And Soviets also still OP at the Opening stage of game, so that's kinda cancel itself outr34ch wrote: ↑That's like saying;RealAlert wrote: ↑The range swap is needed because Allies close combat is weak, they need the range advantage.
'Allies are OP early game, but Soviets are OP late game. That's balanced'.
If soviets have some advantage at some tier in the game, surely it would be more logical to buff the allied units at that tier that no ones using.
* grenadier rush *
* flamethrowers in APC rush *
Basically yes, they're succeed or die type opening move, but still, unless your enemy specifically prepares for their coming...
So yeah, Mass Mammoth steamroll = Soviet Win as well, but that practically requires you to hold most of the ore regions as well as making freakton of war factories... and Allies are not exactly OP early to mid game either... just don't forget to tech for Yaks for spotting and the Soviets will be a ok...
I Merely suggest to swap V2 and Arty ownership and range because they seem counterintuitive to use instead of able to be intuitively used by someone after playing most other RTS games (which put rocket artillery as longer ranged, but slower to reload type of artillery)
*cough* RA2 *cough* RA3 *cough* Zero Hour