#48960
[1.23]Some comments on the Soviets from a group a CoH vets
First of all, I'd just like to say this is a fantastic mod and is the sole reason my friends and I still play CoH. Had this been a real expansion pack instead of ToV, we would still be playing automatch today.
After playing numerous games among of group of 4 of us in 1v1 and 2v2s, we have a few insights we'd like to share with the balance team in hopes of further improving this mod.
General Soviet Balance:
-Upgrades not applying until you make a new unit is still a problem with the faction. It's one thing with tanks, but infantry not getting their upgrades makes earning vet with them almost a waste of time. While maybe not with conscripts since it drastically changes the squad, we really think that infantry and support team upgrades should be applied to the units on the field.
Unit Specific:
Ingenery
These guys are waaaay too weak without their upgrade. Vet 0 pios own them. It feels bad ever having to build more than one of them. They could really use a slight health buff.
Strelky
These guys seem to be worthless. Without their upgrade, they are worse than vanilla rifles. With the upgrade, they still die like flies and lack any AT option or grenades. Vet 3 volks were kicking their asses. It seems to be better to just skip these guys entirely and use upgraded conscripts and support teams until you get Guards. There's a lot of ways they could be improved, but they definitely need some sort of help.
Sharpshooter Team
The spotter seems to have an insane crit rate, making him a mini-sniper himself. His gun should be no better than a support team crewman.
Tank Hunters
We're not sure what the point of these guys are. They lack the firepower to even scare away an AC. Going medium-support first with Soviets is pretty much a death-sentence due to lack of effective AT. Two squads of them were unable to deal with an early AC (tried with both Puma and PE AC). While they shouldn't be a good solution to heavy tanks, they need to at least be a semi-serious threat to light vehicles. Weaken their standard rifles if need be to prevent spamming.
Heavy Mortar
Not sure if this is intended or a bug, but the upgraded mortar doesn't get 'bombard' in the current patch.
T70
There's nothing wrong with it, it's just...boring. Without any sort of upgrade option or special ability there is no reason to look at it past the mid-game.
T90
This thing is a Whirbilwind on crack. It auto-pins all hostile infantry in an instant, and murders weapon teams. We think the huge aoe is the main problem here.
SU85
The upgrade costs far too much, and the unit is very sup-par until you upgrade it. It costs more fuel than a StuG, yet is too weak to survive a tank battle with just about anything that can fire back. Suggest lowering the upgrade cost.
AT Gun
It's okay overall, but the performance gap between the upgraded one and the normal one is kind of severe. It's generally not worth building until you buy the upgrade, though fortunately it is pretty cheap. Consider making the non-upgraded one a little more accurate.
Sherman 105
Not a Soviet unit, but a just wanted to mention that this is the only reward unit that is better 10 times out of 10 than the original. But maybe that was your point seeing as the croc is considered the worst unit the game by many.
Doctrines:
Propaganda Strategy
-We call this the 'bridge map doctrine', as it seems to be a poor choice for 1v1 or even proper 2v2 play. The LHS is flat out horrible, and RHS is only salvaged by the rocket trucks. God of War is lol, but comes so late it is rarely a game-changer. The early abilities need to be much more relevant to competitive play.
Urban Combat
-Steamroller is an Awesome but Impractical unit. It's way too slow and expensive to be useful outside of small maps. It could use a little more speed.
-Partisans are a tad too strong. It's basically a commando squad that deploys like FSJs, can set booby traps, and cloak. It's fine that they're powerful, but the cost needs to reflect this.
Breakthrough
-Call-in Sherman needs to go. The doctrine already has tankriders for a call-in tank. It does not need one of both sides
-Mechanics aren't worth their cost. If they could do something other than repair, it would be fine. I would suggest either giving them the ability to lay mines or give them over-repair.
-Juggernaut needs to be a once-per-game call-in. It is clearly better than a Tiger or Pershing, and should also be considered rare enough that the Soviets can't keep sending them in. It's cool that it is so powerful, and would much rather see it be a one-time monster than be nerfed to keep it as a 'limit of 1' unit.
