General Information
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality: United States
Game Name: Snaek
Endless whine for last 5 years about doing something about end game always regressing into heavy tank spam was indirectly asking for faster games as attempts of extending mid game itself by strengthening LVs opened an option to play, not the solution to the problem, faster tick rate fixed that.
True. The faster game time meant stalling was a riskier proposition than before. Even stalling for a tiger was risky as allies can easily overwhelm axis infantry with proper upgrades (even if Tiger evens this out through pure tankiness and shock value, they still have to pay that not insignificant 900 manpower plus tech costs).
If you flank with bolt action rifles, you're not going to nuke anything, unless you land a grenade.
Try the same with thompsons or MP40s.
You've seen how REs melt grenadiers with their sten guns, its not coh2 shocks level of dps, but you can't exactly ignore them when they get near you.
Then there is a case of global upgrades increasing survivability of infantry as well by providing extra model, extra health or both.
If you want to get squad wipes fast, apply anti-infantry vehicles, you've seen how well they chew through infantry and since 1 AT nade does not snare LVs anymore...
CoH3 is not CoH2.
If you try to play it like it was, you're going to be disappointed.
People were absolutely sleeping on the super lights in coh3 surprisingly. Using jeeps and notorcycles to flank units/draw fire while your squishy assault units moved up was a very effective tactic.
You guys are going WAY OFF course with your guards talk. The question is not about Coh2 balance on a specific unit.
But I like going off topic
What can be done in Coh3 to make sure one commander is not dominant?...
IDEAS:
1 - Make a variety of map styles. Long and close range. Many players hate this approach, ask Tric he will explain. But this ensures you need more than one commander. But then you may be missing a required commander in one mode.
Highly agree, however the close range maps need to keep flanking routes. I really liked the CoH3 maps because it seemed very difficult most of the time to cover all angles of approach, ensuring that MGs didn't COMPLETELY lock everything down.
The only downside to this is that it will generally favor axis in that they have much tankier stock elite CQC squads (Assault Grenadiers for DAK and Panzergrenadiers for WER). Allies don't even have stock elite CQC squads. Granted, they come a bit later so it won't be a baselock kind of game early on, but still, current CoH3 balance is kind of based around mid range combat imo.
2 - Relic could make commanders so one path is better for close and one for long? This would effectively double the type of commander load out.
Eh I'm fine with the commanders being specialized. SSF commandos with LMG then idk Marines with Thompsons or something in the same commander seems a bit much. Just have good commanders for each option, in this theoretical balance.
Maybe one commander specifically designed to be like that.
USF Air Support Center felt REALLY overshadowed by Infantry/Mech
I disagree. The call ins were very powerful, cheap, and came out quickly when you had fully upgraded them (the upgrades were actually quite a bit cheaper than the infantry/mech support center upgrades iirc.
I made a post elsewhere but the double P47 strafe for 40 muni (upgraded) basically instakills MGs if they don't immediately move, double P47 bombing run for 60 muni levels any house and destroys defensive positions.
Enemy can counter P47 bombing run with AA but the strafe is much harder and almost guarantees a decrew on any heavy teamweapon as long as it comes from the shortest distance.
It's definitely hard to beat the 76mm shermans, but with air support helping to dislodge enemy teamweapons and protect points, it's definitely not way overshadowed.
i want it constant like coh2, it makes more gamesense. should not have different drain rates...you dont see sports matches tick down faster if you scored more goals....
everyone going to flood the vp section of the nap.
the basis given for the new vp drain, is not convincing.
It is constant. It's consistently faster than CoH 2 because the score updates every 3 seconds instead of every 4 seconds whether you have 1, 2, or 3 VPs.
"...for Company of Heroes 3 we are committing to Victory Points count being updated every three seconds. This happens all the times, regardless of how many Victory Points players hold." - Marco, Relic Game Design
Marco also said that it can easily be changed back to 4 secinds with the way they coded it.
2x MGs plus marders to kill the halftrack I might add.
I did also see a wehrmacht player using assault grens and throwing the assault nades while in smoke standing next to an ht lol. I probably should have killed the HT first.
Do they? I run into them couple of time with my tanks and didn´t see it. I only called them couple of time and didn´t really check.
I was able to bully them with the M3 Grant so idk for sure. Maybe they did but they were just toying with me, who knows? We got beat pretty hard that game.