Company of Heroes: Eastern Front

Author Topic: Soviet tech requirements  (Read 9276 times)

Offline GodlikeDennis

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 4454
    • View Profile
Re: Soviet tech requirements
« Reply #15 on: December 31, 2011, 09:45:57 AM »
That's true as well but it's more likely that it will be 2 rifles 2 engies vs 3 PGs and a ketty at that stage of the game, in which case it's an even fight slightly favouring PE. Engies do horrible things to PGs sometimes.
If you get into an argument with me, you're wrong.

Offline Walentin 'Walki' L.

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3262
  • Creator of Things
    • View Profile
    • Steam Profile
Re: Soviet tech requirements
« Reply #16 on: December 31, 2011, 01:09:57 PM »
and you aren't probably that lucky that you have 20 ammo after upgraded the G43 to supresse a squad and you are right beside heavy cover :p
I identify as a four-eyed bird man. /s

Offline Dot.Shadow

  • Axis Commander
  • Commissar
  • *
  • Posts: 270
    • View Profile
Re: Soviet tech requirements
« Reply #17 on: December 31, 2011, 01:30:34 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.

If you play competitively you know how vital it is to seize those high fuel points early on. The ingenery cannot do that. And seriously, who builds two volks first against soviets? You need an MG, as the soviets have no proper way of taking it out early on (low resources... high leave for a way more interesting battle as it unlocks more options early on) if you're smart about capping a house where it can gun down everything from early on, which you absolutely can pull off as the ingenery have to build the mustering tent before they can get running around. There is no way that battle can be balanced. The Soviets are at a severe disadvantage. They're slower, they have fewer options, and they have poorer options.

If you don't want to remove the CS tent requirement you should at least give one of the three starting units the molotov back so that they can have a tiny chance at taking out those pesky MGs early on. Considering how short the range is now, getting into range can be quite a challenge.

Something has to be done, I don't really care if it's the CS tent requirement getting removed or something else. The Soviets are lacking early on.
« Last Edit: December 31, 2011, 01:33:20 PM by Dot.Shadow »

Offline Walentin 'Walki' L.

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3262
  • Creator of Things
    • View Profile
    • Steam Profile
Re: Soviet tech requirements
« Reply #18 on: December 31, 2011, 01:32:51 PM »
Volks, Volks, Sniper, Sniper is a good and common start against soviets as long as you fight them from distance.
I identify as a four-eyed bird man. /s

Offline Dot.Shadow

  • Axis Commander
  • Commissar
  • *
  • Posts: 270
    • View Profile
Re: Soviet tech requirements
« Reply #19 on: December 31, 2011, 01:33:56 PM »
I wouldn't say I've ever seen snipers do well against conscripts. There's just too many of them.

Offline GodlikeDennis

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 4454
    • View Profile
Re: Soviet tech requirements
« Reply #20 on: December 31, 2011, 01:41:41 PM »
I said 2 T1 units, not 2 volks. Volk, MG is the most common start.

Regardless of what you think, conscripts and CS can flank MGs fine and are just as effective as US. Molotovs make the situation even easier. When we play competitively amongst the balance members, the Soviet early game is more balanced now that the Soviet CS can't just barrel down at the cutoff or high point from second 1. Delaying the CS by ~25s is perfect for matching the forces of Wehr and PE.

Snipers do very well against any faction when used right. Soviets are not immune.
If you get into an argument with me, you're wrong.

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: Soviet tech requirements
« Reply #21 on: December 31, 2011, 04:24:09 PM »
I think you are suppose to have the snipers target the CS squad, not the conscrits :P

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline Cranialwizard

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 3270
  • Unknown Soldier
    • View Profile
Re: Soviet tech requirements
« Reply #22 on: December 31, 2011, 04:37:19 PM »
I said 2 T1 units, not 2 volks. Volk, MG is the most common start.

Regardless of what you think, conscripts and CS can flank MGs fine and are just as effective as US. Molotovs make the situation even easier. When we play competitively amongst the balance members, the Soviet early game is more balanced now that the Soviet CS can't just barrel down at the cutoff or high point from second 1. Delaying the CS by ~25s is perfect for matching the forces of Wehr and PE.

Snipers do very well against any faction when used right. Soviets are not immune.

This. He never said Volk, Volk.

