

We find the current Soviet meta a bit far too restrictive. This is, in big parts, to blame to the call-in meta, and the current performance of the DSHK.



We feel that the other reasons why Soviet play feels too restrictive is:

- The extremely poor scaling of Conscripts. Given that Conscript side-tech costs account for so much, we feel that Conscripts should play a bigger role in the end-game.

- A sub-par collection of T2 weapons to support conscripts, which makes T1 an one-way

- Several overpriced and/or barely functional abilities (especially doctrinal ones), which hamper - Sovietsâ late-game potential



Conscripts

Initial improvements (DPS)

Accuracy changed from 0.541/0.495/0.334 to 0.9086803/0.7918258/0.6678531

Vet3 RA bonus reduced from 0.6 to 0.65

Accuracy bonus added 1.15 with veterancy



- Damage from 16 to 10



Slot items

- Receive accuracy penalty of -43%

- This affects all slot items, including PPSH and PTRS

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PPSH:

- from 0.621/0.43/0.2 to 0.947646/0.65618/0.3052 (affected by a 43% accuracy penalty)

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PTRS:

- Guards PTRS (affected by a 43% accuracy penalty)

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Veterancy

- Vet0: Conscripts receive a passive -43% accuracy penalty on equiped slot items)

- Vet1: Added a Received Accuracy modifier of 0.92 (new)

- Vet2: Molotov range replaced with Molotov thrown speed

- Vet3: Reduced Received accuracy modifier modifier from 0.6 to 0.707

- Vet3: Added an accuracy modifier 1.15 (new)

Veterancy requirements increased by 15%

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Molotovs

- Vet2 now reduces throw time

- Cost per throw increased to 20MU

- Molotovs increase veterancy-gain speed by 15% (to counteract veterancy requirements change)

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Oorah

- Cost increased from 10MU to 15MU (to counteract Molotov/Conscript buffs)

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Trip-wire

- Added a cooldown of 30 seconds to non-engineer units

- Fixed multiple smaller issues with the ability (QoL)

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Demo charge

We are changing the way demo charges perform. Rather than guarantee a squad wipe, demo charges can now be used to secure flanks, deal a high amount of damage and force squads to retreat. They are still devastating to structures and can be used to collapse buildings with units inside.

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- Removed death crit vs infantry

- Now deals 33% damage vs infantry

- Friendly-fire damage to 100%

- AoE distance changed from 2/4/6 to 1 / 2.1 / 6

- Now stuns the squad for 5 secs - squad retreats afterwards (also affects team weapons)

- Muni cost to 60

- Fixed an issue where planting a demo would force the squad to move a certain distance away (therefore, cancelling all queued commands)

(affects all factions)

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Soviet flamethrower

We are addressing a long-standing inconsistency with the performance of the Soviet flamer. We will examine how this change performs in relation to the M3A1, and add penalties to the M3A1 as necessary, if needed.

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- Adjusted aim times to make equal to other flamethrowers

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M3A1

We are reintroducing the scaling-improvement changes we had trialed for the M3A1 during WBP. The goal of the changes is to allow the M3A1 to have a second lease later in the game by being easier to vet up which improves its scouting capabilities. The population change was done so M3s take up less vital population allowing for additional units to be used alongside the unit late game or for the M3 itself to be fitted into pop-heavy armies.

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The M3A1 can now also drop medical crates, to continue to have a role later in the game

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- Can drop medical crates (OKW-style) for 45MU

- Gains 1.2 Acceleration and Deceleration per veterancy rank

- Veterancy 3 also awards a 0.7 received accuracy modifier

- Health from 200 to 240

- Front armour from 5.4 to 4.5

- Rear armour from 4.2 to 3.5

- Gains Shared Veterancy

- Population cap reduced from 5 to 3

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Sniper flare

- Cost reduced from 40MU to 30MU

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Penals

We are slowing the veterancy-gain rate of Penals down to their intended values as they previously gained veterancy too quickly and have received a slight nerf to their moving cooldown, reducing on the move potency. We have also moved the Homing Satchel to the PTRS upgrade to incentivize its use. The satchel has been improved to compensate for the requirement.

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- Veterancy requirements increased from 540/1080/2160 to 640/1280/2560

- Moving weapon cooldown increased from 0.5 to 0.75

- Homing satchel now requires PTRS upgrade

- Homing satchel will always launch towards target, even if target runs out of range

(Manually aimed satchel can still stick to vehicles if it collides with the vehicle)

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Stick Satchel (Targeted/Homing)

This is a workaround aimed to address the unfortunate HT-satcheling bug (which we cannot fix).

