No wonder you're struggling with DAK if you take such horrendous engagements and under-estimate CA. You can simply go Pgren ---> Pgren ---> 250 at the beginning. With flamerpio - 250 + double CA pgrens at min 4 you can do an extremely oppressive push that is only stoppable right now if you play vs a USF player that rushed riflemen nades... which means he went riflemen and they kinda suck in teamgames atm.
So to rephrase it, DAK is having early powerspike, which on its own possible because enemy don't have counters to it. For me this is called struggling, because this is CoH2 all over again, where you are forced to play in one particular way in order to have your ground. And its not similar to a wehr situation, where other options are still alright, but Luft was just the strongest of them therefore always picked.
As for counters, idk, UKF can have IS+IS+rifle nades or Dingo+IS+rifle nades. Dingo is destroying 250 super hard and getting nades early isnt hurting UK economy over-all. While PGs under CA is a bit stronger, green to green cover its still a long stalemate. Not to mention that boys are bugged vs LVs right now. |
First of all which mode are you playing? If 1v1 then you're probably right and you can dismiss what I'm saying, if not then most of what you're saying is complete rubbish I'm sorry
All of them. Mostly teamgames. What you are saying, sounds more like you are either playing a pre-mades or against noobs honestly. All you are talking about, is basically dragging the game into a late mid or late game or basically out-playing your opponent, which competent allied player wont allow you to do or at least he will be snowballing like crazy. We already got this "gitgud and rush this particular green cover on this particular map" approach in balancing CoH2, thank you very much.
Pathfinders are literally the 3-man Scout squad with one extra soldier, the utility package and a rifle-nade. They lose hard vs charging DAK Pgrens and they are also pretty much defenseless vs Grenadiers + Sniper support. Yeah they give you a lot of map control in the first 5min but then they fall apart like wet paper, unless you're fighting vs a clueless opponent who just builds 2 MGs + grens and hopes for the best
By the time US player have 4 paths, you have 1 PG, 1 ST and 250. I fail to see how you will be charging 4 or even 3 paths with your PGs. As for gren sniper, nothing stops US player to either use their own sniper (since going paths with T1 is pointless) or just use vet 1 ability to catch sniper. On top of that, US player will for sure just be sitting somewhere doing nothing, letting Wehr player get grens and sniper out.
What LV are we talking about here? The Flakvierling is on par with the quad flak and zook paras can be easily avoided by a mobile suppression platform if you give it some sight.
If we consider that you are not playing against an idiot, you most likely wont win early engagements before your flak HT. Zooks here are simply to zone you out, not letting you use flak aggressively.
The 76mm sherman is the one single thing that US got going for them that could be called overpowered, but it's very expensive hence arriving at a very late stage of the game and it forces you to go 1 specific support center.
How is it expensive? Not only you are not forced to pick it before your first sherman, if you do, it arrives minute or two later then wehr P4.
DAK Pgrens with CA beat tommies under pretty much all circumstances
Like you will be fighting 1 un-upgraded tommie under CA early game.
While Italian CA is arguably the best DAK doctrine at the moment, saying that the faction is "on life support" without it is complete BS. Pgrens with CA have the best stats across all mainline inf squads (and in 2v2-4v4 it's certainly not hard to park a 250 or flakvierling near your grens), they have a non-doctrinal nuke heavy mortar, a dirt-cheap 90 meters scout vehicle and most importantly: The ridiculously strong Armory upgrades that turn your tanks into the best of the game
No-one cares about CA or how their armor becomes the best one in the game, if competent allied players just let you win early game, because you are at constant disadvantage via units on the field.
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What paths need is price increase. They are dirty cheap, they should at least cost around 230-240, considering how they can just overwhelm you in early game and 2 of them can fight pretty much any set-up early into the game by sheer numbers.
By the time you can field light vehicle, unless enemy gave up fighting completely, you already can have zook paras. And because you skip T1, you can just go for quad-mount or howi M5, via mech support (which is meta).
*Also rifle nade should be nerfed for both tommies and pathfinders, because it feels like its much more powerful then a regular nade.
*76mm sherman is also just insane. Its probably should be more AT orientated tank, possibly even separately build, ones unlocked. Or be a free upgrade for shermans.
*UK tommies at very least, need a price increase from 260 to around 270-280 MP, since they are by far the best infantry in the game.
*Wehr should require to have T2a or b, to get access to T3. Right now, even with price increase they can get P4 faster then any other faction, especially considering that you can pretty much have no fuel expenses what so ever, besides maybe going for Luftwaffe combat group, which is still insanely cost effective. This is especially true, because they are basically the only faction in the game, which can get their healing without spending any fuel, so you are always at least 20 or so fuel ahead of your enemy.
*DAK is all over the place right now. Basically whole faction is on life support by Italian combined arms battle group.
