I agree with most of what Elchino posted, although it is hard to determine how all the changes at once play out. But the suggestions are at least reasonable and/or look promosing. I also agree that Soviets still have a weird teching split at the early game and the reliance on LVs to survive the mid game has also not been fully solved. The current changes of the balance team are mostly the right direction but don't really solve core issues in my opinion.
I'd like to add one suggestion that bugs me about Soviets: That their side tech is bullshit. It is either useless (molotov) or mandatory anyway that it is factually part of the main tech if you play Conscripts. The minimal choice that it gives is that you can have a chance to get your T70 out before teching AT nades, but often you get them earlier anyway. But it is rare teching them after the mid game has already started, unless maybe of absolute top level games. This "side tech" just does not give enough choice and bundling both side techs together does not solve the core issue. This is different from for example USF weapon upgrades or UKF/USF nades, which you can tech either very early or sometimes far into the mid-late game, depending on play style, unit and commander choice.
So I suggest another rework, either together or independent of Elchino's suggestions:
- Conscripts and Penals start with a weak stun nade once T1/T2 is up: Cheap, but only slows down (+ maybe blinds) the vehicle it hits. 0-40 damage.
- MAYBE: Conscripts get a molotov once T1/T2 is up, but lose their throwing speed vet to ensure this can only be used as garrison denial or to remove flanked MGs from their position.
- MR will not be free anymore, but comes with a small price. Globally upgrades Conscripts and Penals with reinforcement cost reduction and veterancy boost (just as it is now). No additional man for Conscripts or CD reduction.
- AT nade research allows an additional upgrade path for Conscripts: It exchanges the weak AT nade for the current one and replaces molotovs with standard grenades. This upgrade is mutually exclusive with MR upgrade on a squad level.
- MR upgrade on a squad grants 7th man plus CD reduction (bonusses between base version and upgrade can be shuffled of course).
-> Conscripts would have two different layouts: offensive or defensive
-> snare number of Soviet Conscripts builds would be slightly reduced (currently they have often have 4, only OKW can field a similar amount). Penal builds would gain stun nades and reduce reliance on Guards, M42 AT guns and PTRS upgrade in the late game to get any form of snare.
-> The fact that MR is not free anymore could allow for slight changes of other tech costs.
One could rebalance Penals by reducing their cost from 280mp to 270mp but compensating with replacing 4 SVTs with Conscript mosin nagants.
That would be 10 MP off for -25% of DPS and result in quite a nerf. Also most recent note says they cost 290 or did I miss something?
Yet the early face game has become about light vehicles instead of infatry. Will all saw the WC2020 being about WC51 and 222 which is not healthy.
I think that is more due to Osttruppen strat being so effective at the moment and USF dodge truck strat being one of the very few ways to counter the early game pressure.