EFEastern Front Forum Archive
Read-only public archive · no login or tracking

Archived topic · 6 posts

Healing for the Red army

Balance Discussion

#19701

Healing for the Red army

As the topic says they really need some better healing, the medic truck is a nice feature but it should be an alternative also you get it very late (after you have all 3 buildings), this does not work well on low fuel maps.

I really like the no retreating but i don't really understand why the red army can't crew, build OPs or medic stations, the Russians were known for using captured weapons against the germans and your american/british friends can still do all those things and with all the dead conscripts that really gives the allies a big advantage.

And no veterancy would really just make it boring and less tactical when its barely worth keeping units, it doesn't have to give huge bonuses to make them invincible just small ones like increased grenade range.

A nice feature would be if molotovs could damage the engine on small tanks.

Also some popcap and unit costs could use a rework like the outpost is too expensive and katyusha is too cheap

Other than that great mod, keep it up!

edit: read about recrewing so nevermind that.

Last edited January 21, 2010 at 9:58 PM by CerealKiller

#19925

Re: Healing for the Red army

The problem with every single one of those suggestions is that they would make the Soviets ridiculously overpowered.  The fact of the matter is, as it stands the Soviets are drifting dangerously close to the realms of overpowered and giving them anything else would probably push them over the edge.  I wouldn't be surprised if they got hit with the nerf bat in less than a week.
#20060

Re: Healing for the Red army

No OP's because dev's wanted a more unique way to secure resources/would probably give soviets too high munitions for upgrades

No vet: read above and would make Russian blobs invincible

Molotovs damaging engines sounds like a good idea as long as damage is minimal

Outpost is fine, though i agree with Katayusha
#20110

Re: Healing for the Red army

Late healing truck, no medics(like PE), no retreat and no recrew are whats great about russians. Most people hates british emplacements (becouse most people play as germans) and commandos but these things make commonwealth unique and fun to play.
The game would really suck if all fractions had the same units/abilities.
Russian units need less micro but you have more of them to worry about.
#20254

Re: Healing for the Red army

Yeah you're right but changing the basic game mechanics too much is just asking for imbalance, Most red army units seem balanced, they just their costs modified, and capping speed reduced to match other armies.

And the problem with the current healing is that its not working well on every map, coz its entirely fuel based, a healing station would be more sufficient.
#20263

Re: Healing for the Red army

yeah the caping speed is faster then Pe.. thats crap.. caping speed should be the same or wore then Pe units.. thats what i think..
IF PAnzer So called Elite unit takes that long to capture.
what makes CON scripts capture something like 2 times faster lol. thats a joke too :P