The cost increase of the RBS was justified by the buff to DP-28s (and not nerfing PPShs despite them being awesome) and the fact that it was supposed to also reduce reinforcement cost. If the cost is reduced below 60FU I will leave the balance team. It is still an excellent upgrade, it's just that many other Soviet options at the moment (there are lots of them) are better because the majority of the Soviet faction is OP.
Many people seem to believe that the Soviets should get all techs in every game. THIS IS NOT THE CASE. Learn to choose your teching path, as the other factions have to. Walki summed it up in a game I played against him the other day. "That's the thing, Soviets have something against everything". Every Soviet unit is extremely easy to access. Powerful assault squads 25FU into the game, a host of T2 units 35FU in or various multi-purpose callin units. This is one of the strengths of the Soviets, however this unit versatility should come at the cost of quality. If you want to upgrade your units to be better, you must choose a couple to suit your strategy. Soviets have the greatest versatility in the game, and versatility is power, but those few upgrades that make your units better than comparable enemy troops (RBS > grens, T-34/85 > P4) should cost you since you gain select better troops but also have more options to counter anything the enemy throws at you.
RBS is equivalent (in fact better but not global) to BARs and vet2 grens. It is intended to make your mainline infantry more powerful. The cost reflects this and is roughly the same to balance it. The issue is that conscripts are OP at the moment with their molotovs the way they are, sturmovie are too spammable (thus OP) and guards do everything strelky can do + have AT. However, since Soviets have access to AT no matter the teching path they take (back to the versatility again) their powerful mainline infantry only needs anti-infantry power which they excel at.
Guards should be a breakthrough unit, specialising in utility and neutralising weapons teams rather than being your main fighting force. At the moment people seem to be using guards for their main infantry which is not how they were intended. For this reason I have proposed new changes to the way the Guard unit works in the beta forum.
CS vet is down to 6% per level and is fine IMO.
Sturmovie should not have suppression resistance. It is part of what makes them easy to blob because you don't have to fear suppression sources. It should be set only slightly higher than normal troops so if they are just caught by an MG they have a little better chance of pushing through it. Give them piospam negative zeal.
Either health nerf to 30 or MP reinforce cost to 47. Choose one. MU reinforce cost removed. Instead add a small MU upkeep cost. Increase MP upkeep to around 9-10 per minute for the squad.
Satchels cost to 35. The bunker example is exactly why I preferred the munitions cost to the global cooldown. Also global cooldown still allows you to use satchels constantly without any regard for saving. This is a problem with the no munitions model of the Soviets.
I'm getting somewhat tired of the resistance to change around here. At the snails pace we're going it took us over a year to balance the early game and several key problem units like snipers and T90s. Without the drastic strelky change last patch (which was my idea) we wouldn't even be aware of all these new OP aspects of the faction because the game would be the same stale old strat, strelkyspam. The only people here who actually realised the usefulness of molotovs seemed to be myself and funnily enough IJoe because everyone else was content with spamming RBS every game. Now the little fireballs are immensely OP despite in fact being NERFED by an increased FU cost.
Change has to happen or the Soviets will never be balanced.
If you get into an argument with me, you're wrong.
Last edited June 1, 2011 at 10:41 AM by GodlikeDennis