#55981
Soviet Doctrine
Hello everyone!!
As I played a few games both against AI and players online, I'm still rather disapointed with the way soviet doctrine work.
Propaganda Strategy
This doctrine should be defensive, and should be based on "infantry-artillery warfare". In fact, there's few bonus that are really useful: only katyusha (which are rather cheap but have an awful muni-upkeep) and trench (provide early game cover for your conscript, but you loose some versatility and mobility).
-"For the motherland" ability come too late to be useful: at this time, mg42s arent the main threat to your unit. Plus, an offensive ability is kinda strange; I would rather see a bonus in allied territory (like in WH; yeah I know not very original) or something like that.
-The unfamous MG-dugout. Its a doctrinal MG, futhermore its the more expensive MG of the game (cost 380MP 15fuel and even some pop!), and its far to be the most effective!
The solution would be to at least decrease the price.
-"Red Tide" seem to be a very powerful late game ability. Every time I used this ability, it was useless: when your infantry is wiped out in late game, thats because panzer are raping them to death. Even if you are sending guards to throw AT nades and let them die, you will never get down those tanks with fresh guards. As this is my personnal opinion, and because I'm not the most experienced player (by far ;D ), I would love to hear how to use it properly.
-"God of War" is maybe the worst late game ability ever created. Dozens of artillery battery saturating a sector for a while? What a cool idea! The sector (or the map?) is so saturated that everyone will receive a shell, even if you are faaaar away from the targeted area (merry christmas from artillerymen lads!). Germans can just ignore it by using HT and tanks, but you cant because your infantry is on-foot and its so frustrating when you loose a whole squad of assault guards with a single shell, while they were peacefully smoking far, far away! A number of interesting proposition were made on the forum, so why not test something new?
Urban Warfare
Maybe the most useful doctrine atm. KV-2 is an interesting unit, and so is the sniper ace. Partisans are even essential in bridge map, because its the only soviet unit that can actually blow up bridge effectively (I would rather switch this ability with sturmovy). The only ability that is strange and useless to my eyes is "not one step back!". When you use it, your infantry can be naded, burned, or crushed in no-time, and the so called defense boost do not help you!
Breakthrough Strategy
This is an offensive-based ability, and abilities are coherent with that. T-34 riders would be a great and balanced unit if the mechanised guards were not god on earth (or on tanks in this case). The Zveroboy is also a cool unit, maybe a bit too powerful atm with a barrage ability and insta-shot (it can actually one-shoot stug or whole squad of expensive infantry).
While mechanics receive an other ability (accelerate production of tank hall), they are still a bit worthless but, well, they are fine enough as they are.
L-L sherman is boring. Yep, boring: every allied faction have a sherman, and this one do not fit with soviet in my eyes. I wonder what's the opinion of players.
"Inspiring speech" is a useless ability. Whats the point of having running conscript or ingenery along the map early-game? Ok, they can reach a sector quicker and so take it quicker. And? German infantry will slaughter your conscript/ingenery anyway.
It would be far more interesting, if we had an ability that provide bonus for tanks or for combined arms forces (like infantry gaining bonus near tanks?). There was plenty of suggestion made (those from Wordsmith were especially fine), but nothing happened.
I know that dev arent going to change soviet doctrines because a single player (french moreover! ;D) keep whining like a child, but I would want to know the opinion of the other players regarding soviet doctrine. Maybe I'm the only one to think that it need to be reworked, but still, I want to have some constructive feedback (and maybe some comment from dev?).
EDIT
I forgot: Regards :)
As I played a few games both against AI and players online, I'm still rather disapointed with the way soviet doctrine work.
Propaganda Strategy
This doctrine should be defensive, and should be based on "infantry-artillery warfare". In fact, there's few bonus that are really useful: only katyusha (which are rather cheap but have an awful muni-upkeep) and trench (provide early game cover for your conscript, but you loose some versatility and mobility).
-"For the motherland" ability come too late to be useful: at this time, mg42s arent the main threat to your unit. Plus, an offensive ability is kinda strange; I would rather see a bonus in allied territory (like in WH; yeah I know not very original) or something like that.
-The unfamous MG-dugout. Its a doctrinal MG, futhermore its the more expensive MG of the game (cost 380MP 15fuel and even some pop!), and its far to be the most effective!
The solution would be to at least decrease the price.
-"Red Tide" seem to be a very powerful late game ability. Every time I used this ability, it was useless: when your infantry is wiped out in late game, thats because panzer are raping them to death. Even if you are sending guards to throw AT nades and let them die, you will never get down those tanks with fresh guards. As this is my personnal opinion, and because I'm not the most experienced player (by far ;D ), I would love to hear how to use it properly.
-"God of War" is maybe the worst late game ability ever created. Dozens of artillery battery saturating a sector for a while? What a cool idea! The sector (or the map?) is so saturated that everyone will receive a shell, even if you are faaaar away from the targeted area (merry christmas from artillerymen lads!). Germans can just ignore it by using HT and tanks, but you cant because your infantry is on-foot and its so frustrating when you loose a whole squad of assault guards with a single shell, while they were peacefully smoking far, far away! A number of interesting proposition were made on the forum, so why not test something new?
Urban Warfare
Maybe the most useful doctrine atm. KV-2 is an interesting unit, and so is the sniper ace. Partisans are even essential in bridge map, because its the only soviet unit that can actually blow up bridge effectively (I would rather switch this ability with sturmovy). The only ability that is strange and useless to my eyes is "not one step back!". When you use it, your infantry can be naded, burned, or crushed in no-time, and the so called defense boost do not help you!
Breakthrough Strategy
This is an offensive-based ability, and abilities are coherent with that. T-34 riders would be a great and balanced unit if the mechanised guards were not god on earth (or on tanks in this case). The Zveroboy is also a cool unit, maybe a bit too powerful atm with a barrage ability and insta-shot (it can actually one-shoot stug or whole squad of expensive infantry).
While mechanics receive an other ability (accelerate production of tank hall), they are still a bit worthless but, well, they are fine enough as they are.
L-L sherman is boring. Yep, boring: every allied faction have a sherman, and this one do not fit with soviet in my eyes. I wonder what's the opinion of players.
"Inspiring speech" is a useless ability. Whats the point of having running conscript or ingenery along the map early-game? Ok, they can reach a sector quicker and so take it quicker. And? German infantry will slaughter your conscript/ingenery anyway.
It would be far more interesting, if we had an ability that provide bonus for tanks or for combined arms forces (like infantry gaining bonus near tanks?). There was plenty of suggestion made (those from Wordsmith were especially fine), but nothing happened.
I know that dev arent going to change soviet doctrines because a single player (french moreover! ;D) keep whining like a child, but I would want to know the opinion of the other players regarding soviet doctrine. Maybe I'm the only one to think that it need to be reworked, but still, I want to have some constructive feedback (and maybe some comment from dev?).
EDIT
I forgot: Regards :)
"Du sublime au ridicule, il n'y a qu'un pas"
-Napoléon Bonaparte
-Napoléon Bonaparte
Last edited January 23, 2011 at 4:34 PM by Red_Stinger



