#24291
Red Army suggestions and balance issues aka 10 things that needs to be fixed.
At first i want to thank all the developers for this great mod, that has incredible potential. It is really like an unofficial expansion to the game.
And now for those suggestions and balance issues -
1. Teching up
Red Army has very slow teching up ability, if they have any teching up...e.g. from conscrips to t-34 tanks it takes realy a long while, ive played a few maps against Wehrmacht and at a time they have Stug, Puma and even a Panzer IV i only have enough fuel to construct the Tank Hall...not mention i dont have enough to buy a single T-34...temporary solution is ofcourse the AT gun ZIS-2 which is very powerfull, but for an example two Pumas can quickly and without any significant problems flank it and destroy it. I think the best way to make some teching and some strategic decisions with soviets will be lowering cost of their buildings, such as Tank Hall from 100 fuel to equivalent of PEs buildings such as Panzer-Jager Kommand to 30 fuel. This will allow soviet players to quickly deploy some armor to counter axis early-game armor threats such as Puma. Namely it could be a T-70 and T-90. Then you could buy an upgrade to deploy medium tanks such as T-34 for some fuel cost again it could be equivalent of Jager komand upgrade of PE...so 40 fuel. Lastly in late-game you could upgrade the Tank Hall to deploy heavy armor, that means IS-2, that could cost say 60 fuel...this will in summary means youll need 130 fuel to get those IS-2s, not mention its own cost. So it will be more than it is now and it will take longer time to tech up to them. It will make new strategic decisions and will differ the gameplay of each played game.
2. Overpowered AI
Most problematic issue is i think the AI, which is absolutelly overpowered...i never had a problems against Hard, even sometimes an Extreme CPU in vanilla CoH, but here it is different...if i play against even a normal it is like Super Extreme. This clearly needs to be fixed. For instance its absolutelly annoying when enemy tanks charge at your tanks and you are shooting each other at point blank range. In historical references tanks shot at each other at minimum distance 50 metres, not 50 milimetres! So the AI needs radical changes.
3. ISU-152
The ISU is very powerful, but in my opinion it has a serious accuracy problems...it only fires like 1 or 2 shots per minute, which is ok with me, because as history tells it was exactly like that, because it has a big 152 mm shells, which was difficult to load. Anyways it is completely and absolutely annoying watching a Stug firing one shot and another at your ISU, that is only sitting there like a duck and when it finally fires it misses!!! So the accuracy has to be improved. Another thing is that ISU carried 13 High explosive (HE) shells and 7 Armor Piercing (AP) shells, so if ISU would be only one time only on the battlefield, again which is ok compared to Wehrmachts Tiger i suggest it will be nice new feature to add a feature to switch shells of ISU from HE to AP and vice versa, as it was in Tiger Ace campaign in ToV. This will minimize the slow firing rate and one time only on the battlefield. And lastly it will make the ISU an effective unit.
4. no MGs
I respect the decision of devs to not integrate MG nests in building tree, but only through a certain strategy, namely "Propaganda Strategy", its cool, but not integrating an MG team is very bad idea...there is absolutely no way to suppress enemy infantry other than with Guards upgraded to Shock Guards with their Suppresive Volley ability, which is useless in late-game. Soviets just need some suppresive unit in early-game, just as Wehr or US. As it was said several times on this forums they should get an MG squad...the choices are many, if it will be a Maxim M1910 or DShK is solely choice of developers. It will greatly improve the strategies you can use while playing Soviets.
5. Securing resources and building OPs
Although its nice that soviets capture points really quick, but they have no choice to secure that captured teritorry. That is a big problem against fast players or armies such as PE. With their halftrack units they can quickly come and take those territories before you can react. Again as it was said on these forums great idea is to upgrade Outpost to secure that territory in which it is build. It will greatly increase the importance of an Outpost and it will be a new and fresh addition to vannila CoH securing OPs. When this could be done capture speed of soviet units should be ofcourse nerfed.
6. ZIS-5 Medical truck and Outpost.
The ZIS-5 is a great support unit, but it has only limited effectivness...it can heal your units, but not recruit new, for that reason you must build an Outpost, which in addition can recruit new units, but not heal them. It is very difficult to maintain these two things in frontline combat. I suggest a upgrade, which can be buyable from Armory say for big price 300 munition, that will make recruiting new units from ZIS-5 possible and vice versa healing from Outpost. So both ZIS-5 could be used as recruiting/healing unit and Outpost could be a staging area and/or regrouping area with healing/recruiting abilities, plus it could be upgraded to secure a territory as mentioned above. I know it is not realistic, but sometimes you must prefer game mechanics from realism. Although PE and Wehr can recruit new soldiers from their halftracks, which is not realistic either.