Again, fantastic mod. We hope you find these insights useful for future considerations.
After playing numerous games among of group of 4 of us in 1v1 and 2v2s, we have a few insights we'd like to share with the balance team in hopes of further improving this mod.
General Soviet Balance:
-Upgrades not applying until you make a new unit is still a problem with the faction. It's one thing with tanks, but infantry not getting their upgrades makes earning vet with them almost a waste of time. While maybe not with conscripts since it drastically changes the squad, we really think that infantry and support team upgrades should be applied to the units on the field.
Unit Specific:
Ingenery
These guys are waaaay too weak without their upgrade. Vet 0 pios own them. It feels bad ever having to build more than one of them. They could really use a slight health buff.
Strelky
These guys seem to be worthless. Without their upgrade, they are worse than vanilla rifles. With the upgrade, they still die like flies and lack any AT option or grenades. Vet 3 volks were kicking their asses. It seems to be better to just skip these guys entirely and use upgraded conscripts and support teams until you get Guards. There's a lot of ways they could be improved, but they definitely need some sort of help.
Sharpshooter Team
The spotter seems to have an insane crit rate, making him a mini-sniper himself. His gun should be no better than a support team crewman.
Tank Hunters
We're not sure what the point of these guys are. They lack the firepower to even scare away an AC. Going medium-support first with Soviets is pretty much a death-sentence due to lack of effective AT. Two squads of them were unable to deal with an early AC (tried with both Puma and PE AC). While they shouldn't be a good solution to heavy tanks, they need to at least be a semi-serious threat to light vehicles. Weaken their standard rifles if need be to prevent spamming.
Heavy Mortar
Not sure if this is intended or a bug, but the upgraded mortar doesn't get 'bombard' in the current patch.
T70
There's nothing wrong with it, it's just...boring. Without any sort of upgrade option or special ability there is no reason to look at it past the mid-game.
T90
This thing is a Whirbilwind on crack. It auto-pins all hostile infantry in an instant, and murders weapon teams. We think the huge aoe is the main problem here.
SU85
The upgrade costs far too much, and the unit is very sup-par until you upgrade it. It costs more fuel than a StuG, yet is too weak to survive a tank battle with just about anything that can fire back. Suggest lowering the upgrade cost.
AT Gun
It's okay overall, but the performance gap between the upgraded one and the normal one is kind of severe. It's generally not worth building until you buy the upgrade, though fortunately it is pretty cheap. Consider making the non-upgraded one a little more accurate.
Sherman 105
Not a Soviet unit, but a just wanted to mention that this is the only reward unit that is better 10 times out of 10 than the original. But maybe that was your point seeing as the croc is considered the worst unit the game by many.
Doctrines:
Propaganda Strategy
-We call this the 'bridge map doctrine', as it seems to be a poor choice for 1v1 or even proper 2v2 play. The LHS is flat out horrible, and RHS is only salvaged by the rocket trucks. God of War is lol, but comes so late it is rarely a game-changer. The early abilities need to be much more relevant to competitive play.
Urban Combat
-Steamroller is an Awesome but Impractical unit. It's way too slow and expensive to be useful outside of small maps. It could use a little more speed.
-Partisans are a tad too strong. It's basically a commando squad that deploys like FSJs, can set booby traps, and cloak. It's fine that they're powerful, but the cost needs to reflect this.
Breakthrough
-Call-in Sherman needs to go. The doctrine already has tankriders for a call-in tank. It does not need one of both sides
-Mechanics aren't worth their cost. If they could do something other than repair, it would be fine. I would suggest either giving them the ability to lay mines or give them over-repair.
-Juggernaut needs to be a once-per-game call-in. It is clearly better than a Tiger or Pershing, and should also be considered rare enough that the Soviets can't keep sending them in. It's cool that it is so powerful, and would much rather see it be a one-time monster than be nerfed to keep it as a 'limit of 1' unit.
Again, fantastic mod. We hope you find these insights useful for future considerations.
