Slow TTK might not be a “problem” but it definitely discourages tactical gameplay. Removing time as a priority in a strategy game weakens the importance of it. Examples – You rush two squads at 1 squad to try and force a fast retreat. With lower TTK you can save the situation by kiting the 1 squad back to another squad and salvage the situation. Same thing goes with fighting out of cover. Less importance on cover because the squad dies slower overall. These are just a few examples but can be applied to many situations that don’t reward timing pushes/flanks etc..
Losing a medium in COH2 in less than 3 seconds does suck. That’s correct. Maybe don’t drive into 2 At guns? Maybe use combined arms to properly scout ahead before driving a tank solo into the fog of war? The developers making everything easier to keep alive, is again a gameplay opinion on what’s preferred. I personally find no enjoyment in my opponent doing something dumb and getting away with it. Like why shouldn’t you lose a tank if you blindly drive into the fog of war into my 2 AT guns?
In COH2 blobs can work. Until you lose your entire army to rocket artillery. You can even thin out blobs with proper use of cover/mines. Because COH2 units out of cover actually drop models. It’s insane. There is no late game blob deterrent in COH3. There is no wipe potential equivalent in COH3 as in COH2. Which encourages blobbing. Because there is no justice against it.
Like I said higher TTK might not be a “problem” but it 100% lowers the skill ceiling of an RTS (Real Time Strategy). You are giving people more time to react to situations that are advantageous to your opponent and detrimental to you. It’s not subjective, its objective.
I got used to new TTK and can't see the problem now, you just play differently, and I disagree with the lower ceiling argument, once in the late game with vet3 infantry accross the map TTK drop down really fast.
I think the big difference for coh2 players is how Coh3's LMG aren't anymore the terminator machinegun they are in COH2 so fights are longer at long range.
I like how medium tanks play in coh3, they're not anymore that fragile, you can run them even with -75% HP and not shitting your pant at every corner to get pfaust to death. It can still happen but you don't spend half your game just repairing them to 100% to make sure they can survive a fight and as a counterpart repair times are longer so when a tank is low life it doesn't come back 30 seconds later like nothing happened. The balance here is way more appreciable than in Coh2.
I hope planes get fixed this day, even if I haven't experienced it a lot on 1vs1, they're a problem right now.
Dak still sucks quite hard atm, I don't understand some changes brought to USF like the 10% damage output for the jeep. The unit was already pretty good for it's price, all it needed was a vet requirement reduction or maybe sharing vet with other units.
But overall I find the game is getting better.