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- Now deals reduced damage vs enemy infantry

- Still deals full damage vs friendly infantry

- Manual (non-homing) satchel unchanged

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PTRS (all variants)

We find that the long aim-time of the PTRS prevents it from performing its intended anti-vehicle role adequately. We are somewhat reducing the aiming time, while reducing deflection damage.

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- Ready aim time reduced from 2 to 1.25

- Deflection damage reduced from 20 to 15

- Cost reduced from 30MU to 25MU

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Guards troops

We find the current version of Guards underwhelming. Part of the reason for this is that they are forced to carry two PTRS rifles. With the squad being only armed with one PTRS and being allowed to individually equip various weapons, we aim to give players an active choice as to whether they want to specialise their squad for AI or AT; or dabble in-between. We have also improved the grenade in terms of cost and throw-time to better match its intended performance.

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Guards PTRS Rifles have been restored to their pre-WBP versions with an improvement in aim-times as Guards can only have up to 2 slot items. Â This change was also done to make the upgrade and weapons more valuable against the DP-28.

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- Cost reduced to 320MP

- Grenade ready-aim time from 0.625 to 0.125

- Mosin nagant moving accuracy from 0.75 to 0.6

- Spawns with 1 PTRS rather than two

- Reduced slot item capacity from 4 to 3

- DP-28: 40MU cost; 0.33 drop-rate

- PTRS: 25MU cost; 0.20 drop-rate

- Guard PTRS damage vs infantry restored from 20 to 27

- Grenade cost from 35MU to 30MU

- New abilities; Disabling fire (PTRS) and Hit the Dirt (Vet1)

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Disabling fire (tied to PTRS)

- Lowers penetration of all PTRS rifles in the squad to 0 (deal deflection damage)

- Each PTRS shot that connects to an enemy vehicle debuffs it by 7% in each of the following stats: rotation, speed, acceleration, deceleration, turret traverse, accuracy

- Stacks up to 8 times max. Upon a target reaching 8 stacks, a Turret Jam critical is applied for 15 seconds.

- Costs 35 munitions

- Shares cooldown with Button

- Requires at least one PTRS purchased

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Guards Hit the Dirt (Vet1 ability):

The purpose of the new Vet ability is to allow Guard units to provide additional firepower when they are being used in their intended role as a ranged support unit with other units in front to screen for them.

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- Grants -25% weapon cooldown.

- Increases range by +2.5 to ensure all Guard models can engage targets units on the edge of their maximum range.

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Shock Troops

We are giving some moderately-conservative changes to Shock Troops to enhance their utility, and reduce their long-time bleed.

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We are also fixing a long-standing bug where the grenade of Shock Troops was far inferior to every other grenade in the game despite their role is to close the distance and assault hostile infantry.

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- Reduce reinforcement time reduced from 6.5 secs to 5.5 secs

- Reinforcement cost reduced from 33MP to 31MP

- Tripwire flares removed

- Veterancy 1 reduces smoke grenade cost 15MU to 10MU

- Veterancy 2 smoke recharge (-40%) moved to Vet1

- Grenade far AOE from 0.15 to 0.5.

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Maxim

We are improving target acquisition for the Maxim and providing a slight suppression increase to improve responsiveness.

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- Suppression from 0.00006 to 0.000065

- Nearby suppression from 1.25 to 1

- Ready aim time to 0.125

- Fire aim time to 0.125

- Aim-time modifiers to 0.5

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DShK

We have reduced the raw power of the DShK HMG which previously allowed it to suppress/pin infantry in an instant while being incredibly devastating at shorter distances while also having an incredibly quick traverse compared to other HMGs. Despite these changes, however, the Dshka will still deal the most damage and suppression over any of HMG that is caught in its cone of fire while responsiveness has been improved, similar to the Maxim.

