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Amazing work but a few "nitpicks"

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#66788

Amazing work but a few "nitpicks"

Hey I just downloaded this mod, and can I just say, amazing work guys, truly.

The level of professionalism is amazing, feels like it could of been made by relic, I mean I am a modder myself and the effort and time you must of put into this is great, really good job well done.

However, after playing a few games as the soviets, the one thing which I personally don't understand fully is, why soviets have no starting unit??

At first I though maybe it's because their basic units are better than the other factions, but although some people think so, I personally don't, they are just as counter-able as the other factions, and along the same strengh tbh.

The problem I find with Soviets not having any starting units is they fall behind in the whole capping business. While not so noticeable in a 1 vs 1 map with lots of points, if there are only a few, or say a 2 vs 2 or 3 vs 3 match, they fall behind quite a lot imo.

Because say it's a 3 vs 3 match, 3 soviets vs 3 whatever, thats 3 points behind at the start of the game which can be a big difference if there is only a few points on the map.

The other thing is, with the soviet armoury providing upgrades, that's great and all, but for the most part when I build units I won't lose them(retreat a lot :P) so the upgrades from the armoury don't benefit me much as I won't rebuild the units, as the upgrades don't affect current troops. And while it's not a massive deal cus I have learnt to perform the upgrade first then build the units, it does pose a somewhat "block" on what I would normally do with other factions.

Anyway sorry if I sounded too negative and this is all in my opinion, I know this won't apply to everyone and some you will probably think "that guys a noob" but yeah just my thoughts.

Part from that great mod, and just wanted to know what other people think??

Also a random side note, I learnt the hard way last night of why I should never play a small 3 vs 3 map, with no pop, bridges and fighting with brits lol.

Last edited April 28, 2011 at 11:03 AM by HolyCarrot

#66792

Re: Amazing work but a few "nitpicks"

there's no starting unit because devs don't know how to implement it.
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Lord wrote:
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#66798

Re: Amazing work but a few "nitpicks"

HolyCarrot wrote:
Hey I just downloaded this mod, and can I just say, amazing work guys, truly.

The level of professionalism is amazing, feels like it could of been made by relic, I mean I am a modder myself and the effort and time you must of put into this is great, really good job well done.

However, after playing a few games as the soviets, the one thing which I personally don't understand fully is, why soviets have no starting unit??

At first I though maybe it's because their basic units are better than the other factions, but although some people think so, I personally don't, they are just as counter-able as the other factions, and along the same strengh tbh.

The problem I find with Soviets not having any starting units is they fall behind in the whole capping business. While not so noticeable in a 1 vs 1 map with lots of points, if there are only a few, or say a 2 vs 2 or 3 vs 3 match, they fall behind quite a lot imo.

Because say it's a 3 vs 3 match, 3 soviets vs 3 whatever, thats 3 points behind at the start of the game which can be a big difference if there is only a few points on the map.

The other thing is, with the soviet armoury providing upgrades, that's great and all, but for the most part when I build units I won't lose them(retreat a lot :P) so the upgrades from the armoury don't benefit me much as I won't rebuild the units, as the upgrades don't affect current troops. And while it's not a massive deal cus I have learnt to perform the upgrade first then build the units, it does pose a somewhat "block" on what I would normally do with other factions.

The soviet units capture sectors faster than Axis units do. For example conscripts capture at 1.3 which is almost as fast as US riflemen.

The armoury upgrades are no big deal - support unit upgrades (mortar, AT-gun) are quite cheap and even without upgrades the units perform decently in combat.

And units like Strelky also gain the possibility to upgrade their weapons after their respective upgrade was performed.
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#66799

Re: Amazing work but a few "nitpicks"

If you're playing WH, your pios will build your barracks to get a combat volks/MG out
As soviets your first unit should be an engie, and by the time they build the soviet barracks, your command squad will be out. The command squad is the most powerful tier0 unit in the game, much better than a volk/PE gren squad. Soviets also cap faster than PE grens. Within 2-3 mins into a game the Soviets have the same if not slightly better capping power than PE/WH. We've timed the build orders very well so the lack of a starting squad is of no consequence what so ever.
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#66800

Re: Amazing work but a few "nitpicks"

Thanks for the reply guys, makes sense now I know they capture faster.
#66817

Re: Amazing work but a few "nitpicks"

IMO, the power of the Soviet's early game is in using the Command Squad to prevent the enemy from capping. Get it out early and use the giant sight radius to hunt down the enemy pios/pgrens/kettenkrad. Or you can use the giant sight radius to skirt around enemy units and cap behind them.
Steam
CoH name: totalrecall
#66880

Re: Amazing work but a few "nitpicks"

Just make sure your command squad doesnt die, its the most expensive tier 0 unit

and if you lose it and its vetted, you'll want to cry

I cant believe riflemen cap faster than conscript, kinda counter intuitive based on no starting unit
Soviet is OP
#66885

Re: Amazing work but a few "nitpicks"

Even if they don't cap as faster as americans they still cap way faster than any other units excluding PE's ketten/schwim.

I don't see how that counter the "no starting unit" thingy ???.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#67082

Re: Amazing work but a few "nitpicks"

cephalos wrote:
there's no starting unit because devs don't know how to implement it.

I'm too proud to let this statement stay uncommented: We do know how to implement starting units. While it is true that we don't use the conventional way, it is still possible, e.g. by using SCAR.

-cope.
#67084

Re: Amazing work but a few "nitpicks"

Copernicus wrote:
cephalos wrote:
there's no starting unit because devs don't know how to implement it.

I'm too proud to let this statement stay uncommented: We do know how to implement starting units. While it is true that we don't use the conventional way, it is still possible, e.g. by using SCAR.

-cope.

But this is, in part, the legacy of past, right?
I mean, there was a time, when you (the dev team) didn't know, how to do it.
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#67093

Re: Amazing work but a few "nitpicks"

Lolfaildevs...
Pocketsize wrote:
I can't wait till they add british to CoH:O; the extreme forces leveled by the new imbalances will create a black hole around the servers that destroys half of Canada.
#67096

Re: Amazing work but a few "nitpicks"

QuoteAlso a random side note, I learnt the hard way last night of why I should never play a small 3 vs 3 map, with no pop, bridges and fighting with brits lol.


You mean leningrad and you started at position 3 with brits. Yes I know it's buggy your starting unit will spawn on this small hill near your HQ and won't be able to move :D.
I identify as a four-eyed bird man. /s
#67103

Re: Amazing work but a few "nitpicks"

QuoteHowever, after playing a few games as the soviets, the one thing which I personally don't understand fully is, why soviets have no starting unit??


To represent the un-preparedness of the Red Army :D
"Balancers are 10 a penny"
#67369

Re: Amazing work but a few "nitpicks"

Cranialwizard wrote:
QuoteHowever, after playing a few games as the soviets, the one thing which I personally don't understand fully is, why soviets have no starting unit??


To represent the un-preparedness of the Red Army :D


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