If you feel so inclined to think we are doing our job incorrectly by ignoring your appeal then perhaps you should face us off?
"Balancers are 10 a penny"

Chancellor

  • Guest
Re: Soviet tech requirements
« Reply #23 on: January 01, 2012, 05:11:25 AM »
If you play competitively you know how vital it is to seize those high fuel points early on. The ingenery cannot do that. And seriously, who builds two volks first against soviets? You need an MG, as the soviets have no proper way of taking it out early on (low resources... high leave for a way more interesting battle as it unlocks more options early on) if you're smart about capping a house where it can gun down everything from early on, which you absolutely can pull off as the ingenery have to build the mustering tent before they can get running around. There is no way that battle can be balanced. The Soviets are at a severe disadvantage. They're slower, they have fewer options, and they have poorer options.

I build 2 volks first before getting dual snipers, and I get by fine.  Sandbags are my friends.  Hell, 4 volks to med bunker T2 works fine too.  Once the command squad is down, conscripts just get eaten alive by volks, provided they have superior micro.  Early on, conscripts are 16 reenforce while volks are 22, but a volk is around 2 times stronger than a conscript.  At T2, Volks also scale infinitely better than conscripts, with vet and MP40s.

I actually find HMG42s useless, but I understand they can be annoying versus Soviets early game, provided they are in a house.  However, Mosin Nagants can penetrate house cover just as well as M1 Garands can.  There are only a few competitive maps where there is a house overlooking the high fuel.  In a situation where he camps that house or a house near your cut-off like on Angoville, you can either take the risk like a man and flank the house and kill the HMG inside USA style or just ignore that side of the map and take the other side.

If he is truly camping one side with the HMG42, he'll have one fewer unit to fight you with on the other side of the map, and you should be able to secure that side.  And if you can't even beat 3 Wehr T1 units with 1 CS and 3 conscripts for example, then you deserve to lose.
« Last Edit: January 01, 2012, 05:20:00 AM by Yauz »

Offline Cranialwizard

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 3270
  • Unknown Soldier
    • View Profile
Re: Soviet tech requirements
« Reply #24 on: January 01, 2012, 07:52:00 AM »
I also agree with Yauz said.

Besides, capping a building is extremely shitty when there are multiple soviet squads as the MG can only focus in one direction. Building cap is only useful in certain situations and provided your enemy has decent micro it's easier to leave them in heavy cover and watch your flanks rather than leave em' in a house and expect them to take care of themselves.
"Balancers are 10 a penny"

Offline SnappingTurtle

  • Guard
  • ***
  • Posts: 112
    • View Profile
Re: Soviet tech requirements
« Reply #25 on: January 01, 2012, 09:27:36 AM »
I think soviet tech requirements for early vehicles are ok. Like other factions it requires a good early game to be able to go that way, and you better be prepared to pump out the conscripts. You can get molotovs to help, and maybe get For the Motherland with your first 3 CPs so you can upgrade your conscripts. You'll also have to bank muni. This can be likened to Americans forgoing BARs to get an M8, or Wehr forgoing grenadiers to get a puma/stug. Not to mention that Soviet T3 is incredibly strong and versatile.
Steam
CoH name: totalrecall

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: Soviet tech requirements
« Reply #26 on: January 01, 2012, 03:56:27 PM »
Unitl Paks come out :P Or multiple faust

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline Tankbuster

  • Allied Commander
  • Major
  • *
  • Posts: 761
  • I have no anti armor capability!
    • View Profile
Re: Soviet tech requirements
« Reply #27 on: January 02, 2012, 08:12:14 AM »
(un)official forum troll

In Soviet Russia, Forum troll You!

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: Soviet tech requirements
« Reply #28 on: January 02, 2012, 08:15:06 AM »
No I mean faust.

I had to (painfully) learn from donthateme that when there are multiple Volks squads and Axis hasn't spent any muni, chances are he is waiting for your light armor to stroll by in addition to the Pak he brought along :'(

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline Tankbuster

  • Allied Commander
  • Major
  • *
  • Posts: 761
  • I have no anti armor capability!
    • View Profile
Re: Soviet tech requirements
« Reply #29 on: January 02, 2012, 08:18:35 AM »
Its more of a waste. Three faust shots = 1 schreck. And the schreck does more damage and reloads faster. With a med bunker you get the grenadiers for free :P
(un)official forum troll

In Soviet Russia, Forum troll You!