7. Sound of soviet units
Though i like that soviet units talk russian, but frankly its kind of weird to hear from T-34 something like "Sherman atakuju". I know that recording a new voices will make this mod to be delayed even further, but its not as difficult as it looks. Ive been modding with few friends a game called Ground Control II (dont know if someone heard of it, or know it), it was good game, though it missed one faction in multiplayer or skirmish...that faction was there, but only in campaign and it was not playable...our goal was to make them playable in skirmish at least. Weve made new sounds, weve recorded voices of units, it was not an easy task...but it worked. Anyway only thing you need is a software to record and another to clear the noise and change effects to make it look like it was from an transmitter or walkie-talkie. And ofcourse some guy, or guys who can talk english and russian as well. I think that when youll hear Conscripts yell "Uraaaa" it will bring a little more soviet-like feeling in this great mod.
8. Untakeable weapons
Decision of devs to not allow soviet soldiers to take enemy weapons is quite cool, its a new mechanic and i like it, but not to allow them to take their own, for instance a ZIS-2 gun when their former crew was killed is quite annoying. Ive read here it was causing game to crash, but it has to be some way to make that happen. Or if there cant be a way to do that, than i think good way will be to destroy for example that ZIS-2 gun as well when its crew has died. Something like a last guy will throw a satchel charge on it and it will be destroyed, so it not goes to wrong hands, namely the Axis ones. This will bring some balance back, because ive played some maps, when i had a need for those ZIS-2 in early game to tackle enemy armor, but sadly lots of them was destroyed or they crew members was killed and when i finally had some tanks the Hans happily brought them back to me...i think i dont need to mention the outcome of this.
9. Guards
The Guards are a great unit, but i think theyve missed their potential...theyve could be something like Wehrmachts Knights Cross Holders, basically a hero units. They are unsuppresable, but thats all. Its true that they are far better units than conscripts, but thats because of their veterancy so they should be able to go toe on toe with best Axis soldiers. I know the Axis players will be complaining about this, but im an Axis player myself rom vanilla CoH and i think this will be a first true test for those Knights Cross Holders. In addition Guards could be much more expensive, say 500 manpower compared to those 360 of Knights...
10. Sniper Ace
Only one thing about Sniper Ace...its great unit, but ive read here on forums that he should be able to kill hero units such as the Knights Cross Holders for one shot each. Thats untrue because, ive played few maps with him and basically he needs to shot two or three shots on one of them to kill him. That needs to be fixed.
So thats my list of 10 changes. I hope the devs will read this and realize at least some of them. Anyone feel free to post something of your own suggestions, id like to compare them to these.
Lastly one more BIG thanks for devs and for their excellent work on this mod. Thanks guys...youve made a hell of a job...
And now for those suggestions and balance issues -
1. Teching up
Red Army has very slow teching up ability, if they have any teching up...e.g. from conscrips to t-34 tanks it takes realy a long while, ive played a few maps against Wehrmacht and at a time they have Stug, Puma and even a Panzer IV i only have enough fuel to construct the Tank Hall...not mention i dont have enough to buy a single T-34...temporary solution is ofcourse the AT gun ZIS-2 which is very powerfull, but for an example two Pumas can quickly and without any significant problems flank it and destroy it. I think the best way to make some teching and some strategic decisions with soviets will be lowering cost of their buildings, such as Tank Hall from 100 fuel to equivalent of PEs buildings such as Panzer-Jager Kommand to 30 fuel. This will allow soviet players to quickly deploy some armor to counter axis early-game armor threats such as Puma. Namely it could be a T-70 and T-90. Then you could buy an upgrade to deploy medium tanks such as T-34 for some fuel cost again it could be equivalent of Jager komand upgrade of PE...so 40 fuel. Lastly in late-game you could upgrade the Tank Hall to deploy heavy armor, that means IS-2, that could cost say 60 fuel...this will in summary means youll need 130 fuel to get those IS-2s, not mention its own cost. So it will be more than it is now and it will take longer time to tech up to them. It will make new strategic decisions and will differ the gameplay of each played game.
2. Overpowered AI
Most problematic issue is i think the AI, which is absolutelly overpowered...i never had a problems against Hard, even sometimes an Extreme CPU in vanilla CoH, but here it is different...if i play against even a normal it is like Super Extreme. This clearly needs to be fixed. For instance its absolutelly annoying when enemy tanks charge at your tanks and you are shooting each other at point blank range. In historical references tanks shot at each other at minimum distance 50 metres, not 50 milimetres! So the AI needs radical changes.
3. ISU-152
The ISU is very powerful, but in my opinion it has a serious accuracy problems...it only fires like 1 or 2 shots per minute, which is ok with me, because as history tells it was exactly like that, because it has a big 152 mm shells, which was difficult to load. Anyways it is completely and absolutely annoying watching a Stug firing one shot and another at your ISU, that is only sitting there like a duck and when it finally fires it misses!!! So the accuracy has to be improved. Another thing is that ISU carried 13 High explosive (HE) shells and 7 Armor Piercing (AP) shells, so if ISU would be only one time only on the battlefield, again which is ok compared to Wehrmachts Tiger i suggest it will be nice new feature to add a feature to switch shells of ISU from HE to AP and vice versa, as it was in Tiger Ace campaign in ToV. This will minimize the slow firing rate and one time only on the battlefield. And lastly it will make the ISU an effective unit.
