just...boring. Without any sort of upgrade option or special ability there is no reason to look at it past the mid-game.T90This thing is a Whirbilwind on crack. It auto-pins all hostile infantry in an instant, and murders weapon teams. We think the huge aoe is the main problem here.
SU85The upgrade costs far too much, and the unit is very sup-par until you upgrade it. It costs more fuel than a StuG, yet is too weak to survive a tank battle with just about anything that can fire back. Suggest lowering the upgrade cost.
AT GunIt's okay overall, but the performance gap between the upgraded one and the normal one is kind of severe. It's generally not worth building until you buy the upgrade, though fortunately it is pretty cheap. Consider making the non-upgraded one a little more accurate.
Sherman 105Not a Soviet unit, but a just wanted to mention that this is the only reward unit that is better 10 times out of 10 than the original. But maybe that was your point seeing as the croc is considered the worst unit the game by many.
God of War is lol, but comes so late it is rarely a game-changer. The early abilities need to be much more relevant to competitive play.
Urban Combat-Steamroller is an Awesome but Impractical unit. It's way too slow and expensive to be useful outside of small maps. It could use a little more speed.
-Partisans are a tad too strong. It's basically a commando squad that deploys like FSJs, can set booby traps, and cloak. It's fine that they're powerful, but the cost needs to reflect this.
Breakthrough-Call-in Sherman needs to go. The doctrine already has tankriders for a call-in tank. It does not need one of both sides-Mechanics aren't worth their cost.
-Juggernaut needs to be a once-per-game call-in. It is clearly better than a Tiger or Pershing, and should also be considered rare enough that the Soviets can't keep sending them in. It's cool that it is so powerful, and would much rather see it be a one-time monster than be nerfed to keep it as a 'limit of 1' unit.
Again, fantastic mod. We hope you find these insights useful for future considerations.
IngeneryThese guys are waaaay too weak without their upgrade. Vet 0 pios own them. It feels bad ever having to build more than one of them. They could really use a slight health buff.
Propaganda Strategy-We call this the 'bridge map doctrine', as it seems to be a poor choice for 1v1 or even proper 2v2 play. The LHS is flat out horrible, and RHS is only salvaged by the rocket trucks. God of War is lol, but comes so late it is rarely a game-changer. The early abilities need to be much more relevant to competitive play.
Urban Combat-Steamroller is an Awesome but Impractical unit. It's way too slow and expensive to be useful outside of small maps. It could use a little more speed.-Partisans are a tad too strong. It's basically a commando squad that deploys like FSJs, can set booby traps, and cloak. It's fine that they're powerful, but the cost needs to reflect this.
Breakthrough-Call-in Sherman needs to go. The doctrine already has tankriders for a call-in tank. It does not need one of both sides-Mechanics aren't worth their cost. If they could do something other than repair, it would be fine. I would suggest either giving them the ability to lay mines or give them over-repair.-Juggernaut needs to be a once-per-game call-in. It is clearly better than a Tiger or Pershing, and should also be considered rare enough that the Soviets can't keep sending them in. It's cool that it is so powerful, and would much rather see it be a one-time monster than be nerfed to keep it as a 'limit of 1' unit.
First of all, I'd just like to say this is a fantastic mod and is the sole reason my friends and I still play CoH. Had this been a real expansion pack instead of ToV, we would still be playing automatch today.After playing numerous games among of group of 4 of us in 1v1 and 2v2s, we have a few insights we'd like to share with the balance team in hopes of further improving this mod.General Soviet Balance:-Upgrades not applying until you make a new unit is still a problem with the faction. It's one thing with tanks, but infantry not getting their upgrades makes earning vet with them almost a waste of time. While maybe not with conscripts since it drastically changes the squad, we really think that infantry and support team upgrades should be applied to the units on the field.Many of the unit upgrades (T-34, strelky etc) are so powerful it's like a whole new unit with a different function. The Soviets have about twice the unit pool as any other faction as a result. The upgrades are simply too strong to work retroactively. They also work well in geling with Soviet teching choices, much like wehrmacht vet. Unit Specific:IngeneryThese guys are waaaay too weak without their upgrade. Vet 0 pios own them. It feels bad ever having to build more than one of them. They could really use a slight health buff.Ingenery/Pio balance is similar to volks/rifles. Win at long range, lose at short. Player with greatest micro wins. Also, unlike pios without flamers, ingenery can actually add quite a decent punch to your field army because they can fire from the relative safety of long range and do quite decent damage. StrelkyThese guys seem to be worthless. Without their upgrade, they are worse than vanilla rifles. With the upgrade, they still die like flies and lack any AT option or grenades. Vet 3 volks were kicking their asses. It seems to be better to just skip these guys entirely and use upgraded conscripts and support teams until you get Guards. There's a lot of ways they could be improved, but they definitely need some sort of help.Strelky out-of-the-box are actually better than a gren squad, for a cheaper price. They are also less vulnerable to snipers, arty and other squad gib weapons. Their upgrade is so substantial that it's one of the only Russian upgrades that costs additional munitions. As Paciat said, airborne armour is extremely good on the move, and they have A LOT of SMGs, and their LMGs are actually very powerful as well if you choose those. Their vet is quite decent as well, especially when combined with command squad global vet. Sharpshooter TeamThe spotter seems to have an insane crit rate, making him a mini-sniper himself. His gun should be no better than a support team crewman.Already being addressed we believe.Tank HuntersWe're not sure what the point of these guys are. They lack the firepower to even scare away an AC. Going medium-support first with Soviets is pretty much a death-sentence due to lack of effective AT. Two squads of them were unable to deal with an early AC (tried with