Company of Heroes: Eastern Front

Author Topic: 1.702 Soviet Balance  (Read 7309 times)

Offline JB23

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1.702 Soviet Balance
« on: February 24, 2013, 03:10:01 PM »
I'm looking forward to seeing what the Balancers do for 2.00 with the Soviets but I'd like to mention a couple of things that I noticed in 1.702 that I hope do not go unmentioned.

Conscripts:
Quote
Afaik soviets pretty much steamrolled most axis players in the last tourney, barton raped everyone by using conscripts only...

This is self explanatory, its blatantly obvious how OP conscripts are. You don't even need to build Strelky or Guards. Molotovs are the worst part about them; they do a large amount of damage, extremely cheap to buy (the upgrade and the actual use of the ability), come really early and have a fast enough recharge. Given that conscripts have such a short build time you usually end up with a showdown of 4 conscripts vs 2 volks and an MG early on and one conscript always gets through to throw the molotov forcing the MG to relocate or die.   The short build time also denies any MG/bike play. Snipers aren't that effective against them (low reinforce cost/ large squad size). For some reason they seem harder to suppress than in other patches.   
The fact that conscripts hold up so well.generally results in some far reaching consequences, the don't cost alot to buy outright so getting an outpost isn't too much of a strain on MP so early T-34s are easy to get. You tend to have excess manpower for KVs too, the whole thing becomes a nightmare for Wehr.

I assume the current balance team has already addressed this problem. I'd move Molotovs to the armory and increase the build time of the Mustering tent by about 5 seconds.

KV-1s:

T2 play get completely dominated by KV1s.  This is evidence enough:
http://www.easternfront.org/forums/index.php?topic=9381.0
KV1s are extremely resilient to paks and Schrecks. They're effectively medium tanks that don't require teching. They offer no unique gameplay. If I had the choice I'd just remove them. If you want, you could put them back in as a reward for T-34s.  Why they were removed from this position is beyond me. You already have the KV85, all that would be required would be to make them "Tank Riders" compatible.
I'd also remove SU-85s from this position in the Breakthrough Doctrine. It doesn't deserve to be doctrinal, its just another tank destroyer and the doctrine has enough Call ins already. Make it into a reward for the SU76. It used to be there anyway, both tanks have the same role but function differently in the same way the gwagen and the stug differ. I'd also bring it down to 6 pop, and bring the SU76 down to 4 pop (In line with the stug).

Prop Doc

Support gun = Useless = remove. Swap the "Red tide" to the second spot on the right so all the call ins aren't on the one side and put something new on the left.

SU122

Not even half as good as the KV2.

T2:

Everything that needs to be said about observers has already been said. TH are gone which I'm happy about because it gives you the perfect opportunity to remove other useless upgrades and units. I wouldn't add another unit to T2, I'd leave it the way it is. I'd separate the Mortar and AT and give each unit its individual teching cost: Snipers (80mp and 20 fuel), AT guns (100mp and 25 fuel) and Mortars (200mp and 45 fuel). Why so high for mortars? Well I think they should start upgraded because medium mortars are useless anyway. Likewise for AT guns. This would mean that the upgrades of gunnery veterans (Ie the upgrade no one buys) and ballistic veterans are removed along with the medium mortar. AT guns would be much more readily avaliable which would deal with Soviet's deficiency vs HTs and Stuhs. What about the strelky unlock you say, I'd have it that strelky unlock when the SSB is built. Stelky shouldn't require fuel as they are only just as strong as riflemen and wehr do fine against rifles already. The manpower attached to the upgrade just delayed them even further. RBS would have the same impact as BARs as a result. The IS2 tech wouldn't be too greatly affected because the cost would be roughly the same. 6 upgrades would be left in the armory.

Partisans

They need something else, like for example a thread breaker mine that would otherwise be removed from the game.

Sturminovie

Very expensive for what they are. Repair nerf once upgraded? 75 muni PLUS 150mp per squad. Unable to build base structures or mines? High reinforce cost? upkeep cost? negative zeal? Why would you get this instead of a flame thrower? Please reconsider.

IS2

Nearly impossible to repair without BT doctrine.

Anyway that's all I've got, thanks for tanking your time to consider my proposals. Take them or leave them, up to you.



Offline Dot.Shadow

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Re: 1.702 Soviet Balance
« Reply #1 on: February 24, 2013, 03:33:28 PM »
The conscript issue is a really difficult one. A conscript squad in itself is not very powerful, nor is the molotov if your opponent has even slight micro skills.  However, I'm not going to bother discussing them any further, as I think of them as conceptually bad, and my own solution pretty much features cutting them out.

