Home › Forums › General Discussion › Balance Discussion › Soviet Penal Squads Balance
- This topic has 4 replies, 5 voices, and was last updated 4 years, 9 months ago by Gaz74.
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08/03/2020 at 7:30 am #11907GamecksParticipant
Hi there. I think we all mostly know what is wrong with the Soviet Artillery penal troops from what I’ve seen on the Discord server we are all in agreement on it for the most part I think. It would be nice to castrate them and all right? But what if we offered a solution that didn’t involve completely culling our favorite group of political thought criminals?
As I’m sure a few of you who experienced vanilla recall there was a major rebalance in Novemeber/December and one of the main balance changes was a removal of a rather unbalanced quirk that affected the OKW Sturm Offizier for Breakthrough Doctrine. If you didn’t play vanilla then you would know that killing the officer model in the Sturm Officer squad would cause what remained of the squad and the squads surrounding it to be forced into a retreat! It was dumb as fuck! So my esteemed colleague, Lord Dank Memes and I thought it would be interesting to see this implemented in the Soviet penal squads to help give the enemy something to stop them. If say, a commisar or NKVD officer model in the squad dies, the cowardly prisoners begin their retreat.
Lord Dank Memes also had the good albeit more ambitious idea of having like a seperate commisar squad that might have to keep a certain distance in order to maintain the penal squads cohesiveness.
So yeah this is just a suggestion on how we may be able to neuter Penals a little bit without outright destroying them as a unit at their intended purpose. Feel free to suggest your own more realistic alternatives or suggestions below.
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08/03/2020 at 7:40 am #11909123nickMember
this could work, and i like it, but it depends how easy it would be too kill the commisar. could the commisar just hide behind a bush while the penals charge ahead, or woudl the range be small enough where the commisar is always shot dead before penals can get far?
I had a simple idea of just making em more expensive, with a limit of 2. but this would be cooler imo. penals might have too have retreat added too them as an ability too get it too work, and commisars effect might not be possible too make it force retreat only penals. but it def would be VERY cool.
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08/03/2020 at 8:59 pm #11911Der EisendracheParticipant
I could go with this, however I still think the satchel charge against structures needs a nerf. Not into the ground, just to where they cannot throw a satchel on a bunker and it is obliterated from existence. The commissar is an interesting idea though. I think it should be attached to the squad though, or if it is a separate squad there should be an unlock ability to use the ura ability similar to the commissar upgrade for shock army.
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09/03/2020 at 2:38 pm #11914MystaliciousParticipant
I really like the idea of a “Supervisor” style soldier as Lüng said, that aslong as this squad is within radius the troops work like they are now, but if said Squad is gone they will be locked out of their supression break.
I heavily disagree nerfing the Satchelcharge tho, turtling is bad enough and bunkers take alot of Tankhits, so the satchels should stay a good demo option that rewards clever use of infantry and smoke.
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11/03/2020 at 9:16 am #11931Gaz74Participant
Main problem with the penal squads remains that you have troops that, once they get suppressed, just activate the Oorah!-ability, break suppression and continue to advance on enemy positions. Encountering infantry/MG’s in building? You have molotovs. Encountering emplacements or OKW trucks? Throw a satchel charge (one for regular emplacements/trucks, two is enough to knock out Pantherturm, concrete bunker etc.). The squad itself can take huge amount of anti-infantry punishment, which in turn guarantees that enough men get through to throw the demo charge/molotov.
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