#39052
[1.11] Soviet Infantry Problem
Hey,
I was playin this Mod for a few days now, and I've read a few threads about the balancing problems.
I think there is a basic problem in the strength of soviet infantry squads. They are way too strong.
Historically soviet infantry was very weak, bad training, poor equipment, low fighting spirit. Of course it changed during the war, but still average german infantry was WAY STRONGER than average soviet infantry. A Grenadier squad should be able to beat everything up to soviet guards. The idea behind the army should be quantity rather than quality. Though I see the intention of the devs to get there, ATM it has both: Strelkys, Flame-Ingenerys, Command-unit (with Artillery!?!?), Guards (unsupressable?!?!), no cost nades & weapons make the red army's infantry way to strong. Historically and regarding the balance.
I know that for a game history is not everything, but in this case the balancing problems go hand in hand with the historical inaccuracy.
I suggest: Grens Vet3 > Guards = Grens Vet2 > Strelkys Vet3 > Volks Vet2 > Grenadiers > Strelkys > Volks > Conscripts = Pioneers > Ingenery
Since SU-Infantry has more men it makes things pretty even. When pop cap for both armies is reached, Wehrmacht should count something between 2/3 - 1/2 of soviet infantry in men.
The basic concept behind the infantry should be:
Wehrmacht = few high specialised elite soldiers
vs
Soviet = many low skilled footmen + a little amount of good soldiers
Best & Keep up the decent work. There are just a few steps to get this awesome mod to be one brilliant piece of gameplay.
Hans
I was playin this Mod for a few days now, and I've read a few threads about the balancing problems.
I think there is a basic problem in the strength of soviet infantry squads. They are way too strong.
Historically soviet infantry was very weak, bad training, poor equipment, low fighting spirit. Of course it changed during the war, but still average german infantry was WAY STRONGER than average soviet infantry. A Grenadier squad should be able to beat everything up to soviet guards. The idea behind the army should be quantity rather than quality. Though I see the intention of the devs to get there, ATM it has both: Strelkys, Flame-Ingenerys, Command-unit (with Artillery!?!?), Guards (unsupressable?!?!), no cost nades & weapons make the red army's infantry way to strong. Historically and regarding the balance.
I know that for a game history is not everything, but in this case the balancing problems go hand in hand with the historical inaccuracy.
I suggest: Grens Vet3 > Guards = Grens Vet2 > Strelkys Vet3 > Volks Vet2 > Grenadiers > Strelkys > Volks > Conscripts = Pioneers > Ingenery
Since SU-Infantry has more men it makes things pretty even. When pop cap for both armies is reached, Wehrmacht should count something between 2/3 - 1/2 of soviet infantry in men.
The basic concept behind the infantry should be:
Wehrmacht = few high specialised elite soldiers
vs
Soviet = many low skilled footmen + a little amount of good soldiers
Best & Keep up the decent work. There are just a few steps to get this awesome mod to be one brilliant piece of gameplay.
Hans