Instead of the current set up with Conscripts > Strelky > Guards I'd simply cut the conscripts and strelky. Instead I'd bring in the concept of "Combat Squads". The Soviets could have build-able squads that focus on either short range combat, or long range combat.

Squad 1 could be armed with PPSHes. Upgrades feature molotovs, which could tier up to a allied nuclear grenade, and improved stats.
Squad 2 could be armed with Nagants. Upgrades would be things like the DP-27, AT rifles/Slow nade and improved stats.

Upgrade costs and how things should be divided you'll have to experiment a bit with.

The Soviets still don't start with anything like a weapons team, but they get more reliable infantry. The reinforcement costs go up, so if you mess up, it stings. The Soviets also get the ability to pick up heavy weapons from the enemy, rewarding the Soviet player for good play, and punishing the Wehr for poor play.

The downside to this renovation is that you probably would have to redo a lot of the other infantry as well, but I think it's due to be honest. The conscript issue is never going to be resolved, as they are horribly bad infantry which somehow at the same time is OP.

KV-1 - Well the T-34 is so horribly bad right now, I don't see why anyone would want to use them anyway. Seems they're getting a buff in the next patch though, which is good news. The KV has always however caused a bit of a headache it seems. Might as well remove it I guess.

About the support gun - For the love of god yes, get rid of the thing.

Sturmovie have been treated rather poorly for some time now. While I don't consider the flamethrower better, I certainly don't consider Sturmovie worth it any more either.

T2: I feel like I've voiced my opinions in other threads, as well as above.

IS-2 repairs: True dat, and frustrating!
« Last Edit: February 24, 2013, 03:36:46 PM by Dot.Shadow »

Offline donthateme

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Re: 1.702 Soviet Balance
« Reply #2 on: February 24, 2013, 03:55:31 PM »
Building any kind of support-weapons vs Conscript-spam (3-4 conscripts) is a bad mistake. Volksspam (3-4 Volk plus early medic-bunker) is the key to success. 4 Volks bash 4 Conscripts easily, even if they have Molos. And unlike Conscripts, Volks are not getting that useless in midgame as Conscripts.

Like said correctly, MGs and Snipers are not able  to deal with Conscript-spam or at least its hard to deal with. But the game is about correct reaction to the enemy building-order, so its best to start allways with 2 Volks as they dominate Conscripts and are very strong in early game. If you see 3rd Conscript by the enemy you should build more Volks. If you see 3-4 Conscript you should expect Molotovs and for that you should get Medic-bunker to piss enemy off.

Didnt played EF for a very long time, but I agree that Molotovs might be slightly too strong.

Another advantage of 4 volks are that u have already a small AT-possibilty, as USSR-player mostly will go light tanks after 4 Cons. And when T90 hits the field he has to be very carefull cause 90% of your units can Faust them, what MGs and Snipers cant do... So the power of early enemy armor is already limited by your units.
« Last Edit: February 24, 2013, 04:02:56 PM by donthateme »

Offline krupp steel

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Re: 1.702 Soviet Balance
« Reply #3 on: February 24, 2013, 04:22:35 PM »
Get FHQ medic bunker and start getting volks and assault grenades and there conscripts are nearly useless.  Then just vet up your volks, and straight tech to tier 4 fast ostwind :)
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Offline JB23

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Re: 1.702 Soviet Balance
« Reply #4 on: February 24, 2013, 05:45:13 PM »
Building any kind of support-weapons vs Conscript-spam (3-4 conscripts) is a bad mistake. Volksspam (3-4 Volk plus early medic-bunker) is the key to success. 4 Volks bash 4 Conscripts easily, even if they have Molos. And unlike Conscripts, Volks are not getting that useless in midgame as Conscripts.

Like said correctly, MGs and Snipers are not able  to deal with Conscript-spam or at least its hard to deal with. But the game is about correct reaction to the enemy building-order, so its best to start allways with 2 Volks as they dominate Conscripts and are very strong in early game. If you see 3rd Conscript by the enemy you should build more Volks. If you see 3-4 Conscript you should expect Molotovs and for that you should get Medic-bunker to piss enemy off.

Didnt played EF for a very long time, but I agree that Molotovs might be slightly too strong.


