General Information
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality: United States
Game Name: Snaek
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.
No one ever struggled to keep inf reinforced on field in coh2.
Hell, I did osttruppen spam and 251 endlessly reinforcing them in combat myself, it was not hard, it was not complicated, it was not strategical, it was all about "will they retreat before I lose more manpower then I plan to", literally nothing else, ever.
Its not spamming or not F button that kept easily units on field, it was abundance of MP and squishiness of enemy units.
You literally would not see a difference is autoreinforce was in coh2, so please, stop pretending it is anything else then controlling MP drain.
The only thing I personally think might be an issue is the halftrack reinforce. Idk. Is it really a balance issue? Its not really that hard to counter once you focus the HT but it is quite goofy.
And Katitof I would agree that it's playing chicken with manpower except there are ways that allied factions can reduce manpower drain from infantry.
Again, I don't really think its OP, its easily countered by 2x MGs, but it does look silly.