Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Suggestions => Red Army Suggestions => Topic started by: cl3v3r on August 22, 2011, 12:45:58 PM
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I played this game, at start it looked good, but then playing it got very frustrating. Soviet got a lot of unuseful infantry units, and they always got killed easily by germans. And if you want to take mortars and antitanks, you must upgrade spending fuel and manpower. It is not fair, and the engeers are very slow to make MG nests...
And there are a lot of tanks, as the other armies have only 3-4 tanks.
I think is better removing some tipes of tanks, or putting some tanks in Propaganda doctrine, some in Armored Assualt, and some in Urban War doctrine.
I looked that in short-medium time games, soviets can't win, but in long times they can win (with the powerful tanks).
But the main problem is the Soviet CPU.
Soviet CPU isn't good and the units lots of times stuck in the bridges.
And I also tried playing a 3vs3, with 3 EXPERT SOVIET CPUS, and 3 GERMAN EASY CPUS, and the Germans won.
What is your opinion about my suggestions? :)
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In an effort to be civil, I won't answer what I think of your suggestions...
If you have issues with the AI, post in the AI thread. Your suggestions on Soviet design are... rejected...
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In an effort to be civil, I won't answer what I think of your suggestions...
If you have issues with the AI, post in the AI thread. Your suggestions on Soviet design are... rejected...
Dammit and i was in the middle of writing a long responding to the post ;D
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In an effort to be civil, I won't answer what I think of your suggestions...
If you have issues with the AI, post in the AI thread. Your suggestions on Soviet design are... rejected...
You should know that other armies have only 3-4 tanks. So why put 50 tanks in the Tank Depot?
The better is do tanks categories and put them in the 3 doctrines...
The Urban war can have light tanks, the Armored assault can have heavy tanks like KV-2, Is2. ecc...
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Actually the entire depot is a combination of T3 and T4 equivalents for the other factions.
Light tankovy compared to Wehr:
T90 - Puma
T70 - Upgunned Puma
SU-85 - StuG IV
Heavy tankovy gives only the T-34s/KVs remember, so Wehr T4 actually provides 3 tanks whereas Soviet T4 only gives 1 plus an upgunned version (equivalent of upgunning Shermans).
The IS-2 is like the Panther Battlegroup of PE since it requires all previous research from all previous buildings.
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Actually the entire depot is a combination of T3 and T4 equivalents for the other factions.
Light tankovy compared to Wehr:
T90 - Puma
T70 - Upgunned Puma
SU-85 - StuG IV
Heavy tankovy gives only the T-34s/KVs remember, so Wehr T4 actually provides 3 tanks whereas Soviet T4 only gives 1 plus an upgunned version (equivalent of upgunning Shermans).
The IS-2 is like the Panther Battlegroup of PE since it requires all previous research from all previous buildings.
in other words: Wehrmacht has more units that SU has.
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@Dennis: +1
In an effort to be civil, I won't answer what I think of your suggestions...
If you have issues with the AI, post in the AI thread. Your suggestions on Soviet design are... rejected...
You should know that other armies have only 3-4 tanks. So why put 50 tanks in the Tank Depot?
The better is do tanks categories and put them in the 3 doctrines...
The Urban war can have light tanks, the Armored assault can have heavy tanks like KV-2, Is2. ecc...
That's the design of the Soviet faction and no major changes will be done to them unless a unit is severely broken. If EF would make the Russian Tank Hall just like the other faction's tank depots, it would be boring. Soviets offer a big array of different strategies, choose your strategy and leave out all the other units you don't need for them.
The other way round, people would complain about Soviets having too few units.
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I smell a troll thread.
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I smell a troll thread.
maybe we smell red´s 2nd acc :D
but as dennis said
soviet t3 is like usa, wehr and pe´s t3 and t4
thats the reason nothing more and nothing less...
and soviets had also not 50 tanks :o
and of which senless units you are talking about?
i couldnt say that we have a real senless unit in there... btw i cant realy belive that 3 expert soviets were beaten by 2 easy cpu´s... ok it depends also on the map. ai dosent work right on every map...
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I read the word "Bridge" and "CPU" and "MG nest" and stopped reading.