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- Popcap increased from 6 to 7

- Sprint ability removed

- Armour piercing Rounds now requires Veterancy 1

- Armour piercing ability also increases damage by 20% while active

- Increased reinforcement cost for vanilla crew from 15 to 20

- Traverse speed decreased from 90 to 38

- Suppression decreased from 0.00044 to 0.00030

- Rate of fire multiplier changed from 2.1/1.5/0.9 to 1.3/1.15/0.9

- Setup time increased from 2 to 2.25

- Fire aim time from 0.125-1 to 0.125-0.5

- Ready aim time from 0.375-0.5 to 0.25

- Crew size from 6 to 5

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Soviet PM-42 mortar

Given the extremely low rate of fire of the PM-42 mortar, we are improving the rate in which it attains veterancy to allow the unit to scale more quickly and gain access to its abilities.

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- Veterancy gain speed increased by 50%

- Popcap from 6 to 5

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120mm

We are reducing the survivability of the 120mm due to its role as a heavy support mortar while reducing its high population to match its performance. Issues with the Flare ability have been fixed as the unit previously used PM-42 range for the Flare.

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- Popcap to from 10 to 8

- Crew size from 6 men to 5 men

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Soviet mortar flare (bugfix)

- Fixed an issue where the Vet1 soviet mortar ability would sometimes not trigger

120mm flare range now equals autoattack range

- Cost reduced from 40MU to 30MU

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ZiS Field Gun

We have reduced the barrage cost of the ZiS to emphasize the gunâs role of a generalist which gives up rate of fire and slight penetration for versatility.

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- Population reduced from 9 to 7 (to match other AT guns)

- Barrage cost reduced from 60MU to 35MU

- Recharge time increased to 50 secs

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M-42

We are giving a number of buffs to the M-42 to encourage the use of this long-neglected unit. With the added utility of camouflage, garrisoning, improved damage and higher penetration, the M-42 should make for an excellent early anti-tank gun that can deal damage to heavier armour when attacking up close from stealth while being a very potent counter to light vehicles.

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- Increase damage to 100

- Penetration increased from 100/80/60 to 160/100/80

- Popcap to 5

- Now has the AT ambush ability.

- Can now garrison buildings (and vehicles)

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Tracking

The cost of Tracking has been lowered to better fit with its utility of increasing sight and detecting nearby units for a short period of time.

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- MU cost from 35 to 25

- Changed key from I to Z

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M5

Given the performance decrease of the Quad, we find the old manpower value for M5 excessive. We have lowered its cost to better match other light vehicles of its kind.

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- Manpower price from 270 to 240

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T-70

We are re-adding some WBP-inspired QoL changes to the T-70. The change will help T-70âs performance on maps with uneven terrain. We have also reduced the unitâs population to further distinguish the cost between medium and light vehicles.

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- Terrain-ignoring projectile added

- Population cap reduced from 8 to 7

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SU 76

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We find the SU76 overperforming vs late-game axis armour. To give SU-85 and SU-76 more clearly-defined roles, the SU-76 now receives accuracy improvements but lower penetration to reduce its performance vs heavy tanks while remaining potent against medium tanks. We have also adjusted the unitâs veterancy gain to be more in-line with other AT orientated vehicles.

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To keep SU-76 relevant for the late-game we are improving the performance of its HE barrage.

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- Accuracy from 0.05/0.035/0.025 to 0.06/0.05/0.04

- Penetration to 200/165/140

- Barrage mid distance to 2.5

- Barrage mid AOE Â from 0.15 to 0.2

- Veterancy requirements increased from 870/1740/3480 to 1125/2250/4500

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T-34-76

We are changing the pricing of the T-34 tanks to slightly delay their deployment and further distinguish the unitâs cost from the lighter T-70 which is overshadowed in most causes due to its health and firepower. The T-34/85 had its cost slightly increase to be more in-line with its performance, but its short-range penetration has been increased to allow this heavier variant of the T-34 to engage Axis armour at close-range head-on.

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- Cost changed from 300MP/80FU to 285MP/90FU

- Added randomized visual randomization in the hull

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T-34-85

- Cost changed from 380MP/130FU to 365MP/140FU

- Near penetration increased from 160 to 200

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Ram (bugfix)

- Now shocks the enemy crew also if it penetrates (i.e., not just on deflection)

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SU-85

The population of the SU-85 has been raised to match other tank destroyers of its class ex: Jackson, Jagdpanzer, Firefly.

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- Popcap from 12 to 14

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Katyusha

We have added an Incendiary Creeping Barrage in-place of the standard Creeping Barrage to differentiate the two abilities and allow the Katyusha to deny area within a line.