both Puma and PE AC). While they shouldn't be a good solution to heavy tanks, they need to at least be a semi-serious threat to light vehicles. Weaken their standard rifles if need be to prevent spamming.Tank hunters are the cheapest AT squad in the game. They come early, with AT mines, nades and an accurate rifle that has good penetration. They do little damage, but they fire fast. Use them as any other infantry AT squad, support AT guns or use mines as a mobility kill. Their AT nades are actually EXTREMELY powerful as well (and free). So use lots of those.Heavy MortarNot sure if this is intended or a bug, but the upgraded mortar doesn't get 'bombard' in the current patch.It's intended, but I'm not sure why. Use attack ground. T70There's nothing wrong with it, it's just...boring. Without any sort of upgrade option or special ability there is no reason to look at it past the mid-game.Agreed, I always go for the T90 unless there's a sniper that needs hunting (they have a detection radius). In previous patches I would go them when I needed added bunker damage but T90s are insane against bunkers now. They need a little extra something, like maybe a flamethrower upgrade? T90This thing is a Whirbilwind on crack. It auto-pins all hostile infantry in an instant, and murders weapon teams. We think the huge aoe is the main problem here.Yeah, it's still a little too strong. I think both damage, AoE and suppression values are all still too high. SU85The upgrade costs far too much, and the unit is very sup-par until you upgrade it. It costs more fuel than a StuG, yet is too weak to survive a tank battle with just about anything that can fire back. Suggest lowering the upgrade cost.People on this forum should already know my opinion on this unit. I think it's far too good. It's gun penetrates any German tank with ease and it has surprisingly good front armour. The SU-100 is actually rather pointless because the 85 already penetrates everything well. AT GunIt's okay overall, but the performance gap between the upgraded one and the normal one is kind of severe. It's generally not worth building until you buy the upgrade, though fortunately it is pretty cheap. Consider making the non-upgraded one a little more accurate. Never use the unupgraded one so can't really comment. The upgrade is cheap, so if I know I'm going AT guns I get it every time. Sherman 105Not a Soviet unit, but a just wanted to mention that this is the only reward unit that is better 10 times out of 10 than the original. But maybe that was your point seeing as the croc is considered the worst unit the game by many.Yeah, easiest reward unit decision in the game. I disagree with Paciat about the StuH, they're good. Doctrines:Propaganda Strategy-We call this the 'bridge map doctrine', as it seems to be a poor choice for 1v1 or even proper 2v2 play. The LHS is flat out horrible, and RHS is only salvaged by the rocket trucks. God of War is lol, but comes so late it is rarely a game-changer. The early abilities need to be much more relevant to competitive play.The red tide is actually one of the best powers in the game in my opinion. For the motherland is also quite good. Kats are god. My problem with prop is the same as yours though. GoW is awful and there's a lack of early viability. I proposed a while back that MGs/trenches be combined into the one power on RHS and a new FTFL/Inspired assault type power be added to LHS. Urban Combat-Steamroller is an Awesome but Impractical unit. It's way too slow and expensive to be useful outside of small maps. It could use a little more speed.-Partisans are a tad too strong. It's basically a commando squad that deploys like FSJs, can set booby traps, and cloak. It's fine that they're powerful, but the cost needs to reflect this.Both steamroller and partisans are fine. Steamroller is an excellent bunker buster, base wrecker, mobile suppression fortress and blob crusher . It also does a lot of damage to tanks with a direct hit. You have to remeber it's awesome suppression when you consider that it should not be allowed to be all over the map at once. Partisans have very low health and are most useful for popping out of a building to flank an MG during your frontal assault. They're not very good field troops though. Breakthrough-Call-in Sherman needs to go. The doctrine already has tankriders for a call-in tank. It does not need one of both sides-Mechanics aren't worth their cost. If they could do something other than repair, it would be fine. I would suggest either giving them the ability to lay mines or give them over-repair.-Juggernaut needs to be a once-per-game call-in. It is clearly better than a Tiger or Pershing, and should also be considered rare enough that the Soviets can't keep sending them in. It's cool that it is so powerful, and would much rather see it be a one-time monster than be nerfed to keep it as a 'limit of 1' unit.I don't like Breakthrough so I won't comment. I'm surprised you didn't bring up the IL-2 strike though. Again, fantastic mod. We hope you find these insights useful for future considerations.
Sherman 105Not a Soviet unit, but a just wanted to mention that this is the only reward unit that is better 10 times out of 10 than the original. But maybe that was your point seeing as the croc is considered the worst unit the game by many.Yeah, easiest reward unit decision in the game. I disagree with Paciat about the StuH, they're good.
If the Croc is shit, then the flamenwerfer halftrack upgrade is truly useless too.
Tank hunters are the cheapest AT squad in the game. They come early, with AT mines, nades and an accurate rifle that has good penetration. They do little damage, but they fire fast. Use them as any other infantry AT squad, support AT guns or use mines as a mobility kill. Their AT nades are actually EXTREMELY powerful as well (and free). So use lots of those.lol, they have mines? I didn't even see that. But anyway, we've played test games where I told the other guy I was going fast AC (PE) on him. He tried the Tank Hunters over the AT gun. It was a slaughter. This is a guy who was rank 13+ in 1v1 auto so I don't think his micro is suspect. AT nades don't help against people who can kite. They fare even worse against an Ostwind or PIV. They're a little better with the upgrade, but I really think they need a damage modifier vs. light vehicles. It seems to be a larger issues vs. PE, as car spam vs. Soviets seems to be too much for them from our tests.
Partisans have very low health and are most useful for popping out of a building to flank an MG during your frontal assault. They're not very good field troops though.