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This is the Soviet feedback thread, please shorten the post to Soviets only and post the other points in tge respective thread |
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Additional suggestion:
Can we buff the secure mode capture rate?
Maybe it will finally see some use outside of very exceptional circumstances |
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/no politics please. You can use PM for that |
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Not directly related to the winter patch probably, but the Goliath is recognized as a vehicle and therefore targeted by the Soviet AT overwatch.
Since it is a driving satchel charge that is probably not right. |
Ah yes, the famous WW2 teleportation technology.
Should be implemented asap.
The current implementation is not much more logical either. Infiltration squads hide in houses and then spawn from there, that's the "story" behind it. They could have also just hidden in some hedges. If it were to fit gameplay better, this is really a minor concern. |
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120mm Mortar
It's interesting to see an AT ability for this. If the ability works out, overall good changes.
Repair package:
Good change, but I don't think anyone will use Penals for repairs. Penal builds often come with two early pios anyway and Penals are way too expensive to use them for repairs. I don't think there is something inherently wrong with a commander focusing on Conscript builds. The issue with Soviet commanders is more that they have so many commander with 1-2 abilities that only or mostly benefit T2 builds.
KV-1
These changes sound good. I hope they turn out alright.
ML20
Good to see this one gets a small utility buff.
Partisans
I will predict one thing: This won't be enough. The current design still makes them bleed like hell. They have a similar bleed to old Penals. And old Penals got two changes exactly to reduce the bleed. On top of that Partisans are a CQC squad. Even if you ambush the enemy they need to retreat from very close range and will get more damage.
Additionally, I think they could use more utility instead of combat power. Soviets already have a lot of SMG units. Shocks, PPShConscripts, PPSh Penals, PPSh airborne guards. 12/22 commanders have access to some sort of offensive PPSh unit. If we count in Partisans as well we go up to 13/22. This goes to show that a combat Partisan unit is somewhat redundant despite their camo. They could have a more interesting role. Maybe even leave Partisans at 4 men if necessary, add some more abilities to support other troops. A stun grenade would fit perfectly. Flare mine, the small AT mine etc. Potentially even an upgrade with "mine detection" that let's you see mines without the ability to clear them. This even fits thematically.
ZIS-6 Cargo Truck
These trucks are a nice idea, but they unfortunately are rather useless. No one invests 200 MP into this in a 1v1, and in a 2v2 you better invest 50 MP more into a cache.
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What if Infiltration was reworked to function without buildings?
You have a circle like the paradrop icon, you click an area, there's a "build time" while the unit infiltrates, and when it's done it spawns camouflaged in cover. They'll spawn as a full squad with their fully armed. This way they're less like a one-click shock unit and more like an actual infiltrator.
I fully agree that these units should not rely on buildings as much anymore.
I just think IF they already have this infiltration tag on them (and the idea behind it is quite cool), they should have a somewhat special mechanic. Currently they are just another camo unit that I can very occasionally spawn from somewhere inside the map. And only half of the times this is useful. |
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Provide feedback in the adequate threads please. |
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Overall good chabges.
I still have two additions:
- remove early warning flares
- lower the price of infiltration commandos (if necessary scrap the infiltration spawn. It is not that good anyway) |
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Well one issue with infiltration spawn is that good buildings have become rather rare on some maps. Not all maps need to cater to infiltration spawns, but with the general design of 'moving buildings away from important points' (which was good all things considered), plus weapon upgrades plus starting abilities on cool down there is simply no real point in this spawn mechanic anymore.
Especially in the example of infiltration commandos: With 3 men, I get a mediocre and fragile fighting squad. I usually don't want this squad behind enemy lines, because as soon as I retreat them they run through fire and flames. Partisans have become pretty useless, and Stormtroopers are similarly fragile. Their whole selling point is their DPS ability anyway.
Literally NONE of these squads is special because they can spawn in buildings. We could just scrap that whole mechanic and next to no one would probably bother.
In any case, this is a spawn gimmick anyway. This role does not translate into the later gameplay at all.
We could just give them something else instead. A camo ability where they can camo anywhere after a cast time or so with medium range detection radius. Let them temporarily claim buildings to reinforce or give them some disruption ability to hamper the enemy's economy. After spawning, stormtroopers/infiltration commanfos/partisans are not that much different from other camo units. Only partisans bring some utility abilities to the table such as hidden mine planting. |