Company of Heroes: Eastern Front

Author Topic: Soviet Infantry and Teching suggestions  (Read 3302 times)

Offline Waphlez

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Soviet Infantry and Teching suggestions
« on: January 27, 2010, 07:54:03 PM »
Here is a list of changes to the Red Army I thought of. Ones in bold are ones I highly suggest. Formats such as ###/### should be read as <un-upgraded MP cost>/<upgraded MP cost>

EDIT: I changed my suggestion for the Partisans.

Note: I am using this list as reference.
http://easternfront.org/forums/index.php?topic=2295.0 [nofollow]

--Mortar--
* Replace shells with standard mortar shells
* Upgraded units gains the HE barrage ability
     -Basically make the HE barrage what the heavy mortar's barrage currently is (arty shells). 2-3 minute cooldown.
* Set MP cost to 270/310


--Stumovie Ingenery--
* Raise upgraded Ingenery cost from 150 to 200

--Conscripts--
* Reduce size by 1, increase health to compensate
     -Less casualties = less XP gain from conscripts
     -Less soldiers means less buggy soldier movement
* Set pop to 0.25 a soldier (8 man squad = 2 pop)
* Reduce cap speed to 1

--Strelky--
* Increase health 15%
* Raise cost to 280/320 MP
* Raise reinforcement cost
* Reduce cap speed to 1

--Guards--
* Replace unsuppression trait with fire-up ability
     -no speed boost, just removes suppression for short time
* Increase pop from 6 to 8

--Sniper Team--
* Increase upgrade from 100 munitions to 150 munitions
* Replace arty with the US infantry docs off map arty
     -Reduce barrage by 1 or 2


--Tank Hunters--
* TH squads should start with 2 AT rifles
     -The upgrade instead increases health by 20%


--Partisans--
*Increase MP cost from 300 to 340
*Increase reinforcement cost slightly
*Add retreat function
     -Seeing as they are partisans, they are not standard Red Army infantry. Since they are supposed to be a stealthy unit and can go behind enemy lines, once they are discovered they are at great risk, and can easily die without retreat. Imagine using stormtroopers without retreat.



--Sniper Ace--
* Change arty (see sniper team)
* Switch between recon mode, and sniper mode
     -The Sniper Ace is both the best recon unit in EF, and a very effective killing machine that has sticky bombs and can call in arty. This is quite a strong unit, at first I thought the Sniper Ace should not be replaceable (like the KT or Jagd) but he's the most fragile 750 mp you can have. While he does have high evasive ability, he can still be killed as there is no retreat function.
     - Because he is so good at those two things, they should be split. Recon mode lets the sniper run and can place sticky bombs. He maintains his high sight radius. Sniper mode allows him to snipe and call in arty, but he walks like the other factions' snipers. When switching from recon to snipe, he maintains stealth. When switching from sniper to recon he loses stealth for a short period ~ 2 seconds.



--SOVIET TECHING--

What I suggest only applies to the Tank Depot. I wish to see the Tank Depot split instead of just T3 to a T3/T4 sort of combination. The goal of my suggestions is to make the tech speed more in rate with the axis factions.

Building cost slightly lower; 85 fuel for the Tank Hall.
However before a Soviet player can build IS-2s and T-34s, he must upgrade the Tank Hall. The Upgrade is going to cost 65 fuel. However to compensate Fuel costs for the IS-2 and T-34 will be reduced slightly.

Basically I see it like this

--Tank Hall (T3)--
*T70 (unchanged)
*T90 (unchanged)
*SU-85/SU-100
     -The SU-85 should still be included in T3 as a hard counter to axis armor.

--Upgraded Tank Hall (T4)--
*T-34/76
     -Raise MP cost from 300 to 320
     -Reduce fuel cost from 75 to 65 (see T-34/85)
*T-34/85
     -MP cost set from 300 to 320
     -Fuel cost remains at 75 fuel (85 upgrade increases cost)
*IS-2
     --Reduce fuel cost from 150 to 125
     --Only 1 on the field per player

Total fuel cost to IS-2:
*As-is: 100+150 = 250 fuel
*Mine: 85+65+125 = 275 fuel
     -However, keep in mind the Tank Hall upgrade should take some time to complete. About 120-150 second minimum.

What are your opinions?
« Last Edit: January 27, 2010, 08:12:37 PM by Waphlez »

Offline hgghg4

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Re: Soviet Infantry and Teching suggestions
« Reply #1 on: January 27, 2010, 10:10:04 PM »
the upgrade the Tank Hall I agree with

Offline Waphlez

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Re: Soviet Infantry and Teching suggestions
« Reply #2 on: January 27, 2010, 11:11:51 PM »
After thinking about the tank hall idea, the time it takes to upgrade really doesn't affect teching to the IS-2 as you'd be waiting for fuel anyways. So here are my revisions.

Tank Hall upgrade should be fairly short, 45 seconds, as the extra time really isn't justified since the Soviets would be building up fuel to build an IS-2 during that time anyway.

Cost for the IS-2 should be kept at 150 fuel. Basically instead of needing 250 fuel to get one out, it'll take 300 fuel to get your first IS-2 out which I think is justified as it's somewhere between a Panther and a Tiger.

Panther cost
35 + 50 + 50 + 50 + 110 = 295 fuel

This is assuming you use your start fuel for T1, and don't build T2 or T3. This excludes vet, so the extra fuel cost for the Soviets I believe is justified.
« Last Edit: January 28, 2010, 12:03:47 AM by Waphlez »

Offline SexyUnderwaterAction

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Re: Soviet Infantry and Teching suggestions
« Reply #3 on: January 28, 2010, 07:47:37 AM »
i like these changes, some good ideas in there, especially about guards. Right now I think they are a bit ridiculous, as they are a hard counter to all the mg's you might have fielded to that point in the game.