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I smell a troll thread.
maybe we smell red´s 2nd acc :D
Could be. The argumentation is not to come to a conclusion but only complain.
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I played this game, at start it looked good, but then playing it got very frustrating. Soviet got a lot of unuseful infantry units, and they always got killed easily by germans.
That's kinda the point. Soviets have weak but plentiful infantry units of varying skills and abilities. Which units do you find 'unuseful'?
And if you want to take mortars and antitanks, you must upgrade spending fuel and manpower. It is not fair, and the engeers are very slow to make MG nests...
The Wehrmacht much also upgrade to construct these things. I don't know anybody else who has a problem with the MG nest build speed.
And there are a lot of tanks, as the other armies have only 3-4 tanks.
As Dennis already correctly pointed out, Soviet skip Tier 3 so all their Vehicles are consolidated into 1 buildings. They have no more vehicles than the Wehrmacht.
I think is better removing some tipes of tanks, or putting some tanks in Propaganda doctrine, some in Armored Assualt, and some in Urban War doctrine.
Uh, no. If you're going to complain about how weak the Soviets are, don't come up with suggestions that would make them even weaker.
I looked that in short-medium time games, soviets can't win, but in long times they can win (with the powerful tanks).
Soviets aren't supposed to steamroll their opponents, that would be highly unbalanced.
But the main problem is the Soviet CPU. Soviet CPU isn't good and the units lots of times stuck in the bridges.
That's not a problem with the AI, that's a problem with bridge maps.
And I also tried playing a 3vs3, with 3 EXPERT SOVIET CPUS, and 3 GERMAN EASY CPUS, and the Germans won.
You mean 2 Expert AI's? Otherwise that would have been a 7 player game. I might have to try this out because with your '50 Tanks' in the Tank Hall, I have a slight suspicion you may be exaggerating just a little.
What is your opinion about my suggestions? :)
I have a higher opinion of the poo in my colon.
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Soviets are different to all the other factions, you will get used to it. In fact there are many units being very imbalanced in the current version.
Guards, Sturmovies, Molotovs, Navals... but looks like you don't know how to play EF yet. I would say you should give it time and read some posts on the strategy section and watch some replays on the replay section to know better how to use soviets before start asking for a redesign.
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Saying that this post is a troll, isn't good for listen players suggestions.
I'm making a general suggestion of Soviet Army.
Yeah, you are right, there are light vehicles, and heavy vehicles (I wronged in this suggestion).
But can you remove the Upgrade for take the vehicles?
At least remove the item for take Light Vehicles.
And also for taking mortars, and Antitanks.
But the real problem is the Soviet Cpu.
It sucks.
If you want I send you videos, of Expert Soviet Cpu losing vs Easy - Normal Wermacht Cpu.
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So, do you want to get mortars/tank hunters, at guns/sniper teams and tanks right off the bat ????
Do you realize soviet buildings are very cheap?
We do not take balance advices based on Skirmishes, and how could be possible than 1 Soviet CPU lose agains a Wehr one and you noticed? it would be a 2vs2(or 1vs2 ???) not 1vs1.
I you want to enjoy fights against soviets you should play more PvP games and not rely on CPU fights.
Btw, we say you are trolling because it's a rule of thumb that Skirmishes are just for fun and do not take part of the balancing process; although your suggestions aren't too good either.
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The reason the upgrade to light tanks wont be removed as of now is due to the fact you can immediatley build Tank Hall. With other factions you can not do that. Instead you must tech up slowly and steadily, while in the process spending huge amounts of fuel. For the soviets it can be argued they have access to vehicles FASTER.
Also the upgrade to at infantry and mortars will not be removed b/c of balance. The soviet infantry buildings cost no fuel and are easy to get. Instead, the upgrade cost fuel, which basically gives all factions a fair start. However with soviets you can pick which units you want to upgrade to, giving you more diversity.
As for the CPU, well its not perfect but EF tries :P. At least the EF CPU uses abilites.
I suggest you try different strategies due to the Soviets unique nature and build style :D. Dont forget to use thee armory as well :P
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Yes but I repeat, it is not possible that EXPERT CPU loses vs EASY CPU.
