Because you don't build them only to fight Pz even if you decide to upgrade them. They are atrocious at vet0 to kill or even damage any infantry squads. On top of that there will be more Marders, atgun, pshreck on the field that Pz are the lesser of your problems on the field till +20 minutes ingame.
Let's say that late game medium tanks level of threat is so low that you better over invest into bulldozer that have direct impact on what they aim at and keep a couple of mines + an atgun in backup in case a Pz3 or Pz4 shows up.
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Thread: Anyone else find the regular Sherman useless?7 Mar 2024, 08:11 AM
In: COH3 Central |
Thread: Anyone else find the regular Sherman useless?5 Mar 2024, 07:55 AM
Regular sherman lose to jaegershrek, regular panzer4 wins vs SSF zook. In: COH3 Central |
Thread: allies tank spam problem6 Feb 2024, 10:58 AM
They don't stop playing = they spend half their playing time in the lobby waiting for a match. The number of game played is the same for Allied and Axis. Each game provides 1 winner and 1 loser. Top Axis players can win all their game, that wouldn't change much because they play less games in average. Top Allied players (which are usually the same players) can lose all their games vs Top Axis players, the superior number of games available vs lower skilled players they going to win will make it up for the W/L Ratio, which will be in favor for axis, but not that much. Now take in condition the human factor, top players avoiding themselves on ranking matches, the fact that they aren't numerous per definition and the high probabily they are unmatched in their respective time slot etc... Let's also add that if a faction is underpowered or harder to play, mostly only good players are going to play it on regular bases. So now I'm going back to my initial statement that W/L ratio between faction isn't an indicator of balance on itself and even more at high level.
From what I've heard from 3vs3 and 4vs4, balance isn't there at all. But I'm not going to check it myself for my own sanity. 1vs1 seems to be too also too plagued by cheese at the moment to really see if the game is balanced. In: COH3 Central |
Thread: allies tank spam problem6 Feb 2024, 09:57 AM
Not really. At top edge, you'll get 2, 3 or even 4 times faster games as Allied. So you'll probably keep losing vs same level players but you'll always fall back on lower level players and have more games vs them (since they are more numerous) making up for your initial lose. So at top level, I'd say winrate is even less relevant to check as a metric once the meta is settled. As Allied you have access to more games so statistically more win than Axis. Or said otherwise the game tend to balance itself as quantity vs quality while the only metric we, as players, care about is quality. In: COH3 Central |
Thread: allies tank spam problem6 Feb 2024, 07:49 AM
Winrate has nothing to do with balance since matchmaking can always compensate the lack of balance with ELO. Not that I'm saying the balance is off in 2vs2 but the argument isn't valid. In: COH3 Central |
Thread: Flak truck needs a nerf25 Jan 2024, 10:00 AM
Which shows the global issue, you're forced into LVs or dual atgun facing wirbel or FV because they completely negate infantry play around them. Although I do not agree this patch DAK is helpless vs brit even without the FV, all those LVs need to step down, reduce M8 skirt buff, reduce FV being anti everything, reduce stuart AI and reduce wirbel health if the unit is to be considered as LV, with LV timing and LV price. In: COH3 Central |
Thread: Flak truck needs a nerf25 Jan 2024, 08:23 AM
I'm not sure DAK wouldn't survive with a less oppressive FV, a unit that is well performing anti everything when it hit the field isn't good for balance, it leaves the faction forced to work around it in every match and leave the rest of the faction in bad state because of balance synergies. I rather have it be much more dedicated AI and less able to counter LVs and buff jaeger AT back in the middle. In: COH3 Central |
Thread: Flak truck needs a nerf22 Jan 2024, 17:23 PM
Given how the unit is the lynchpin of the whole tier, I wouldn't count on it being touched a lot. They could simply twink the super buff they gave the unit that didn't really needed it. Remember that unit was what made DAK playable even when the rest of the faction was trash. Flakvierling Half-track In: COH3 Central |
Thread: Early game usf trouble vs africa corps?15 Jan 2024, 20:59 PM
And don't forget to double side since you're a team, send a lone capper on your side and push you're friend's one to rapidly force retreat then swip with your friend to the other side. In: COH3 Central |
Thread: Early game usf trouble vs africa corps?15 Jan 2024, 18:56 PM
Hi, I am a hardcore coh2 player and few months ago I started playing coh3, got 100 hours playing time. I play mostly usf 2v2 with my british buddy. Take cover, flank the 250 with a riflemen, you need to fire at it side which are less armored (coh3 has side armor value unlike coh2) You can also upgrade atnade and try to surprise your opponent. You can dug-in a bit, accept to lose ground early game, go fast ISC and unlock atmines, then you mine obvious path for vehicles and see them being one shot. You can also as you said go T1+T2 and get a zook squad, you can also go fast MSC and get at fast HT75mm. Aside from it, USF is the faction whose get most of early BG pick, you can get a fast vet1 jeep, fast 5men assault squad, fast weasel upgraded with an HMG, fast HMG deployed on the field... use it. In: COH3 Central |
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