#25941
[1.04] Some suggestions
First of all, I would like to congratulate you for your efforts and for the wonderful MOD you have made.
Here are some suggestions I would like to present. I want to emphasize on that it is my own opinion and it is based on what I have played so far - I still haven't tried every single strategy with the Soviets.
*edited* 1. Command Squad should be 3 persons. In early game it can be very hard for the opponent to stop a Command squad plus one or two squads of conscripts in the open field. Maybe you can make them a bit harder (to survive heavy MG and sniper fire) but they should be less than 5 man in my opinion. Also, I think it will be better if their artillery costs some ammo (like 15), reduce its cooldown a bit and keep it powerful as it is. Like some people already suggested, you can make them resist suppression. You can make Charge ability to buff up nearby squad's defense a bit and you can also reduce its cooldown. In this way the Command Squad will act more like really hard support/officer squad and not like some elite infantry unit as it is now.
*new* I just came up with the idea to give LMG to the Command Squad (if you decide to reduce its number to 3 men). In this case you will be mostly concerned with preserving your Command Squad, than rushing with it and killing some volks. Also, it will be perfect to support the brainless Conscripts (especially when they get boosted a bit with the new rifles) with some LMG fire.
2. Strelky: I believe their number should be reduced as well to 6 man. It is just too much to have 2 types of infantry with so many soldiers in their squads.
*edited* 3. Sniper team: I believe Artillery Spotter upgrade should be global again and then paying like 25 ammo every time you use this ability. In 2v2 and bigger games when you have the resources to mass infantry, sometimes it gets hard to really control all these unis - masses of conscripts or strelky, to micro the command squad in some decisive fightings, to watch over snipers because you have paid precious 75 ammo for the spotter and sometimes it is required so little to get them killed, especially when your attention is elsewhere. So, in my opinion, global upgrade and paying a bit of ammo for artillery will prevent you of smashing your head after you lose exactly the sniper team with arty spotter :)
4. T90: I saw some people mentioning that this unit should be improved and I have to agree. Its accuracy its not really great and I kind of find this unit not very reliable against infantry.
*edited* 5. IS-2: I believe there should be some upgrade in order to be able to produce it and this upgrade should cost both ammo and some fuel. As it is now, when built Tank Hall gives you access to all vehicles while IS-2 was put into action in the year 1944. In such case, you can reduce the ammo required for IS-2 gun upgrade.
6. Katyusha: I didn't find any info in change logs, but I find them weaker than before. Is that so and if yes, it will be better if you increase their damage a bit since they are easy to destroy.
*edited* 8. Ammo management: Like playing the rest factions, playing with the Soviets should involve more ammo management. In my opinion the player should carefully pick what to upgrade and which abilities to use in order to save ammo for later.
So, I think some infantry abilities like grenades or artillery should cost a bit of ammo, as well as some doctrine abilities like God of War (150 ammo for example) and IL-2 Sturmovik (100 ammo). Both abilities are powerful and as we know Wehr has to pay 150 ammo for V1.
My idea is that the player has to decide either to do several upgrades for their units or to save ammo exactly for those abilities because using them can be decisive.
*new* 9. Soviet artillery: It is true that Soviets have some artillery abilities like the ones on the Sniper teams and the Command Squad, but the Howitzers are a bit useless in any other game than 1v1. Their range is too short even on medium-sized maps and it should be increased in my opinion. To be honest, I haven't played with Howitzers since the last 2 patches, but it seemed that the Howitzers were quite powerful before. So, I can agree on nerfing a bit their power if it is necessary in order to increase their range.
I will update my post soon enough when I try different strategies and find more balance issues. Best regards.
Here are some suggestions I would like to present. I want to emphasize on that it is my own opinion and it is based on what I have played so far - I still haven't tried every single strategy with the Soviets.
*edited* 1. Command Squad should be 3 persons. In early game it can be very hard for the opponent to stop a Command squad plus one or two squads of conscripts in the open field. Maybe you can make them a bit harder (to survive heavy MG and sniper fire) but they should be less than 5 man in my opinion. Also, I think it will be better if their artillery costs some ammo (like 15), reduce its cooldown a bit and keep it powerful as it is. Like some people already suggested, you can make them resist suppression. You can make Charge ability to buff up nearby squad's defense a bit and you can also reduce its cooldown. In this way the Command Squad will act more like really hard support/officer squad and not like some elite infantry unit as it is now.
*new* I just came up with the idea to give LMG to the Command Squad (if you decide to reduce its number to 3 men). In this case you will be mostly concerned with preserving your Command Squad, than rushing with it and killing some volks. Also, it will be perfect to support the brainless Conscripts (especially when they get boosted a bit with the new rifles) with some LMG fire.
2. Strelky: I believe their number should be reduced as well to 6 man. It is just too much to have 2 types of infantry with so many soldiers in their squads.
*edited* 3. Sniper team: I believe Artillery Spotter upgrade should be global again and then paying like 25 ammo every time you use this ability. In 2v2 and bigger games when you have the resources to mass infantry, sometimes it gets hard to really control all these unis - masses of conscripts or strelky, to micro the command squad in some decisive fightings, to watch over snipers because you have paid precious 75 ammo for the spotter and sometimes it is required so little to get them killed, especially when your attention is elsewhere. So, in my opinion, global upgrade and paying a bit of ammo for artillery will prevent you of smashing your head after you lose exactly the sniper team with arty spotter :)
4. T90: I saw some people mentioning that this unit should be improved and I have to agree. Its accuracy its not really great and I kind of find this unit not very reliable against infantry.
*edited* 5. IS-2: I believe there should be some upgrade in order to be able to produce it and this upgrade should cost both ammo and some fuel. As it is now, when built Tank Hall gives you access to all vehicles while IS-2 was put into action in the year 1944. In such case, you can reduce the ammo required for IS-2 gun upgrade.
6. Katyusha: I didn't find any info in change logs, but I find them weaker than before. Is that so and if yes, it will be better if you increase their damage a bit since they are easy to destroy.
*edited* 8. Ammo management: Like playing the rest factions, playing with the Soviets should involve more ammo management. In my opinion the player should carefully pick what to upgrade and which abilities to use in order to save ammo for later.
So, I think some infantry abilities like grenades or artillery should cost a bit of ammo, as well as some doctrine abilities like God of War (150 ammo for example) and IL-2 Sturmovik (100 ammo). Both abilities are powerful and as we know Wehr has to pay 150 ammo for V1.
My idea is that the player has to decide either to do several upgrades for their units or to save ammo exactly for those abilities because using them can be decisive.
*new* 9. Soviet artillery: It is true that Soviets have some artillery abilities like the ones on the Sniper teams and the Command Squad, but the Howitzers are a bit useless in any other game than 1v1. Their range is too short even on medium-sized maps and it should be increased in my opinion. To be honest, I haven't played with Howitzers since the last 2 patches, but it seemed that the Howitzers were quite powerful before. So, I can agree on nerfing a bit their power if it is necessary in order to increase their range.
I will update my post soon enough when I try different strategies and find more balance issues. Best regards.
Last edited February 6, 2010 at 10:50 AM by orenda