If you do a Skirmish vs Russian, is too easy to win, they do a lot of infantry and they lose...
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yes and we repeat skirmish games dosnt shows the balance of the game! if you want it more balanced and get opponents on more or less same skill you need to play it vs humans!
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The problem of call-in unit spamming CPUs will be fixed with 1.5.
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Unfortunetly AI isn't perfect. For example British send trucks straight to the front, resulting in their immediate death :(. The soviets have alot of weak but numerous units, whch differs from Wher or PE. This is probably why the soviets are losing more. 1 mg can pin numerous infantry down and the AI isn't too smart about flanking. And in any prolonged AI game Axis are sure to win due to the number of heavy tanks at their disposial. Hope that clears up any problems or concerns.
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I've played a match with my friend to try the new patch of the game, there is no problem with the SU faction this time. Maybe a KVs must have a lower cost, one Panther eats 2 KV1 and one KV85, and KV tanks are do not crush hedges. The Dev team took a long and good work balancing since 1.0. 8) Good old times, when the sniper ace was like Chuck Norris. ;D :D
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That sounds fun XD. When sniper ace reaches vet 3 he get roundhouse kick :P
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there is no problem with the SU faction this time. Maybe a KVs must have a lower cost, one Panther eats 2 KV1 and one KV85, and KV tanks are do not crush hedges.
KV-85 costs 500MP. Why should it win with a Panther? Want a Panther killer? Get an IS-2. Same MP cost as a Panther.
KV-1 is better in every way than a Churchill. It will win vs a Stug or a PzIV anytime.
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there is no problem with the SU faction this time. Maybe a KVs must have a lower cost, one Panther eats 2 KV1 and one KV85, and KV tanks are do not crush hedges.
KV-85 costs 500MP. Why should it win with a Panther? Want a Panther killer? Get an IS-2. Same MP cost as a Panther.
KV-1 is better in every way than a Churchill. It will win vs a Stug or a PzIV anytime.
Some situation you can't afford that. If it was like the M10 it would be more usefull. It is different when you philosophe on something, or you actually use it on the battlefield. If I could afford one more KV I could push back that nasty Panther, If it was the US M10 would took care of this situation. Newermind, let the balance team decide what should change.
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* As far as I know, PE Mortar take 20 fuel, 40 fuel (60 fuel) for
first Mortar. Then 40 fuel for each more (60 fuel, 100 fuel).
* As far as I know, Wehr Mortar take (200 mp, 220 mp, 25 fuel)
420 mp, 25 fuel! Gasp! BEfore you can start making them :)
Comparatively, Soviet mortars cost 200+120+35fuel
(320MP+35fuel)... before you can make them.
So far, soviet seems cheap mortar-wise.
The cheapest are the americans, at 15 fuel :D
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I would have just a serious suggestion to advance:
Give us a engineer team at the start, like the all other CoH factions.
That resolve the weaknees russian start...
Thanks,
P.
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I don't think that will fix anything. Instead we will need to adjust more stuff because could be OP. Soviet soldiers will come earlier than intended.
All other factions have engineers at the start? I don't think so, PE has kettens and CW has Infantry sections. Every faction has it's own qualities so soviets are not going to have starting unit.
No retreat and no vet were a bad decision, not having starting unit not.
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Hi, Blackbishop!
Well... kettens or Infantry has better than nothing.
Sometimes I'm disheartened to start a EF party because I'm sur that I will have a lot of pain in the begginings...
But I never, really never, make a unit to die; I allways retreat before, because my trip is take care of my units and to make them veterans...
Now I think that a great deal to the russians would be to give at ZIS 2 a stealth ability... That would be great...
Thank you man for your attention,
P.
Post Merge: August 26, 2011, 12:50:13 AM
OK, BB!
It's all right...
I've just playied EF patch 1.5.1 and it's perfect now... Every thing is all right!!!
I will be insistent in the AT gun stealth ability suggestion.
Thanks,
P.
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Hello, I'm newbie here,and I understand that my words has not much influence here buy now.
Neverless, i dont like that I couldn't recruit T-34 tanks in Motor Pool , first of all.