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- Veterancy 1 now fires incendiary rockets during the creeping barrage rather than standard rockets. Fires 8 rockets with molotov-like DoTs; 5 damage on-impact.

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KV-8

The KV-8 has received increased armour to allow the unit to perform its intended role as an anti-personnel breakthrough tank. The requirements for veterancy have also been reduced due to the unitâs anti-infantry orientated role.

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- Armour increase from 240 to 270

- Veterancy gain from 2070/4140/8280 to 1750/3500/7000

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AT Partisans

We are reducing the shock value of AT partisans. At the same time, we are fixing many long-standing issues with the unit to make it more sustainable in the long-run by reducing population, reinforce time and reinforce cost.

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- No longer automatically spawns with a Panzerschreck; must upgrade to the Panzerschreck with a delay of 20 seconds, but has no cost.

- Population cap reduced from 8 to 7

- Reinforcement cost reduced from 35 to 27

- Reinforcement time reduced from 7 secs to 5 secs per model

- Spawn with AT grenade on cooldown

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AI Partisans

We are fixing multiple long-standing issues with the unit due to the nature of the unitâs ability to infiltrate. In return, we are improving the unitâs harassment role by increasing their sight range, decapture rate and giving them an ambush bonus with veterancy.

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- Spawns with rifles; must upgrade to the PPsH with a delay of 20 seconds, but has no cost.

- Spawns with grenade on cooldown

- Population cap increased from 4 to 6

- Grenade ready-aim time from 0.625 to 0.125

- Increased sight range from 35 to 42

- Decap territory 30% faster

- Gain a +50% accuracy ambush bonus at Vet3 (requires stealth and 15 seconds out of combat)

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Lend-lease Guards

To make Lend-Lease guards more distinct from Shock troops and also make the doctrine more thematic, we are changing Assault guards loadout to carry the more powerful Thompson SMGs.

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- Now use the improved Shock Troop RG-42 Grenade.

- Spawns with 2 Thompson SMGs

- Can upgrade 2 additional Thompsons Smgs (45MU) or a bazooka (50MU)

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IS-2

We have improved the IS-2âs damage to improve its performance against heavier vehicles while maintaining its current AOE against infantry.

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- Damage increased from 160 to 200

- AoE values from 1/0.35/0.05 to 0.8/0.28/0.04

- Population increased from 19 to 21

- Capture Point replaced by OF-41H HE-Fragmentation Round; Targeted ability that fires one shell. Large AOE, but low OHK radius. Stuns vehicles for 2.5 seconds that are caught in the radius. Long ready-aim time.

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ISU-152

We have given the AP rounds a deflection modifier to compensate for the ISUâs incredibly long reload.

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HE rounds should now be more reliable as they now ignore terrain, allowing the ISU to hit targets, even on rough ground. The AOE has been modified for a less potent OHK radius, but more damaging at the outer edges for consistency.

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Cost has also been lowered to incentivise the unitâs use in smaller game modes.

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- AP rounds deflection modifier increased from 0 to 0.667

- Fuel cost decreased to 230

- Popcap increased from 20 to 23

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HE rounds:

- HE and Concrete piercing shots no longer collide with terrain (QoL)

- AOE Far Modifier from 0.05 to 0.15

- AOE distance from 1.25/2.75/4.5 to 0.25/1.5/6

- Scatter from 5 to 6.5

- Scatter Distance max from 8.4 to 10

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Concrete-piercing rounds

- Concrete piercing shots no longer collide with terrain (QoL)

- Added some delay to Concrete piercing rounds

- Concrete piercing rounds cost reduced from 70MU to 60MU

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KV2

The KV-2 has been given more reliable damage output to improve its performance. Furthermore, we have reduced the unitâs teardown to allow the KV-2 to disengage.

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- Scatter offset centered around 0 (QoL)

- KV-2 teardown down to 3 seconds

- Capture point ability removed

- Veterancy 1 now decreases teardown to 1.5 seconds.

- Removed sight penalty in siege mode

- Siege mode no longer fires shells that use accuracy. They will now always be aimed at targetâs position rather than at the target itself.

- 0.5 deflection on both attacks

- Population cap from 19 to 22

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Mark target

Counter-play has been added to Mark Target to force players to use this ability when they are in a advantageous position rather than being used at the start of combat to immediately deal a significant burst of damage that could knock out vehicles without warning.

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- Added a delay of 5 seconds before the de-buffs are inflicted on the targeted vehicle.

