Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Balance Discussion => Topic started by: Gem on July 14, 2015, 10:48:22 PM
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I've noticed the Soviets struggle to keep up on bigger maps, for several reasons.
- No forward HQ. All other factions, except British, can convert a building into an FHQ to produce fresh infantry or at least heal and reinforce (if PE). The Brits can move their trucks forward so that's not an issue for them either. The Soviets just have their medic truck, which to be honest is very underwhelming given its cooldown and how easy it is to destroy. It also can't reinforce troops either. I literally just keep it in base unless I'm playing co-op and my partner makes an FHQ.
- No halftrack. That means no troop transportation and (again) no reinforcement. This is a rather big issue for them because of their zerg-oriented gameplay. Of course you can always rely on your ally in team games but it seems like a rather big oversight not to have troop transportation or reinforcement outside of the base.
- Very reliant on upgrades or doctrine troops. This consumes lots of fuel, which Soviets *need* for their super expensive buildings and vehicles. On fuel-scant maps, they are just stuck spamming infantry that takes forever to arrive at destination.
I really like the soviets because of their unique mechanics and voice lines but with these things in mind I have little reason to play them over USA/GB on medium and larger maps.
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The 200 MP Outpost built on territory caps can be upgraded for 50 muni to garrison and reinforce infantry around it.
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@Vuther
And that's why they don't have a FHQ.
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But the outpost can't produce infantry, like fhq
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Each factions have different mechanics. Only Wehr and USA factions get units from FHQs. Recently Ostheer got that as well.
Soviets can reinforce from Outposts, that is enough IMO.
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Basically get what you meant. In certain sense it might be quite problematic on larger maps. But since that is its mechanicsm and the lower cost on reinforcing, you will need to utilize the medic truck near to any reinforce point, and when suffering from casualties, use the retreat to medic truck option to save your troops from being wiped out.
Even in fuel scarce maps, it should not so much issue since the only unit needs fuel for USSR are tanks and the medic truck only, so the selection of light or heavy tanks is quite important (which we say the implementation of strategy).
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I've noticed the Soviets struggle to keep up on bigger maps, for several reasons.
- No forward HQ. All other factions, except British, can convert a building into an FHQ to produce fresh infantry or at least heal and reinforce (if PE). The Brits can move their trucks forward so that's not an issue for them either. The Soviets just have their medic truck, which to be honest is very underwhelming given its cooldown and how easy it is to destroy. It also can't reinforce troops either. I literally just keep it in base unless I'm playing co-op and my partner makes an FHQ.
- No halftrack. That means no troop transportation and (again) no reinforcement. This is a rather big issue for them because of their zerg-oriented gameplay. Of course you can always rely on your ally in team games but it seems like a rather big oversight not to have troop transportation or reinforcement outside of the base.
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You can use tanks to transport infantry units on the battle field. SU 85 and T34 both can do it.
- Very reliant on upgrades or doctrine troops. This consumes lots of fuel, which Soviets *need* for their super expensive buildings and vehicles. On fuel-scant maps, they are just stuck spamming infantry that takes forever to arrive at destination.
Which is a core concept of Soveits. However, since the most recent versions the upgrade costs were reduced significantly, but at the same time teching takes a lot longer compared to before.
I really like the soviets because of their unique mechanics and voice lines but with these things in mind I have little reason to play them over USA/GB on medium and larger maps.