Well I have been playing it alot lately, with the Tourney and all, and I wouldn't say volks "bash" or "dominate" conscripts. I tried 3 volk opening a load of times with ashes (Who actually agrees with me) and it failed nearly every time. It nearly always winds up as 3 volks vs 4 conscripts with molotovs and the conscripts win that quite handily.

You really have to try it for yourself, then you'll see what I mean.

Offline Dreamerbg

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Re: 1.702 Soviet Balance
« Reply #5 on: February 24, 2013, 05:56:09 PM »
Yep.. you cant stand behind the cover for long... 4 cons means at least 3 molotovs on your volks which is more than enough to make volks out of cover and retreat ...


Offline krupp steel

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Re: 1.702 Soviet Balance
« Reply #6 on: February 24, 2013, 06:52:08 PM »
You can try having an MG behind your volks for support.
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Offline Hendrik 'DarcReaver' S.

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Re: 1.702 Soviet Balance
« Reply #7 on: February 24, 2013, 09:03:38 PM »
I'm looking forward to seeing what the Balancers do for 2.00 with the Soviets but I'd like to mention a couple of things that I noticed in 1.702 that I hope do not go unmentioned.
At first: Thx for your input :)
Quote
Conscripts:
Quote
Afaik soviets pretty much steamrolled most axis players in the last tourney, barton raped everyone by using conscripts only...

This is self explanatory, its blatantly obvious how OP conscripts are. You don't even need to build Strelky or Guards. Molotovs are the worst part about them; they do a large amount of damage, extremely cheap to buy (the upgrade and the actual use of the ability), come really early and have a fast enough recharge. Given that conscripts have such a short build time you usually end up with a showdown of 4 conscripts vs 2 volks and an MG early on and one conscript always gets through to throw the molotov forcing the MG to relocate or die.   The short build time also denies any MG/bike play. Snipers aren't that effective against them (low reinforce cost/ large squad size). For some reason they seem harder to suppress than in other patches.

The fact that conscripts hold up so well.generally results in some far reaching consequences, the don't cost alot to buy outright so getting an outpost isn't too much of a strain on MP so early T-34s are easy to get. You tend to have excess manpower for KVs too, the whole thing becomes a nightmare for Wehr.

I assume the current balance team has already addressed this problem. I'd move Molotovs to the armory and increase the build time of the Mustering tent by about 5 seconds.
 

You'll be happy to hear that conscript are getting nerfed against mg42 and volksgrenadiers. Also, the amount of conscripts you can field will likely lowered. Currently we've given them a hard cap of 3 units maximum, and they'll always loose to a single volks squad on medium- longrange. Their weapons were also tweaked.

The mg42 also receives a buff against conscripts, as in 1.700 it's completely ridiculous easy to still throw molos even when the squad already has been supressed.
Also, the command squad will receive some changes, too.  And we made it easier to field Strelky instead of conscripts as your main force.

Quote
b]KV-1s:[/b]

T2 play get completely dominated by KV1s.  This is evidence enough:
http://www.easternfront.org/forums/index.php?topic=9381.0
KV1s are extremely resilient to paks and Schrecks. They're effectively medium tanks that don't require teching. They offer no unique gameplay. If I had the choice I'd just remove them. If you want, you could put them back in as a reward for T-34s.  Why they were removed from this position is beyond me. You already have the KV85, all that would be required would be to make them "Tank Riders" compatible.
KV 1 had not hardcap, whcih was likely to be an oversight. In the next version they're hard capped to 2 tanks at all times, and their pop cap is increased slightly.
Quote
I'd also remove SU-85s from this position in the Breakthrough Doctrine. It doesn't deserve to be doctrinal, its just another tank destroyer and the doctrine has enough Call ins already. Make it into a reward for the SU76. It used to be there anyway, both tanks have the same role but function differently in the same way the gwagen and the stug differ. I'd also bring it down to 6 pop,
We also have done some tweaks for the SU 85, and there will be some more stuff to make it a worthy replacement for the KV 1. Having the SU 85 in t3 was something we already had long ago, and it didn't work out too well. But still we're considering this an an option.

