I like a PG with camo, acting like storms near a point, wait until single enemy unit has almost finished decapping (their attention will be elsewhere), then bundled nade out of camo. More instantly devastating and easier to use than storms imo.
Its also not entirely uncommon to see good players occasionally do MG42 spam to shut down half the map early on. |
I think they dumbed the game down in an attempt to make it more appealing to more people / more accessible.
COH2, and COH1 was hard to learn. I think the strong communities in these games with high skill ceilings, find COH3 bland. Its less of a challenge while also harder to pull off really brilliant plays against your opponent.
So it just feels boring to play by comparison to COH2 |
Bit of a late reply but, generally against assault troops, I think its good to spam mainlines and blob up, so you can do good damage to them from afar, make sure to not get cut off on retreat by them, try prevent that happening to your team mate also and retreat if they get ontop of you with too much health in tact. If they are charging right upto you, you can even throw a molotov into their path, which may force them to go around and waste time/DPS.
And then yes probably guards are going to help you boost your DPS, while providing a soft counter to the inevitable 222.
MGs are dangerous due to risk of being flanked and slower to retreat and Ass grens have nades that hard counter them.
If you went T1, a scout car is always useful to kite them with, you may get the chance to chase and wipe (with a flamer), also if they do have an MG42, they have less snares, so M3 might have more freedom. |
If its obvious, send it anyway. |
Absolutley, COH2 2v2 is alive and well.
COH2 just seems livlier, faster paced, yet longer and closer fought matches.
COH3 feels like it will never achive that feeling. |
CoH3 is always Marder blob, Wirbelwind spam, P4 or P3 spam, Sherman & Hellcat spam, Crusader spam.... you name it. But apparently Relic's faction designers think that this is what teamgame players want, especially in 4v4
I think a lot of that is down to the theatre. Italy/Africa just isnt as suited to the classic formula of COH.
Relic sent out that questioaire at the beginning of developing coh3. "where do you want the game to go etc"
I feel they didnt really have any solid good ideas of what to do with the game, other than elevation which is the only true innovation. They just forced a game out knowing it would sell anyway. |
I'm actually pretty surprised that nobody else seems to have noticed this as well, I thought there'd be more of an uproar or something that they've forgotten.
Ha! Well with coh3 floundering and coh2's popularity if anything surging, they are probably too embarrased to reinforce / highlight this fact. |
Fair enough, thats understandable. I think i was under the impression that the last few patches were almost independant of Relic. |
Armour is not efficient vs airborne, they will have AT wall and then later jackson and rocket planes.
You need LMG blob, but this of course is hampered by their scotts giving them the win.
To counter the Scotts, I recomend 3 paks with a command tank with scopes. The command tank will help make your LMG blob and the paks a bit more survivable, but also give the scope vision to 1 burst snipe scotts.
Obviously dont sit them still, they will get long range barraged by scotts. Pull them right back, bait with your LMG grens and move the paks into position to hopefully snipe a scott, then pull them back right away.
Pwerfer also a good unit to help vs the paths as USF wont have many units to dive it.
Basically fuel units that stay off the front line, but contribute to sucesss.
Scotts did have their range nerfed, so they often come in closer to deal nasty damage, and this is where you can snipe them with paks. |
Given Coh2 has continued to surge in popularity as Coh3 has dropped off more and more, are we at the point where another small patch could be a possibility? Im not talking anything insane, just small adjustments, we all know the candidates: Small rifle buff, small path nerf as most obvious two.
If its kept minimal and simple, cant be so hard to implement, test put into effect? |