Company of Heroes: Eastern Front

Author Topic: Soviet tech requirements  (Read 9272 times)

Offline bopokippo

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Soviet tech requirements
« on: December 28, 2011, 06:06:10 AM »
Just throwing some things out there, not saying I'm qualified or very good at this mod, but one thing I feel is that fuel costs to get heavy tanks and maybe somewhat for light tanks or too high for my liking. After spending 50ish fuel to make a tank hall you also need to spend extra fuel (and a hefty cost at that) and time to even get the option to build your first real vehicle, light or heavy. My suggestion is to have you start with the light tankovy upgrade already purchased. Also, the munitions cost for 85mm upgunning I think should be lowered to 100 seeing as you still need to pay a much larger sum to by the upgraded vehicle to start with. The soviet support barracks I believe should also have the same change as the tank hall, and let you start with two units that I believe to be the mortar and tank hunter. (i can't remember off the top of my head which two go together. Either mortar and sharpshooter or mortar and tank hunter. THe other is anti-tank gun and I think sharpshooter). Feel free to change or counter my arguments! That would be greatly appreciated.

Offline Pac-Fish

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Re: Soviet tech requirements
« Reply #1 on: December 28, 2011, 06:16:22 AM »
US must pay I think 95 fuel b4 they can even start making vehicles

Wher must pay 60 fuel to start building Halftracks and 110 fuel to start building better vehicles

Brits must pay 75 fuel to get Stuarts out

SU must pay I think 100 - 110 fuel to get tanks out (not sure). However I think SU can get their tanks out faster :P (not actually sure about that one)


Perhaps its a bit high but its not that bad  :P

And I kinda agree that the 85mm upgrade is a bit high. US must pay 200 mp and 55 fuel to get it. SU must pay like a whooping 125 muni and 55 fuel(not 100% sure about those numbers). Its much easier to get 200 mp than 125 muni. You can get 200 mp in one minute. Chances are it will take a long time to be able to afford the 85mm upgrade(given that you will probably be spending muni throughout the game, not just holding it) And SU has muni upkeep so its even harder. Im not a pro but Im just saying :P
« Last Edit: December 28, 2011, 06:23:33 AM by Fishhunterx »

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Offline Panzer4life

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Re: Soviet tech requirements
« Reply #2 on: December 28, 2011, 06:27:29 AM »
The SU get their tanks about the same time the US does, as you have to have a support hall upgrade, the tank hall, and a tank hall upgrade, so it is less fuel over all, but more manpower if i remember. Wehr is screwed on getting tanks out early though, 15 fuel for the first upgrade, 20 for the next one, another 20-40 for the tier 3 upgrade, and then build the strum armory, followed by a stug. But since i don't consider the stug a tank, you have to invest an additional 50 fuel on the final upgrade, build the Panzer, and then pay 80 for the PZIv.
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Offline GodlikeDennis

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Re: Soviet tech requirements
« Reply #3 on: December 28, 2011, 07:12:54 AM »
Soviet T3 is almost the same teching as Wehr T3. Soviet T4 is almost the same as US T4.
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Offline Dot.Shadow

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Re: Soviet tech requirements
« Reply #4 on: December 28, 2011, 05:07:53 PM »
Personally I'd like to see the tech upgrade for light tanks removed, but the tank hall cost upped a bit. The light tanks just feel like a waste of time in the more competetive matches. Making them less costly would make them more viable.

On a different, but somewhat similar, note, the mustering tent requirement for the command squad is really devestating for the Soviets chances in a competetive match. If any of you ever played CoH:O and imagine the Soviets in that game, you'll quickly realise why this requirement pretty much breaks the faction.

Offline GodlikeDennis

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Re: Soviet tech requirements
« Reply #5 on: December 28, 2011, 06:21:51 PM »
I have no idea of the CoH:O reference and it most certainly does not break the faction.