Quote
Prop Doc

Support gun = Useless = remove. Swap the "Red tide" to the second spot on the right so all the call ins aren't on the one side and put something new on the left.
Propaganda has plenty of other problems which cannot be fixed by swapping two units. BT/Urban will still be superior.
The doctrine getting a remake in the next patch. The changes include red tide, Not a step back and the emplacements. It's not final and still in testing, but in general propaganda is now very powerful, especially earlygame.
Quote
SU122

Not even half as good as the KV2.
We'll see what we can do about it...
Quote
T2:

Everything that needs to be said about observers has already been said. TH are gone which I'm happy about because it gives you the perfect opportunity to remove other useless upgrades and units. I wouldn't add another unit to T2, I'd leave it the way it is. I'd separate the Mortar and AT and give each unit its individual teching cost: Snipers (80mp and 20 fuel), AT guns (100mp and 25 fuel) and Mortars (200mp and 45 fuel). Why so high for mortars? Well I think they should start upgraded because medium mortars are useless anyway. Likewise for AT guns. This would mean that the upgrades of gunnery veterans (Ie the upgrade no one buys) and ballistic veterans are removed along with the medium mortar. AT guns would be much more readily avaliable which would deal with Soviet's deficiency vs HTs and Stuhs. What about the strelky unlock you say, I'd have it that strelky unlock when the SSB is built. Stelky shouldn't require fuel as they are only just as strong as riflemen and wehr do fine against rifles already. The manpower attached to the upgrade just delayed them even further. RBS would have the same impact as BARs as a result. The IS2 tech wouldn't be too greatly affected because the cost would be roughly the same. 6 upgrades would be left in the armory.
Interesting... Do you have our internal version? :P Some of this stuff is pretty similar to the changes we're currently testing ;)

Quote
Partisans

They need something else, like for example a thread breaker mine that would otherwise be removed from the game.

Sturminovie

Very expensive for what they are. Repair nerf once upgraded? 75 muni PLUS 150mp per squad. Unable to build base structures or mines? High reinforce cost? upkeep cost? negative zeal? Why would you get this instead of a flame thrower? Please reconsider.
Still they rape everything at close range, and do not die at all. A double flamer ingenery is still easy to supress and will die against focus fire quickly.
Quote
IS2

Nearly impossible to repair without BT doctrine.

Anyway that's all I've got, thanks for tanking your time to consider my proposals. Take them or leave them, up to you.
I also noticed that it's hard for soviets to keep units in shape throughout the game and it's not limited to IS 2, but also to t34 tanks. We're already looking for a solution. :)
« Last Edit: February 25, 2013, 07:14:41 AM by dArCReAvEr »

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Offline krupp steel

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Re: 1.702 Soviet Balance
« Reply #8 on: February 25, 2013, 06:00:10 AM »
I'm surprised how people claim how effective conscripts are.  If I could choose between 4 conscripts or 2 Strelky, I would pick 2 Strelky which is both as good in combat and also cheaper plus you can get nasty SMGs which outperform conscripts.  They also do much better in lategame.  Conscripts won't really do much late game at all and usually in many replays I have seen in the "RIP EF Propagandacast", conscripts tend to die more easily and you end up with most likely none lategame, while Strelky can retain its usefulness.  Not to mention 3 conscripts that were fully upgraded charged a FG42 Falscrimjagers squad in green cover and all 21 rifle cons lost/force-retreated to 4 FG42 Falscrimjagers.
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Offline Dot.Shadow

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Re: 1.702 Soviet Balance
« Reply #9 on: February 25, 2013, 09:22:10 AM »
I'm surprised how people claim how effective conscripts are.  If I could choose between 4 conscripts or 2 Strelky, I would pick 2 Strelky which is both as good in combat and also cheaper plus you can get nasty SMGs which outperform conscripts.  They also do much better in lategame.  Conscripts won't really do much late game at all and usually in many replays I have seen in the "RIP EF Propagandacast", conscripts tend to die more easily and you end up with most likely none lategame, while Strelky can retain its usefulness.  Not to mention 3 conscripts that were fully upgraded charged a FG42 Falscrimjagers squad in green cover and all 21 rifle cons lost/force-retreated to 4 FG42 Falscrimjagers.

The issue with the conscripts is really that we have some really good players who know how to micro large quantities of units very effectively. I never found the 'scripts OP, but that's mainly because I'm way better at microing smaller units.

Offline BurroDiablo

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Re: 1.702 Soviet Balance
« Reply #10 on: February 25, 2013, 11:40:16 AM »
I think the problem with conscripts is that they have a lot of attrition value, especially with molotovs, if you can keep the squads alive you can effectively drain your opponent of resources while losing very little yourself even if you sustain a large amount of casualties. Some ways I guess the effectiveness of conscripts could be offset is if we made molotovs automatically available to Vet 1 conscripts, rather than having them available to all after purchasing an upgrade. A small reinforce cost increase wouldn't hurt either I suppose.