And the second - it would be greate to "upgrate" Soviet motor pool.How ? First,for example,you can build T-34,KV-1 ,T-60 tanks & Su-85.But .efter some upgrate ( lets say in will cost 700 points of fuel and 150 point of ammo) ,player could make T-34-85,IS-2 and SU-100 ( existing after pool upgrate Su-85 could be upgrate with 100mm cannon )
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Hello, I'm newbie here,and I understand that my words has not much influence here buy now.
Neverless, i dont like that I couldn't recruit T-34 tanks in Motor Pool , first of all.
And the second - it would be greate to "upgrate" Soviet motor pool.How ? First,for example,you can build T-34,KV-1 ,T-60 tanks & Su-85.But .efter some upgrate ( lets say in will cost 700 points of fuel and 150 point of ammo) ,player could make T-34-85,IS-2 and SU-100 ( existing after pool upgrate Su-85 could be upgrate with 100mm cannon )
700 FUEL POINTS?!
Are you MAD? :o
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I think he meant 70 :P. Where would you even find 700 ;D ;D
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700 FUEL POINTS?!
Are you MAD? :o
It was gust an example ::)
But what about my idea ??
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700 FUEL POINTS?!
Are you MAD? :o
It was gust an example ::)
But what about my idea ??
Mmmmh...NO! ;D
And why you don't like Russian Tank Depot?
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Hello, I'm newbie here,and I understand that my words has not much influence here buy now.
Neverless, i dont like that I couldn't recruit T-34 tanks in Motor Pool , first of all.
And the second - it would be greate to "upgrate" Soviet motor pool.How ? First,for example,you can build T-34,KV-1 ,T-60 tanks & Su-85.But .efter some upgrate ( lets say in will cost 700 points of fuel and 150 point of ammo) ,player could make T-34-85,IS-2 and SU-100 ( existing after pool upgrate Su-85 could be upgrate with 100mm cannon )
What you suggest is how the tankhall currently works. You have upgrades which unlocks better tanks. You can actually skip light tanks and build your beloved t34. Which costs similar ammount of fuel like you suggested. Why changing what is already there??
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What you suggest is how the tankhall currently works. You have upgrades which unlocks better tanks. You can actually skip light tanks and build your beloved t34. Which costs similar ammount of fuel like you suggested. Why changing what is already there??
Build my beloved T-34 in tankhall ?
T-34 can be deployed on battlefield after choosing Tank doctrine or not ??
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Yes, that can be done as well.
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What you suggest is how the tankhall currently works. You have upgrades which unlocks better tanks. You can actually skip light tanks and build your beloved t34. Which costs similar ammount of fuel like you suggested. Why changing what is already there??
Build my beloved T-34 in tankhall ?
T-34 can be deployed on battlefield after choosing Tank doctrine or not ??
Yes, with 650 MP (IIRC) against 340 of the Tank Depot.
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Yes, that can be done as well.
Sorry for my newbines,but how ?
in the Tankhall I can produce light tank like T-60,T-90 & Su-85 + "heavy stuff" like KV-1,KV-85 and IS-2.What I do wrong ??
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Check the reward units. Every time you create a new Relic Online account, every reward unit is automatically activated. KV-1 and KV-85 are reward units for T-34/76 and T-34/85. Uncheck the green thumb and you will be able to use your T-34s :)
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We learn new things every day :P
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Check the reward units. Every time you create a new Relic Online account, every reward unit is automatically activated. KV-1 and KV-85 are reward units for T-34/76 and T-34/85. Uncheck the green thumb and you will be able to use your T-34s :)
Thanks
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Fellows,sorry for offtopic in this thread,but I want to make T-34's & KV tank in my Tank hall.As i understood ,those tank must be delated from revard unit list - how to do that ?
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Unless you know about modding and want your game to become incompatible with others, you can't have KVs and T-34s at the same time. You could, like I said, either mod the game or simply choose the Breakthrough doctrine where you are able to call in T-34s. ;)
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Unless you know about modding and want your game to become incompatible with others, you can't have KVs and T-34s at the same time.
Yeap,I know about moding ( in past i like to mod RTW and BF2).Now I starting to edit CoH.