- A Marked unit will still have the UI indicator appear immediately.

- Effects dissipate immediately if Sturmovik marking the vehicle gets shot down

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KV-1

The KV-1 has received a damage reduction to allow engineers to repair the KV-1 more rapidly while improving the unitâs role as a meathshield-esque unit meant to absorb damage. We have also given a new veterancy ability to the unit to fit its role. Command Point pricing has gone up to better reflect its new value.

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- Now takes 0.83333 damage from all sources. Health is equivalent to 960.

- Vet 1 to "Defense Mode" from "Capture Point". Defense mode halts all movement of the tank in exchange for 0.8 recieved damage and lowers reload speed by 0.85 (with a delay of 5 seconds)

Command Point cost from 8 to 9

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ML-20

Some of the manpower cost has been redirected to fuel to allow howitzers to be deployed more readily. Previously, their high manpower cost prevented their useage which was on-par with heavy tanks while lacking the impact and severely impacted doctrines based around them.

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- Mid AOE on the ML-20 has also been increased to now be on par with the LeFH. Previously, the ML-20 dealt less damage between the range of near and far compared to German counterpart.

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- Cost changed from 600MP to 400MP/50FU

- Mid damage modifier increased from 0.015 to 0.028

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B4

Some of the manpower cost has been redirected to fuel to allow howitzers to be deployed more readily. Previously, their high manpower cost prevented their useage which was on-par with heavy tanks while lacking the impact and severely impacted doctrines based around them.

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The B4 has had its damage split between two shells to provide better consistency.

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- Cost changed from 600MP to 400MP/50FU

- Popcap to 15

- 2 Shells, 10 cooldown between them

- 320 damage each shell

- Damage far modifier increased from 0.05 to 0.1

- FoW multiplier increased from 1.25 to 2

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Rapid Conscription

We have reduced the duration of the ability to force players to time their attacks properly.

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- Reduce duration of the ability from 120 to 70

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Propaganda artillery

- Added flares to the ability

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Mother Russia

We have removed the armour bonus from infantry to prevent Soviet infantry from being too well-protected from small-arms who are now more powerful as a whole with the recent changes.

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- Removed the Armour buff of +0.5

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Sturmovik strafe (Advanced Warfare)

Our intention with the strafe changes it to make the strafe deal damage with higher consistency.

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- Fixed a bug where a large portion of shots would miss into the air

- Increased tracking from 20 degrees to 25 degrees

- Damage decreased from 20 to 15

- The strafe now only focuses on infantry and light vehicle targets

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Sturmovik Loiter

- Tracking reduced from 90 degrees to 25 degrees

- Minimum range (of 45) lifted)

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This prevents the IL-2 loiter from focusing down and wiping individual squads

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Fire artillery

- Duration increased from 20 secs to 25 secs

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AT ambush

We have reduced the CP cost of AT Ambush to better match the abilityâs performance due to the speed de-buff ATGs receive when it is used.

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- Reduced CP requirements from 5 to 2

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Engineer salvage kits

With the recent salvage changes, the Engineer Salvage Kits have been greatly reduced in price due to the much lower reward from salvaging. Furthermore, the upgrade is now an addition to the engineerâs kit, rather than a possible replacement for other items.



- Cost from 100MU to 30MU

- not mutually-exclusive with the other upgrades

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Forward headquarters

We are seeking ways to make the ability more attractive by making the Forward HQ cheaper to deploy, while reducing the amount of frustration it can pile on the enemy if âabusedâ on heavily urban maps. Furthermore, we have allowed an option for Soviets to deploy a Forward Post, allowing the doctrineâs key ability to be used even when all buildings have been levelled.

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- Reduce price from 300/60 to 250/30

- Aura removed

- Can only be activated in connected territory

- Forward HQ can now now be constructed by Soviet Engineers

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Booby trap territory

We have reduced the potency of the traps which could previously wipe out full squads. In return, traps can be deployed far more often due to their considerably lower cost.

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- AoE reduced to OKW-ability levels

- Cost reduced from 100 to 50

- Mid-distance reduced from 2 to 1.6 (reduces one-hit-kill radius) -- affects all Booby trap versions



Tank traps

- Removed CP requirements (previously required 2CP)



Crew repairs (Soviets)



To better match the recent adjustment to the OKW version, we have removed the munition penalty from the ability.



-Removed munitions penalty