Offline Pac-Fish

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Re: 1.702 Soviet Balance
« Reply #11 on: February 25, 2013, 11:45:05 AM »
I do not like the vet requirement idea. It leaves conscripts too vulnerable. Now you have to kill like 5-6 soldiers just so you can effectively clear an MG out? Middle game that is very difficult with vetted infantry. It makes the game too unpredictable as well. Now you have to carefully manage which squads get kills so they can all have access to molotovs. I do not disagree in that conscripts need a nerf, I just do not think vet requirements are the way to go.

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Offline BurroDiablo

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Re: 1.702 Soviet Balance
« Reply #12 on: February 25, 2013, 02:26:47 PM »
Aye, forget the vet idea it would be a pain in the ass, I missed Darc's post actually, I've been playing our internal version but I've not been testing the Soviets much so any changes to the conscripts I've likely overlooked.

Offline JB23

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Re: 1.702 Soviet Balance
« Reply #13 on: February 25, 2013, 07:12:04 PM »
I was highly satisfied with your reply, everything I don't refer to in this post is warmly accepted.

Quote
b]KV-1s:[/b]

T2 play get completely dominated by KV1s.  This is evidence enough:
http://www.easternfront.org/forums/index.php?topic=9381.0
KV1s are extremely resilient to paks and Schrecks. They're effectively medium tanks that don't require teching. They offer no unique gameplay. If I had the choice I'd just remove them. If you want, you could put them back in as a reward for T-34s.  Why they were removed from this position is beyond me. You already have the KV85, all that would be required would be to make them "Tank Riders" compatible.
KV 1 had not hardcap, whcih was likely to be an oversight. In the next version they're hard capped to 2 tanks at all times, and their pop cap is increased slightly.
I still think they should be removed. They're not fun to play against or even fun to play with. I'm ok with it but something better could be in its place.

Quote

Quote

T2:

Everything that needs to be said about observers has already been said. TH are gone which I'm happy about because it gives you the perfect opportunity to remove other useless upgrades and units. I wouldn't add another unit to T2, I'd leave it the way it is. I'd separate the Mortar and AT and give each unit its individual teching cost: Snipers (80mp and 20 fuel), AT guns (100mp and 25 fuel) and Mortars (200mp and 45 fuel). Why so high for mortars? Well I think they should start upgraded because medium mortars are useless anyway. Likewise for AT guns. This would mean that the upgrades of gunnery veterans (Ie the upgrade no one buys) and ballistic veterans are removed along with the medium mortar. AT guns would be much more readily avaliable which would deal with Soviet's deficiency vs HTs and Stuhs. What about the strelky unlock you say, I'd have it that strelky unlock when the SSB is built. Stelky shouldn't require fuel as they are only just as strong as riflemen and wehr do fine against rifles already. The manpower attached to the upgrade just delayed them even further. RBS would have the same impact as BARs as a result. The IS2 tech wouldn't be too greatly affected because the cost would be roughly the same. 6 upgrades would be left in the armory.
Interesting... Do you have our internal version? :P Some of this stuff is pretty similar to the changes we're currently testing ;)
Quote
Partisans

They need something else, like for example a thread breaker mine that would otherwise be removed from the game.

Sturminovie

Very expensive for what they are. Repair nerf once upgraded? 75 muni PLUS 150mp per squad. Unable to build base structures or mines? High reinforce cost? upkeep cost? negative zeal? Why would you get this instead of a flame thrower? Please reconsider.
Still they rape everything at close range, and do not die at all. A double flamer ingenery is still easy to supress and will die against focus fire quickly.

Not currently, Lets just say I'm clairvoyant ;). Partisans fair enough, sturms however....Its not that they're not good at what they do they just don't do enough. I never understood why they can't build base structures, I remember feintly asking the devs about it when I had access to the internal and I think they said its a glitch. All I ask for is bringing the repair back up to its original state and allow them to build all ignery defenses. None of that would be OP, except possible mines but you'd need play test that.
« Last Edit: February 25, 2013, 07:14:30 PM by JB23 »

Offline Blackbishop

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Re: 1.702 Soviet Balance
« Reply #14 on: February 25, 2013, 08:03:01 PM »
@JB23
The old Balance team agreed upon not letting Sturmovies do anything else than search and destroy XD. They used to build everything in the past, and I wouldn't have a problem to rollback this, but it is not my call ;).

The glitch is than they could access the build menu regardless of this.
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