So, you can help me with my question,please ?
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As long as you don't release your modified Eastern Front, everything is fine. I'll send you a how-to via PM ;)
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I dont ant to release it.Gust for my private use. ;) 8)
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I don't like: the red army from itself represents the "cannon fodder". :(
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IMO only conscripts have that feeling. And conscripts doesn't represent the whole EF red army.
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Conscripts must not like their description then:
"Good as Canon Fodder" ;D
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heck, i wouldnt either! as for the WHOLE red army being cannon fodder, thats just conscripts. do guards, partisans, and naval infantry seem like cannon fodder to you?
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heck, i wouldnt either! as for the WHOLE red army being cannon fodder, thats just conscripts. do guards, partisans, and naval infantry seem like cannon fodder to you?
To veteran axis tank hordes yup
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i guess its all a matter of if you have tank hunters then.
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Or tanks ::). Derp :P
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Or tanks ::). Derp :P
Did you watch the 1.5 shoutcast? Our tanks get fucking dominated by Vet 3 axis stuff it's freaking hard to compete VS Jagdpanthers and Tiger Aces
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Yes I did. What do you suggest you use then (im not challenging you or anything Im just curious)?
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What everyone should use to counter tanks - AT guns + support AT infantry.
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What everyone should use to counter tanks - AT guns + support AT infantry.
That and mobile tank support could come in handy...
Speaking of why didn't we invest in such an accommodation Dennis? :P
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Ummm... I think at the time I had teched to T-34/85s and you were supposed to have SU-85s. Neither of us were prepared for the PBG. We could have swapped over later on, but I expected my ISU-152 to do better. I did get a couple AT guns but they died. :P
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Ummm... I think at the time I had teched to T-34/85s and you were supposed to have SU-85s. Neither of us were prepared for the PBG. We could have swapped over later on, but I expected my ISU-152 to do better. I did get a couple AT guns but they died. :P
Yea I invested into tank hunters after the IS-2 failures.
I had a couple SU-85s but poor micro on those first 2 caused me to get them killed. I used the 3rd one up until I think vet 2...but PBG flanked the shit out of it.
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I do not want to offend, but the Soviet Union some kind of waning, something missing.
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I do not want to offend, but the Soviet Union some kind of waning, something missing.
They don't have enough vodka in armoury. Seriously, Soviets are the best designed faction of CoH. They have cool doctrines, they excel in being all-rounders, and have OMG powerful abilities like GoW or IL-2 Squadron. What else do you need - please if you want to say MG team better be quiet ;)
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I do not want to offend, but the Soviet Union some kind of waning, something missing.
Like? IMO their infantry seems a bit fragile. Guards are good but still. Should you really be spamming them :-\ ?
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@ 777Mais777- if you learn to play as the soviets you will soon discover they are the best faction. save othseer. but thats still a work in progress. the soviets are a infantry based faction. what do you expect?
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Slightly strengthen team squad.)
Post Merge: October 26, 2011, 12:10:49 AM
And another question: increasing the level of the chief of the detachment,how much is growing defense or attack others?
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To be honest, for me Soviet Union play to much like combination of America (Infantry in number) and Wehrmacht (Specialized units)...
They lack new gameplay in my opinion. I mean British has mobile HQ while PE has Lock-Down system and dozen of utility vehicle (Ketten, Vampire, and Bergetiger are unique to them)...
Maybe their uniqueness are Command Squad and a lot of 'special' unlocked at veterancy, but those are only realizable by those who familiar with CoH...
So while they fine in current design, they lack something that make them really felt different than vanilla faction.
At least in the eye of newcomer...
Though there are 2 things that I think could be Soviet Union feature: No-Cost ability and Outpost...
Beside that, non.
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I sorta agree with you :P
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To be honest, for me Soviet Union play to much like combination of America (Infantry in number) and Wehrmacht (Specialized units)...
They lack new gameplay in my opinion. I mean British has mobile HQ while PE has Lock-Down system and dozen of utility vehicle (Ketten, Vampire, and Bergetiger are unique to them)...
