Company of Heroes: Eastern Front

Author Topic: Soviet in V1.4  (Read 5709 times)

Offline Flanker1949

  • Donor
  • Guard
  • *
  • Posts: 109
    • View Profile
Soviet in V1.4
« on: June 22, 2011, 11:03:35 AM »
Hey guys!!! Thank you guys so much for actually used most of my suggestions in the v1.4. You guys are the BEST!!!!!!!!!!!!!! IS-3!!! Various new models!! And the tactics choices are so fair that is almost like been done by professionals.  :D  !!!!


But also I have a few other suggestions that I hope I can discuss with everyone one as well.

1: the Soviet Infantry is too weak. I don't mean their weapon or skills are weak. I mean their body is the weakest for some reason. I have been testing for weeks and now I am sure of it. You see, when I play as the US, once I had a rifle men team which is exposed, uncovered outside. And one motar shell landed right in the middle of my team, on top of one of the man. And the team were injured about 20% health decrease. Also, once there one big building in the middle of a strategic route. So I send some US soldiers to go into that building. I had one rifle men team upgraded with BAR and happened to picked up a German AT Rocket launcher; a machine gun team, a sniper. 10 men hold off that building from the beginning to the end of the game. German attacked it wave as wave with infantry, stug and armored cars. Average it took at least 3 panzer shells to kill one US soldier inside a building. So I tried the same way using the Soviet. I put one marine team (fully upgraded), one sniper team and one upgraded AT team, 12 men were holding that build, not to mention I had a motar team right next that build to support them. Guess what happen, one German motar shell landed on the top of the building and 3 of my men dead. That build was in 95% health so were my men.
I am no racist. I had Russian friends as well. It hurts my neck everytime when I talk to them (I am 180cm tall). Their body are like bear. So I suggest that Soviet troopers should at least as strong as the other armys.


2: About the Infantry weapon of Soviet. The variety of Soviet infantry is unnessary sometimes. Look at the Red banner trooper and the Guards. Those 2 are generally the same. But Guards have a lot of tricky weapons. And that made Red Banner troopers unnessary. Also Soviet infantry team has to many man, which can be hard to manage, specially when you trying to garrison the building. German has a big variety of infantry. But all of their infantry have a few men which is easy to manage, plus all of them are all purpose, multi-role, expect they deal with things in different way with different capacity, and that made them interesting. But the Soviet infantry does not have those.

So all of the things I said above have made Soviet infantry facing serious issues in combat. If a building is too small, a team can't even garrison. And since they are weak, they would be unnessary in the later stage of the game. Because they are too weak, so people wouldn't bother to train them to do combine them with tanks in the later stage of the game. All we have to do is to have a formation of tank, cheaper, more effective and easier to manage. Plus German base are all of machine guns, on every build. Sending infantry in is unhuman.

So my suggestions are:

1: All Soviet infantry team (support team excluded) has only 6 man. The red banners can be upgraded at lease with the molotov cocktail. And the instead of choosing between PPsh and DP, we can make it into one "atomatic weapon upgrade", which give 2 men PPsh and 1 men DP.

Guards: 6 men. 1 man (team leader we can probably use the earlier model --- you know, the guy with the communist symbo on his arm) with PPs-43 and 1 man with DP, the rest of the men use rifles.
Same goes with marine, team leader with PPs-43. We can put a communist symbo on him just to make it looks cool. Also, I think we should change the their cocktail to hand grenade. Because think about it, a bunch of marine go amphibious assault with home made cocktails.

3: About the conscripts, I have a very innovational idea. Just hear me out. Since we can't upgrade them anymore. They seems too expensive for the things they do. So I have an idea, instead of pick up the gun others drop, they atomaticly get the weapon of whoever they kill. If they kill a officer, one of the guy gets a Luger, if they kill a engineer, one of them gets a MP-40. That would make the game much more interesting  :) 
What do you guys think.

About the SU-76, it is too weakly armored, and it cost us 4 points to get it. And we have SU-85, how can SU-85 not as good as SU-76? I know it replace the lend lease Sherman. So may I suggest that we change it into the limited producted T-44. That would be so cool.

Talking about Tank, there is a issue. The drive gun of T-34 never fires for some reason. (That's not fair, US sherman's driver gun fires) And KV tank has no co-axi gun, but it fires out of nowhere. Also the rear torret gun of IS-2 never fires as well.

Yeah, those are my suggestions, wish them can be considered. And open to debat.   :)

Thanks a lot

Offline cephalos

  • Mapper
  • Mr. Spam
  • *
  • Posts: 1367
  • Pick a card...
    • View Profile
Re: Soviet in V1.4
« Reply #1 on: June 22, 2011, 11:48:46 AM »
Well, low health is characteristic to soviet forces, they have low HP beacuse they were developed in this way.
About 6-men squads... +1 from me, because I fucking tired with finding cover for those enormous squads.

Offline Flanker1949

  • Donor
  • Guard
  • *
  • Posts: 109
    • View Profile
Re: Soviet in V1.4
« Reply #2 on: June 22, 2011, 01:34:05 PM »
Well, low health is characteristic to soviet forces, they have low HP beacuse they were developed in this way.

Can we please change it. So people can play combine troop tactics. That way people would have more fun and more fair. Please, Please, Please, Please.

Offline Max 'DonXavi' von B.

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3462
  • Eastern Front forever!
    • View Profile
Re: Soviet in V1.4
« Reply #3 on: June 22, 2011, 02:14:22 PM »
No, because normal health + increased squad member count = OP.

Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

Offline Cranialwizard

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 3270
  • Unknown Soldier
    • View Profile
Re: Soviet in V1.4
« Reply #4 on: June 22, 2011, 02:35:02 PM »
I am no racist. I had Russian friends as well. It hurts my neck everytime when I talk to them (I am 180cm tall). Their body are like bear. So I suggest that Soviet troopers should at least as strong as the other armys.

What? That's stereotyping right there :P

Like Maxi Said. To compensate for weaker troops they are given more men per squad than any other faction. Strelky in particular have low health but when you add it all up they fall 10 or 20 health short of Riflemen.

"Balancers are 10 a penny"

Offline GodlikeDennis

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 4454
    • View Profile
Re: Soviet in V1.4
« Reply #5 on: June 22, 2011, 03:43:35 PM »
There is no balance issue here. Recommend for locking.
If you get into an argument with me, you're wrong.

Offline Seeme

  • Mr. Spam
  • *
  • Posts: 1880
    • View Profile
Re: Soviet in V1.4
« Reply #6 on: June 22, 2011, 03:55:32 PM »
Conscripts picking up weapons! No way thats gunna happen.
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme

Offline Blackbishop

  • Administrator
  • Poster of the Soviet Union
  • *
  • Posts: 12053
  • Community Manager, Programmer and Kicker
    • View Profile
Re: Soviet in V1.4
« Reply #7 on: June 22, 2011, 05:38:57 PM »
I think would be very difficult to make a "swap enemy weapon" ability ;D.

Strelky and Guards are not meant to have the same role. This will be reflected on the next patch.

We try to not fix things that aren't broken ;D.
« Last Edit: June 22, 2011, 05:41:16 PM by blackbishop »
Mors Indecepta

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

Offline RedGuard

  • Mr. Spam
  • *
  • Posts: 1014
  • Welcome to Axis Front mod
    • View Profile
Re: Soviet in V1.4
« Reply #8 on: June 22, 2011, 11:01:56 PM »

soviets are not underpowered IMO, what it is that 2.602 buffed PE and wehr way too much so they're OP. theres a million topics over on gamereplays about how OP axis factions have become. I agree with them too, Rocky, a well known pro player, actually said hes thinking of retiring and not playing COH anymore until relic fixes this stupidly retarded patch.  >:(

and theres a long list of other "expert" players who are complaining as well
they're talking about lowering riflemen reinforce and buffing jeep and a bunch of other stuff :P
also 22 mp reinforce for volks is insane, wehr is unbeatable currently - but PE is even stronger :o
« Last Edit: June 22, 2011, 11:04:01 PM by RedGuard »
Soviet is OP

Offline Blackbishop

  • Administrator
  • Poster of the Soviet Union
  • *
  • Posts: 12053
  • Community Manager, Programmer and Kicker
    • View Profile
Re: Soviet in V1.4
« Reply #9 on: June 22, 2011, 11:08:58 PM »

soviets are not underpowered IMO, what it is that 2.602 buffed PE and wehr way too much so they're OP. theres a million topics over on gamereplays about how OP axis factions have become. I agree with them too, Rocky, a well known pro player, actually said hes thinking of retiring and not playing COH anymore until relic fixes this stupidly retarded patch.  >:(

and theres a long list of other "expert" players who are complaining as well
they're talking about lowering riflemen reinforce and buffing jeep and a bunch of other stuff :P
also 22 mp reinforce for volks is insane, wehr is unbeatable currently - but PE is even stronger :o
Really :o ???? could you please post the link of that topic if you don't mind ? ;D
Mors Indecepta

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

Offline RedGuard

  • Mr. Spam
  • *
  • Posts: 1014
  • Welcome to Axis Front mod
    • View Profile
Re: Soviet in V1.4
« Reply #10 on: June 22, 2011, 11:10:41 PM »
Soviet is OP

Offline Flanker1949

  • Donor
  • Guard
  • *
  • Posts: 109
    • View Profile
Re: Soviet in V1.4
« Reply #11 on: June 23, 2011, 01:21:53 AM »
No, because normal health + increased squad member count = OP.

That is why I suggested to reduce the number of team member. Because low health + reduced member = massacre by MG and motar.
Plus we can't even order them to take cover inside a build which only fit for 6 men.

Offline Cranialwizard

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 3270
  • Unknown Soldier
    • View Profile
Re: Soviet in V1.4
« Reply #12 on: June 23, 2011, 01:58:20 AM »
No, because normal health + increased squad member count = OP.

That is why I suggested to reduce the number of team member. Because low health + reduced member = massacre by MG and motar.
Plus we can't even order them to take cover inside a build which only fit for 6 men.

That's not even a relevant argument because the average for building occupation is 8.

Shall we just make soviets like every other faction? Because that's what you're suggesting...

I second the suggestion to close this topic as these are not really balance concerns...Conscripts capping small arms (Not even possible), reducing the amount of variety in our armory, soviet small arms too weak?

"Balancers are 10 a penny"

Offline Blackbishop

  • Administrator
  • Poster of the Soviet Union
  • *
  • Posts: 12053
  • Community Manager, Programmer and Kicker
    • View Profile
Re: Soviet in V1.4
« Reply #13 on: June 23, 2011, 02:29:11 AM »
Larger squads and lower health is the signature of the soviet army in EF so, that's not negotiable. However you might find interesting to know that we are tweaking the reinforce cost of some units.

I think you will like what we are making ;D.
Mors Indecepta

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