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Gustatori have 40mp reinforce cost, US sniper obliterates DAK manpower and DAK already has massive MP shortages as all their upgrades are very MP expensive, mainline costs 300 or 320 and does not live up to its cost.
Against DAK, Rifles are perfectly fine and perform accordingly to their cost, its when LVs show up when US starts to struggle if no AT is present.
Well Guastatori reinforcement cost is justified, since they can pretty much 1v2 even without flamers, as for DAK PGs they just blows, I myself just gave up on them, better to just spend additional 20MP and use Bersaliery, since at least they have normal long range damage, free upgrades and can use their utility sprint.
Sniper spam is a problem for both US\Wehr, every time I face try hards either US ones of Wehr ones, the all go for double sniper, tho requires a teammate with a braincells.
As for AT, US meta is mech support center, since 76mm sherman is basically a mini tiger but also it allows you to just get yourself muni free M5 with a howi at 5 min mark to fight pretty much any LV. So if US is stuggling against LVs, its not a faction but a player problem.
Point here, if there is balance patch, then it should address all cheesing at the same time, because basically right now cheese is countering other cheese. |
So in team games you need a USF for their AA but then have to offset their poor presence that Riflemen provide compared to other mainline infantry.
They look poor, only because infantry sections are overpowered AF. Grenadiers perform worst then rifles and cost more, PGs cost ridiculous 300 MP and cant even 1v1 rifles\tommies most of the time, before you pump 300MP worth of upgrades and 100 muni LMG.
If DAK wasn't abusing bersaliery\guastatori and wehr wasn't going luft 99% of the time, rifles would be fine. |
Honestly "emplacements" are over-all overtuned.
Flaks are just the biggest offender because you can get it super early into the game and the whole strategy is based on ending game before counters arrive. They imo would be balanced if they just required T1 to be build, this would delay their rush significantly.
But this also should be paired with over-all emplacement re-balance.
Even US\Wehr bunkers basically take no damage from anything, but AT weaponry.
UK indian howi emplacements placed near base, are practically un-killable at all.
Also it doesn't help that forward reinforcement is a huge issue. Most of the time, you simply can reinforce faster then enemy can kill your models and if you have cover, you are in no threat, considering how especially green cover gives you huge damage mitigation. |
Regarding your points about the January MP test:
They said (beforehand?) that they won't be able to incorporate the feedback into the launch version, but will use it as a guide to prioritize the work in the first patches.
Well, I didnt know they've said that. If this is the case, then I expect them to introduce proper patch this week fixing at least few of the major issues which were point out it. But I do have a feeling it was a bla bla from them, because day 1 DAK nerf didn't look like it was well thought out beforehand. |
This works until the dak breaks the heavy anti infantry weapons. Either guastatori with flamers or pg with breda's nips this problem in the bud.
Too bad by that time, competent UKF player is already snowballed you. |
If you want to compare CoH2 to CoH3, the best one would be like, "CoH2 was good outside, but unfinished inside".
CoH3 is definitely finished deep inside (engine vise), but its clearly an early access game. What really saddens me, is not even the stuff like "ladder" or something, but lack of basic small polishing.
Why re-use icons from CoH2? You already had made a lot of new icons, why cut corners are mix-mash assets? Whats the point of this, its not like it would take a lot of time to finish all them. Especially with dedicated people for art department.
What was the point of MP tests in a first place? To check if servers work? People during all tests, gave feedback about broken\OP mechanics. One of them, un-ironically, being DAK which received band-aid fix.
Why paradroped units aren't fixed, why emplacements aren't fixed or UKF problems? Loiters and so on. All of them were reported during tests.
With a dedicated people working on balance at Relic, what there were doing with all feedback or even at all? Balancing SP?
Its the same situation CoH2 had, where clearly unpolished and broken multiplayer might had already scared off some of the player base, who arent fans of the game. And the worst part, it could have been 100% avoided, but relic chose to just ignore it.
Point here being, CoH3 is still solid game, but it had everything to be a good at launch, yet it isn't, simply because relic cut corners for some unknown reason.
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Then why wouldn't they just get brens instead? Accuracy doesn't change performance against vehicles by that much for AT rifles.
If you ever play DAK and you're fighting a brit making anything but AT rifle sections, build 250s and 8 Rads and you'll understand what I'm talking about.
AT rifles are meta because they hard counter DAK light vehicles first and foremost. They're only meta to blob because they're also effective VS. infantry.
Its used regardless if you UKF play against DAK or Wehr. There is no reason to get brens, because they are firstly expensive af and they deal no damage to vehicles
4 Boys sections, are a threat for everything, even for panther\tiger is attacked from a side or rear. Its basically CoH2 guards, but good ones.
It might have came to be as a legit counter to DAK, but Boys are over-all the most versatile and better upgrade in all situations anyway. |