#23512
General Perceptions in connection with the Red Army
First of all, I must congratulate to the makers of this incredibly good mod. Many of us waited for this mod for a long time, and most of us find it fantastic.
However, there are some problems we have to talk about.
When you play with the soviets
1- There is no solution for securing strategic and resource points. (this problem is even worse because of the irrealisticly high soviet upgrade costs)
2- The is no method for blowing up bridges and obstacles.
3- Disabling the 'retreat' button for the russians was a very bad idea.
Despite of any clear historical background behind this idea, the 'reatreat' option is a key feature of CoH game mechanics.
I agree that the retreat feature is irrelistic, but it is a very important piece of the CoH game mechanics, and because of that, it cannot be removed. In CoH, balancing and game mechanics was always much more important than realism or historical accuracy.
4- Soviet conscripts without rifles is funny, but strongly historically incorrect. In 1944 the red army did not
have any resource problems. Things have changed drastically since the beginning of the great patriotic war in 1941.
5- It wuold be better to equip AT teams with american lend lease bazookas. AT rifles were useless aganist tanks since 1940.
In 1944, there was no place for AT rifles.
6- The player can build all soviet vehicles in one building. This feature is, like the 'no-reateat-for-soviets', is strongly aganist CoH game core mechanics.
All vanilla factions have early accessable light armored vehicles(M8,Puma,,Stuart), mid and late vehicles, and doctrine vehicles. The eastern front mod shuold follow this path, too. Accessing all vehicles in the same time is a very bad idea.
7- As well as the 'time of accessability' for the vehicles, the unit and upgrade costs also needs a lot of balancing.
(ie:conscripts is far very cheap, and the player can overwhelm the enemy with them in seconds)
The same appies for build times.(too fast)
8- Squeezing all upgrades to only one building is also a bad choice. It would be better to share them wisely like the american and PE faction do.
9- Soviet soldiers cannot capture enemy equipment. This must be fixed.
10- The T-90 AA vechile is need to be changed for something more common.
11- All vanilla factions have a well tought out concept behind them. Currently, the soviet faction is sightly lacks that kind of concept, witch is one of the biggest problems.
I write these things only because I really think that this mod have far more potential than any other mods for CoH.
I believe that with much rethinking and balancing this mod can really become a non-official expansion set for the game.
However, there are some problems we have to talk about.
When you play with the soviets
1- There is no solution for securing strategic and resource points. (this problem is even worse because of the irrealisticly high soviet upgrade costs)
2- The is no method for blowing up bridges and obstacles.
3- Disabling the 'retreat' button for the russians was a very bad idea.
Despite of any clear historical background behind this idea, the 'reatreat' option is a key feature of CoH game mechanics.
I agree that the retreat feature is irrelistic, but it is a very important piece of the CoH game mechanics, and because of that, it cannot be removed. In CoH, balancing and game mechanics was always much more important than realism or historical accuracy.
4- Soviet conscripts without rifles is funny, but strongly historically incorrect. In 1944 the red army did not
have any resource problems. Things have changed drastically since the beginning of the great patriotic war in 1941.
5- It wuold be better to equip AT teams with american lend lease bazookas. AT rifles were useless aganist tanks since 1940.
In 1944, there was no place for AT rifles.
6- The player can build all soviet vehicles in one building. This feature is, like the 'no-reateat-for-soviets', is strongly aganist CoH game core mechanics.
All vanilla factions have early accessable light armored vehicles(M8,Puma,,Stuart), mid and late vehicles, and doctrine vehicles. The eastern front mod shuold follow this path, too. Accessing all vehicles in the same time is a very bad idea.
7- As well as the 'time of accessability' for the vehicles, the unit and upgrade costs also needs a lot of balancing.
(ie:conscripts is far very cheap, and the player can overwhelm the enemy with them in seconds)
The same appies for build times.(too fast)
8- Squeezing all upgrades to only one building is also a bad choice. It would be better to share them wisely like the american and PE faction do.
9- Soviet soldiers cannot capture enemy equipment. This must be fixed.
10- The T-90 AA vechile is need to be changed for something more common.
11- All vanilla factions have a well tought out concept behind them. Currently, the soviet faction is sightly lacks that kind of concept, witch is one of the biggest problems.
I write these things only because I really think that this mod have far more potential than any other mods for CoH.
I believe that with much rethinking and balancing this mod can really become a non-official expansion set for the game.