I was talking about whether or not I can start an automatched 1v1 and use a diverse array of strategies with a reasonable chance of victory. This is, indeed, possible.
Name few viable diverse strategies, without mentioning 0CP call-in units and "strategies" where difference is 1 unit. You can skip soviets tho, because they at least have some sort of different options with cons\penals\clowncar and so on. What about others?
Random goofs vs 4 digit rank wont cut it, for oblivious reasons. |
Some changes are mainly for 1v1.
Like for instance, DAK PGs absolutely blows in teamgames for being 300MP, they get overwhelmed badly and bleed you to death.
At the same time Bersas in teamgames are quite strong because of the passive sprint and how fast you can get them bunched up.
Other suggestions are more or less shared problem.
Also speaking of E8, I think its better off starting with removing ass.engis bundled with it and reducing cost to be ~550MP.
Right now, you are not giving up anything by calling it. You keep your map presence, you get tank and you get unit maintaining it. And with multiple ass.engis you can repair E8 supper fast, making them even more oppressive.
Axis on the other hand get 550 panther which is shit against inf and dosent even have MG upgrade.
And on top of that, whole USF mech.commander is overfit with 0CP abilities. You literally get vet1 jeep from the get go, which is either free capping unit or mortar\MG dispenser, removing any need of T2 and you also get fast deploy for 0CP, while Axis have pretty much the exact same ability (maybe a bit better) for 1CP.
Well and cooldown for both of them should be around 2 minutes, instead of 1.
And imo, DAK needs its whole economy to be overhault. Right now it feels like you pay upfront full price for the inferior units, which are technically will be superior in late game ones you get grades\vet, but this approach only leads for DAK being destroyed early or them snowballing like crazy. |
30 seconds is a big deal in 1v1, in 4v4 that's nothing. That kind of fix only helps the small gamemode side of the playerbase.
Actually its 75 seconds, even more then I've remember, for both FP and 30cal.
But even if they've had 30 second cooldown you are underestimating time badly. First fights in 4v4 starts at around ~1:30 minute mark, unless someone is rushing towards the enemy.
With 30 seconds delay you would already have T1 build and first unit finishing production and your starting unit will be moving towards second point. On top of that you consider delay of a plane actually flying, unit paradropping and doing some activities, you would have plenty of time to screw up aggressive paradrop. And top of that second paradroped unit will be delayed significantly.
Para units and their spawn system is completely fine, what is not fine is that they can cap VPs and bleed you from the start, aswell as wiring\taking garrisons\delaying and harrasing cut-offs and this is all simply because they can be dropped from the get go. So what is the point addressing their spawn system, when its their timing casing problems. |
Or just add cooldown for the first call-in the way CoH2 did it.
30cal and fallpios have around ~30 seconds cooldown, so if they start with cooldown, this 30 seconds will at least allow other factions to get their T1 building, start producing first unit and starting unit will be much closer to the centre of the map allowing you to at least catch paradroped unit during landing, if they are dropped way too aggressively.
But who cares? It takes relic 1 year, to ignore all the reasonable feedback and suggestions, later to proudly announce they are introducing it into the game. Call-ins and paradroped will be fixed eventually. |
Company of Heroes 2 allows for a wide variety of units that can actually be a part of a winning strategy - Company of Heroes 3 has factions that are bloated with units that never see the light of day.
This is just not true.
Even without bringing all useless call-ins and commanders, which CoH3 might as well have in the future, CoH2 factions have units which is completely useless depending on gamemode or just strate up useless in every gamemode.
In CoH3 with so called "bloated faction", every single unit is played. Again, every single unit, for all 4 factions is useful and has its play in every single gamemode.
You in fact, probably didn't even play CoH3, outside of closed beta, because your claims in this regard are completely wrong. |
I have AMD GPU, and game runs mostly fine for me. But I have a newer one.
Your options are pretty much
1) Either setting game on lowest of the low and try to see if it helps, if yes, then something in config casing crashes.
2) Try disabling everything AMD related features in control centre, it might aslo work.
If nothing works, well I guess you better off looking for answer on redit\steam forums because if fix exists it might be more specific.
But considering your GPU is very old, it wont be a surprise if recent patch just broke the game for you, because relic had changed rendering in the game or something, so you might want to wait for next patches and report your problem to relic support\discord. |
I still fail to understand what is the problem with CoH3 TTK so many people revering to.
Alright its true that retreating units in 3 are a bit more tanky then then should be, but thats pretty much it.
"Superior" CoH2 TTK was rigged with RNG. Where sturmpios was able to charge rifles and beat them or charge combat engis and lose 2 models. In CoH3 units consistently deal small damage, unlike CoH2s "all or nothing" with either models droping behind cover or running across the field mostly unharmed.
Or probably RNG indirect fire units either wiping you instantly or doing nothing at all in CoH2 were only made for skilled players. In CoH3 indirect will never wipe full HP squad, but will consistently hit dealing HP damage.
Tank combat in CoH2 was superior as well for sure. Where you either kill mediums in 4 hits with double AT guns or you do jack shit, because RNG decided that 10 shots should be a bounce\miss.
CoH3 didn't even become more friendly its just has much less impactfull bullshit, which pro players just learned to mitigate as much as possible in CoH2. But bullshit is still bullshit.
Combat in 3 now actually looks like a RTS combat, instead of being poor attempt to recreate tablet top games, where every action requires a dice roll |
Let me kindly remind you that CoH3 players whining loudest about ASC are 4v4 blobbers who do not even attempt dodging going by steam forums example.
As a matter of fact, dodging it with blob in 4v4 is actually one of the few possible things, unless you are near map edge.
On the other hand in 1v1\2v2 its close to impossible do dodge even with single squad, and dodging it with support weapons is state up impossible even in 4v4. Even if you instantly retreat your MG\start moving AT guns the second you see flares, they still will be hit.
You actually need to play the game if you want to post such bold claims, because you are clearly didn't even launch it ones this patch. Claim about good performance kinda proves it. |
You're not supposed to play coh3 on same PC you played CoH1 15 years ago.
More like I'm not supposed to play CoH3 on the same PC I played CoH3 few weeks ago |
As of last patch
... performance is good, planes no longer silly.
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