Maybe their uniqueness are Command Squad and a lot of 'special' unlocked at veterancy, but those are only realizable by those who familiar with CoH...
So while they fine in current design, they lack something that make them really felt different than vanilla faction.
At least in the eye of newcomer...
Though there are 2 things that I think could be Soviet Union feature: No-Cost ability and Outpost...
Beside that, non.
We feel that coming up with something too radical will drive players away with difference from Relic-like factions. Take a look at the brits. That fucking bus humping faction is a failure design from the start. You can potentially milk up to +42 fuel a minute on one high point.
The soviets are sort of unique in their own way. Units in certain buildings are unlocked as you tech up, and there is no definite unlock pattern that you have to follow. There's tons of viable strategys as well whereas with the other factions there may be 3 or 4 ways to go about skipping tiers strategically. The soviets also heavily support team gameplay in the reasoning that, again, there is no definite teching cycle. One player can invest in close range units, getting Tank Hunters upgraded and unlocking powerful mortars while others can invest in Snipers/Spotters, and powerful AT guns. Same goes for armor too.
Doctrines offer some more flexibility than some of the others with the other factions. When you pick a doctrine like Blitz, for example, what player in his or her right mind would choose the right side of the doctrine first? That's right, the 5% whom don't know how to play. It provides substantially shitty benefits compared to Stormtroopers and Tigers. (StuH is ehhhh.)
The soviets also have some neat little features too. Representing lack of supplies (Conscripts) and teching to higher tier weapons and becoming a late-game powerhouse, which the other two allied factions lack entirely. Most powerful allied tank could be considered Pershing and Firefly (Churchill too?). While armored and/or deadly, they don't present a good, genuine form of elite and deadly armor or infantry that the Axis does, especially with Veterancy, which is purchasable for the Wehrmacht and strategic for the PE. In team matches Axis will come out on top if they manage to drag you out beyond T4 or into Panther Battle Groups/Elite call ins. Soviets can counter that with their Airstrikes, Powerful Arty, their OWN elite call ins, etc.
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That is why I said Soviet Union design currently is fine, but newcomer might wish to see a more apparent difference.
I just reflecting my own experience when I first played Soviet Union:
When I build infantry they are a lot and I think "Just like America"
When I see the armory and Soviet amount of units, I think "Just like Wehrmacht"
I understand and know what you said, it just that it takes sometimes before one can see soviet the way you said it.
What I want to say is, if someone feel Soviet Union lack something, it is "a truly different system that make you don't think 'just like XXX' the first time you played them" that they lack. :P
I do like Soviet Union small detail (such as additional member after some vet for some infantry), something that so CoH like... :D
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@My Name Is Ante
Unfortunately that could be the case, it's difficult to come up with a good idea for a faction that doesn't screw CoH design. Take the muni upkeep by example, a soviet feature since 1.10~1.20 IIRC, it is original, no doubt about it, however at the end no one likes it because hinders the gameplay XD.
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Yeah, in the end Soviet faction is in your mod...
So as long as you don't violate your own principal and you don't make it another version 1.00, then I believe everyone can enjoy it...
Not everything can be achieved, but what most important is everyone able to enjoy it with responsibility (or in this case balancility :P ) isn't it? ;)
Keep the good work!
Now my time to active lurking mode has come once again...
Good luck, EF dev! ;D
Lurk Mode: ON
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Now my time to active lurking mode has come once again...
Good luck, EF dev! ;D
Lurke Mode: ON
He is like the Solid Snake of EF ;D. Time to put my box on :P
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That is why I said Soviet Union design currently is fine, but newcomer might wish to see a more apparent difference.
I just reflecting my own experience when I first played Soviet Union:
When I build infantry they are a lot and I think "Just like America"
When I see the armory and Soviet amount of units, I think "Just like Wehrmacht"
I understand and know what you said, it just that it takes sometimes before one can see soviet the way you said it.
What I want to say is, if someone feel Soviet Union lack something, it is "a truly different system that make you don't think 'just like XXX' the first time you played them" that they lack. :P
I do like Soviet Union small detail (such as additional member after some vet for some infantry), something that so CoH like... :D
i see what you mean, half the fun of playing mods for games is that most of them offer something completely different. i think the soviets achieve that for a short while but well tbh if i was doing the modding i'd change the entirety of how COH works, stuff like melee combat.
