GoW - A number of interesting proposition were made on the forum, so why not test something new?
The unfamous MG-dugout. Its a doctrinal MG, futhermore its the more expensive MG of the game (cost 380MP 15fuel and even some pop!), and its far to be the most effective! The solution would be to at least decrease the price.
-"God of War" is maybe the worst late game ability ever created. Dozens of artillery battery saturating a sector for a while? What a cool idea! The sector (or the map?) is so saturated that everyone will receive a shell, even if you are faaaar away from the targeted area (merry christmas from artillerymen lads!). Germans can just ignore it by using HT and tanks, but you cant because your infantry is on-foot and its so frustrating when you loose a whole squad of assault guards with a single shell, while they were peacefully smoking far, far away! A number of interesting proposition were made on the forum, so why not test something new?
Partisans are even essential in bridge map, because its the only soviet unit that can actually blow up bridge effectively (I would rather switch this ability with sturmovy).
The Zveroboy is also a cool unit, maybe a bit too powerful atm with a barrage ability and insta-shot (it can actually one-shoot stug or whole squad of expensive infantry).
While mechanics receive an other ability (accelerate production of tank hall), they are still a bit worthless but, well, they are fine enough as they are.
L-L sherman is boring. Yep, boring: every allied faction have a sherman, and this one do not fit with soviet in my eyes. I wonder what's the opinion of players.
"Inspiring speech" is a useless ability. Whats the point of having running conscript or ingenery along the map early-game? Ok, they can reach a sector quicker and so take it quicker. And? German infantry will slaughter your conscript/ingenery anyway. It would be far more interesting, if we had an ability that provide bonus for tanks or for combined arms forces (like infantry gaining bonus near tanks?). There was plenty of suggestion made (those from Wordsmith were especially fine), but nothing happened.
I personally think Partisans should be able to be called in behind enemy lines, and cloak. Perhaps vetted Partisans can cloak while moving. They are saboteurs and guerrillas after all.
Don't understand your point. They can already be called in behind the lines and move while cloaked.
Is fine atm but I do agree with your points on "Not One Step Back"It's weaknesses actually never occured to me (shows how little I use it)
Urban:Prop:The MG and trench should be one ability as suggested many a times before as well as edits made to the MG to make it original and more doctrine worthy such as the past suggestion of a Maxim (to be completed in future hopefully) in a british mortar pit with smaller firing cone and the ability to rotate like Brit 17 pndr. (This was my favourite solution and of course may be different for others)As for GOW Dev's know and no doubt will be fixed in time.Breakthrough:Mechanics to me have now become an infantry version of US armour doctrines... rapid deployment I think, because if I want front line repairs I will stick with Ingenery and Sturmovie.Oh and I hope in future that the L-L Sherman has the option of the KV-1 as a reward replacement for it. (I would tick that reward box straight away)
Dont bother for the KV-1 mate, so far dev arent going to include it in any way from what I've heard. If the KV-1 is included in the future though, I would prefer to see it as the main heavy soviet tank (wish could be upgradable) rather than the IS-2. This could lead to put the IS-2 as a doctrinal unit for the breakthrough strategy, but I'm going too far ahead
OSTHEER IS DONE WHEN IT'S DONE!
Then Sovs would be like Wehr with buildable Tiger (IS 2), Panther (T34/85), Jagdpanther (SU100) and so on. So please, leave it as it is and it's fine (Please don't mind me for comparing things that can't be compared, it was just an example )
Quote from: MaxiKing6 on January 31, 2011, 11:06:49 PMThen Sovs would be like Wehr with buildable Tiger (IS 2), Panther (T34/85), Jagdpanther (SU100) and so on. So please, leave it as it is and it's fine (Please don't mind me for comparing things that can't be compared, it was just an example )Anyway, this thread is about soviet doctrines, though soviet tank could deserve attention aswell!
Urban Combat StrategyLeft Hand Tree: Delete "not one step back", Add a Molotov Cocktail incendiary grenade to Strelky Squads for 15mp/use. -2CP. Switch the KV-2 and Flame thrower slots. Increase "Street Fighting" to 3 CP. Total CP for tree: 9 CP.
Right Hand Tree: Good as is. Maybe "Sniper Ace" should be increased to 4 CP. Total CP for Tree 8 CP.
Breakthrough StrategyLeft Hand Tree: Excellent! "inspiring Speech" Sprint ability may be too cheap. PE requires 6 upgrades to get it.
"Tank Riders" Add "Dankovy man the guns" ability to the guards squad so that they can re-crew any tank. Add AT grenades for consistency. 9 CP.
Right Hand Tree: Change LL to an M4 Sherman with low velocity 75 mm gun, (or delete and replace with KV-1)
"Mechanics" I rather like the repositioning of this Doctrinal Unit, but perhaps it would be better to place it at the top of the RHT to give the player choosing this Doctrine a slight edge in tank production speed. 1CP.
Breakthrough Strategy would require new units to be developed. Propaganda Strategy: Three doctrinal units, 17CP.Urban Combat Strategy: three Doctrinal units, 17CP.Breakthrough Strategy: three abilities, four doctrinal units 18CP.