4. no MGs
I respect the decision of devs to not integrate MG nests in building tree, but only through a certain strategy, namely "Propaganda Strategy", its cool, but not integrating an MG team is very bad idea...there is absolutely no way to suppress enemy infantry other than with Guards upgraded to Shock Guards with their Suppresive Volley ability, which is useless in late-game. Soviets just need some suppresive unit in early-game, just as Wehr or US. As it was said several times on this forums they should get an MG squad...the choices are many, if it will be a Maxim M1910 or DShK is solely choice of developers. It will greatly improve the strategies you can use while playing Soviets.
5. Securing resources and building OPs
Although its nice that soviets capture points really quick, but they have no choice to secure that captured teritorry. That is a big problem against fast players or armies such as PE. With their halftrack units they can quickly come and take those territories before you can react. Again as it was said on these forums great idea is to upgrade Outpost to secure that territory in which it is build. It will greatly increase the importance of an Outpost and it will be a new and fresh addition to vannila CoH securing OPs. When this could be done capture speed of soviet units should be ofcourse nerfed.
6. ZIS-5 Medical truck and Outpost.
The ZIS-5 is a great support unit, but it has only limited effectivness...it can heal your units, but not recruit new, for that reason you must build an Outpost, which in addition can recruit new units, but not heal them. It is very difficult to maintain these two things in frontline combat. I suggest a upgrade, which can be buyable from Armory say for big price 300 munition, that will make recruiting new units from ZIS-5 possible and vice versa healing from Outpost. So both ZIS-5 could be used as recruiting/healing unit and Outpost could be a staging area and/or regrouping area with healing/recruiting abilities, plus it could be upgraded to secure a territory as mentioned above. I know it is not realistic, but sometimes you must prefer game mechanics from realism. Although PE and Wehr can recruit new soldiers from their halftracks, which is not realistic either.
7. Sound of soviet units
Though i like that soviet units talk russian, but frankly its kind of weird to hear from T-34 something like "Sherman atakuju". I know that recording a new voices will make this mod to be delayed even further, but its not as difficult as it looks. Ive been modding with few friends a game called Ground Control II (dont know if someone heard of it, or know it), it was good game, though it missed one faction in multiplayer or skirmish...that faction was there, but only in campaign and it was not playable...our goal was to make them playable in skirmish at least. Weve made new sounds, weve recorded voices of units, it was not an easy task...but it worked. Anyway only thing you need is a software to record and another to clear the noise and change effects to make it look like it was from an transmitter or walkie-talkie. And ofcourse some guy, or guys who can talk english and russian as well. I think that when youll hear Conscripts yell "Uraaaa" it will bring a little more soviet-like feeling in this great mod.
8. Untakeable weapons
Decision of devs to not allow soviet soldiers to take enemy weapons is quite cool, its a new mechanic and i like it, but not to allow them to take their own, for instance a ZIS-2 gun when their former crew was killed is quite annoying. Ive read here it was causing game to crash, but it has to be some way to make that happen. Or if there cant be a way to do that, than i think good way will be to destroy for example that ZIS-2 gun as well when its crew has died. Something like a last guy will throw a satchel charge on it and it will be destroyed, so it not goes to wrong hands, namely the Axis ones. This will bring some balance back, because ive played some maps, when i had a need for those ZIS-2 in early game to tackle enemy armor, but sadly lots of them was destroyed or they crew members was killed and when i finally had some tanks the Hans happily brought them back to me...i think i dont need to mention the outcome of this.
9. Guards
The Guards are a great unit, but i think theyve missed their potential...theyve could be something like Wehrmachts Knights Cross Holders, basically a hero units. They are unsuppresable, but thats all. Its true that they are far better units than conscripts, but thats because of their veterancy so they should be able to go toe on toe with best Axis soldiers. I know the Axis players will be complaining about this, but im an Axis player myself rom vanilla CoH and i think this will be a first true test for those Knights Cross Holders. In addition Guards could be much more expensive, say 500 manpower compared to those 360 of Knights...
10. Sniper Ace
Only one thing about Sniper Ace...its great unit, but ive read here on forums that he should be able to kill hero units such as the Knights Cross Holders for one shot each. Thats untrue because, ive played few maps with him and basically he needs to shot two or three shots on one of them to kill him. That needs to be fixed.
So thats my list of 10 changes. I hope the devs will read this and realize at least some of them. Anyone feel free to post something of your own suggestions, id like to compare them to these.
Lastly one more BIG thanks for devs and for their excellent work on this mod. Thanks guys...youve made a hell of a job...
"There is no such thing as innocence, only degrees of guilt..."
Last edited February 5, 2010 at 12:17 PM by Strayker