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To be honest, for me Soviet Union play to much like combination of America (Infantry in number) and Wehrmacht (Specialized units)...
They lack new gameplay in my opinion. I mean British has mobile HQ while PE has Lock-Down system and dozen of utility vehicle (Ketten, Vampire, and Bergetiger are unique to them)...
Maybe their uniqueness are Command Squad and a lot of 'special' unlocked at veterancy, but those are only realizable by those who familiar with CoH...
So while they fine in current design, they lack something that make them really felt different than vanilla faction.
At least in the eye of newcomer...
Though there are 2 things that I think could be Soviet Union feature: No-Cost ability and Outpost...
Beside that, non.
We feel that coming up with something too radical will drive players away with difference from Relic-like factions. Take a look at the brits. That fucking bus humping faction is a failure design from the start. You can potentially milk up to +42 fuel a minute on one high point.
The soviets are sort of unique in their own way. Units in certain buildings are unlocked as you tech up, and there is no definite unlock pattern that you have to follow. There's tons of viable strategys as well whereas with the other factions there may be 3 or 4 ways to go about skipping tiers strategically. The soviets also heavily support team gameplay in the reasoning that, again, there is no definite teching cycle. One player can invest in close range units, getting Tank Hunters upgraded and unlocking powerful mortars while others can invest in Snipers/Spotters, and powerful AT guns. Same goes for armor too.
Doctrines offer some more flexibility than some of the others with the other factions. When you pick a doctrine like Blitz, for example, what player in his or her right mind would choose the right side of the doctrine first? That's right, the 5% whom don't know how to play. It provides substantially shitty benefits compared to Stormtroopers and Tigers. (StuH is ehhhh.)
The soviets also have some neat little features too. Representing lack of supplies (Conscripts) and teching to higher tier weapons and becoming a late-game powerhouse, which the other two allied factions lack entirely. Most powerful allied tank could be considered Pershing and Firefly (Churchill too?). While armored and/or deadly, they don't present a good, genuine form of elite and deadly armor or infantry that the Axis does, especially with Veterancy, which is purchasable for the Wehrmacht and strategic for the PE. In team matches Axis will come out on top if they manage to drag you out beyond T4 or into Panther Battle Groups/Elite call ins. Soviets can counter that with their Airstrikes, Powerful Arty, their OWN elite call ins, etc.
This pretty much sums it up. What makes this mod unique as a mod for CoH, is that it actually is just like CoH itself, thus is can be considered with a good reason as an expansion.
The soviet singularity, comes with the mentioned economic system and their ability to counter the axis factions, even when the going gets rough. Just like grandfather told of the last years of the war :)
Regards,
-V-
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In an effort to be civil, I won't answer what I think of your suggestions...
If you have issues with the AI, post in the AI thread. Your suggestions on Soviet design are... rejected...
Dammit and i was in the middle of writing a long responding to the post ;D
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And the point of bumping this thread with 6 month old quotes from Killar and Dennis was... ??
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To celebrate the balancing of soviets and return of the comissar ;D
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Well, because it somehow appear out of nowhere, I would like to use this oppotunity to take back what I've said in my previous post...
Because as of current patch, the Soviet Union has become a really unique army because of some unique feature that seems to have been perfected...
Previously I would like to say that Soviet Union doesn't deserve a tutorial because it isn't that unique beside its skin and some learnable-in-field feature, too many units for my taste, and quite plain...
Soviet Union from patch 1.6 however deserve a tutorial, still have many units but no longer deter my taste, and very refreshing...
It has been several days from its release, but I would like to say once again, good job Dev...
You are the best...
And I do like Soviet Army... ;D
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Just think what they will do with the Ostheer ;)
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SU play IMO is like a mix of Wher and US :P. I agree, a tutorial is needed for 1.6. But dont fret, I think one is already being made ;)
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(http://img444.imageshack.us/img444/8638/spamlocksupersuper.png) (http://imageshack.us/photo/my-images/444/spamlocksupersuper.png/)