Removing the tech cost for light tankovy is definitely not something we will do. Their building currently arrives at 105FU, compared to 95 for a motor pool or 105 for Sturm Armoury. It is roughly equivalent in strength to T3 Wehr.
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Offline Tankbuster

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Re: Soviet tech requirements
« Reply #6 on: December 29, 2011, 01:45:12 PM »
mustering tent requirement  for CS is good because it doesnt give the soviet player the ability to pwn the first wehr pioneer capping a point. What happened was that SU player used to make an ingenery then a CS and while the CS was getting ready, construct a mustering tent. so while the CS came out, the first conscript squad was underway, not to mention another Ingenery squad being produced in the HQ. So The SU would have an extra squad.
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Offline Dot.Shadow

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Re: Soviet tech requirements
« Reply #7 on: December 30, 2011, 01:51:20 PM »
Try looking at what the requirement means will be facing off in the field early game. Anyone who has played CoH competitively knows that seize the high resources (preferably fuel) from the first moments of the game. This means Pioneers, or worse, Panzer Grenadiers, will be facing off with Ingenery, which are already arriving late due to having to build a mustering tent. This allows the Germans free access to any buildings around the point(s), thus sealing the fate of an already won battle. With the command squad coming in earlier there would be a real competition for the points.

Offline GodlikeDennis

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Re: Soviet tech requirements
« Reply #8 on: December 30, 2011, 04:31:59 PM »
No. The match isn't won by first contact EVER. Ingenery vs pio is an even battle and they arrive at the same time. You will have 1-2 conscript and CS by the time he has 2 T1 units. CS requiring the mustering tent delays it by about 25sec, a very short time considering how strong the squad is. Do you seriously think it's balanced to have 1 ingy, 1 conscript and 1 CS vs the first volks and 2 pios? CS>Volks alone.
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Offline Pac-Fish

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Re: Soviet tech requirements
« Reply #9 on: December 30, 2011, 05:10:31 PM »
CS>Volks alone.

Im actually under the assumption that CS=Grenadier

Is this true?

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Offline Cranialwizard

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Re: Soviet tech requirements
« Reply #10 on: December 30, 2011, 05:14:18 PM »
CS>Volks alone.

Im actually under the assumption that CS=Grenadier

Is this true?

Maybe...CS are better at short range whereas Grenadiers at long range.

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Offline Pac-Fish

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Re: Soviet tech requirements
« Reply #11 on: December 30, 2011, 05:21:05 PM »
Also GLD said that by the time CS squad, Ingenery squad, and conscript squad comes out, about 2 tier1 units will be out for Wher. What about PE? Wont they have 3 PG squads by the time the SU get their stuff, one with G43? Im inclined to think the PG squad will win :P

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Offline Cranialwizard

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Re: Soviet tech requirements
« Reply #12 on: December 30, 2011, 06:15:24 PM »
Also GLD said that by the time CS squad, Ingenery squad, and conscript squad comes out, about 2 tier1 units will be out for Wher. What about PE? Wont they have 3 PG squads by the time the SU get their stuff, one with G43? Im inclined to think the PG squad will win :P

Implying that the PE player knows how to focus his fire onto the Conscripts to eliminate them first, and by keeping the duo at range and keeping even cover among your squads you can win. I feel like that it's a fairly even match up but G43s put the squads over the edge.
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Offline GodlikeDennis

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Re: Soviet tech requirements
« Reply #13 on: December 31, 2011, 03:56:09 AM »
Yes, those 3 PG squads will win if they are played properly. Just like they will beat 2 rifles if played right.
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Offline Cranialwizard

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Re: Soviet tech requirements
« Reply #14 on: December 31, 2011, 06:59:38 AM »
Yes, those 3 PG squads will win if they are played properly. Just like they will beat 2 rifles if played right.

2 PGs, one with G43 can beat 2 Rifles in green cover if micro'd correctly. I've pulled it off before.

ATM G43s are OP against American inf
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