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Post History of OrangePest
Thread: I have moved on from Coh3 and i am down for .... 24 Jun 2023, 13:00 PM
Lol the ez8 doesn't even reach top 25 of most broken units in the history of the game. In: COH3 Central |
Thread: Guys like Luvnest and Hans are noobs8 Jun 2023, 02:58 AM
Try it shitter. In: Scrap Yard |
Thread: Discussion - Current state of Tournaments18 May 2023, 20:21 PM
Durability primarily, I've found that its incredibly hard to punish units that overextend, or even bothering to focus fire retreating units in the first place, which makes the edge case units that absolutely destroy on retreat (currently the dak 8rad with mg upgrade, riflemen with bars) absurdly strong while making everything else look awful. In: COH3 Central |
Thread: Discussion - Current state of Tournaments14 May 2023, 10:55 AM
Just weighing on the TTK thing, i think the combat TTK is overall decent to fine, but the retreat TTK is awful, i think its whats causing most of the awkward engagements. In: COH3 Central |
Thread: DAK Redesign25 Mar 2023, 17:10 PM
I actually think DAK as a faction, design wise isnt that imbalanced, just a couple of units needs buffs (pgrens, cmd p4 and p3) and the obvious nerfs (8rad, stug cost wise) In: COH3 Central |
Thread: Balance thoughts?3 Mar 2023, 17:38 PM
Emergency hotfix to nerf to pummel DAK, but no fixes to fallpio+jaeger+wirlbe no tech play ![]() In: COH3 Central |
Thread: dak is trash25 Feb 2023, 20:31 PM
Pgrens are overpriced AF, but other than that (and at sections countering everything) the faction feels good to play. In: COH3 Central |
Thread: Balance thoughts?25 Feb 2023, 20:31 PM
When i lose its a balance issue. In: COH3 Central |
Thread: Tech test Design feedback5 Feb 2023, 12:41 PM
I'm sorry but i don't think you understand what im getting at. So i'll put it as clearly as possible. A: diving has nothing to do with rockets or even artillery in 1v1, (unless you're talking about coh1 in which case you dive to use whatever button to hardcounter artillery/dive the calliope as rare as they are or whatever) The VAST and i mean VAST majority of dives in the game, in 1v1. Which is what im primarily talking about, is to wipe and PUNISH your opponent. For example, a full hp six man squad gets on your point at minute... let's say around 7, you know you have an 8rad there incoming, so you engage with a half hp squad which you know will lose the engagement, but attrition him so you can wipe the unit. Your vehicle comes out, you chase him across the map, goes down to 1 model or something and you get greedy because you know at this point there should be no counter. So you get into the base, get the wipe and then hit a mine. Losing the vehicle for a squad. A fair enough trade, one that probably favors your opponent. Except, your opponent decided to pick a commander that lets him deploy a resurection vehicle, and suddenly your even-ish trade. Not only gives him one of the strongest units at that phase, but puts you at a vehicle and resource disadvantage as he gets a DISCOUNT. It's fucking ludicrous to even pretend that this is somehow ok. You literally already lost tempo by losing the vehicle, you lost tempo by taking a risk. But that's the core of coh, you take risks, gamble and try to read the odds in your favor. By making it so you double-punish someone for making a slight mistake, you are going to make the game boil down to ape-blobbing, sitting still, and rewarding inactive stupidity and reduce the game into vehicle blobs because now you HAVE to have a critical mass to do anything. Which is exactly what happened in the pre-alpha, the majority of the games i had, was 1: Hordes of blobbing because the TTK punished you for trying to wipe things 2: Ensured that the most fun and exciting aspects of the vehicle play was reduced a fuckload if you were up against US/DAK. Maneuvering? Pointless, if you overextend too much and lose your light vehicle you could very easily see it used against you, so you had to do it in critical mass, either by going 3-4 (L6+8rad all ins) or by playing hyper defensively and crippling what should be a cohesive unit identity into becoming nothing but a defensive unit. The greyhound, crusader etc. You basically couldn't dive. That's not to say that the recovery unit was used that much, it wasn't. but the sheer mental fear of going up against it made ruins the dynamics of the game, the epic feeling of throwing in an 8rad, losing it but killing 2-3 squads is fucking awesome. Or making awesome plays that fail. Just having that option takes away those moments, who the fuck wants to go all in when your opponent not only ALREADY has the defensive advantage, but also gets --your-- units back at a reduced price? That said. I could be completely wrong, but considering the m3 recovery vehicle, was a massive value piece that not only allows you to combat repair under fire, recover vehicles, and is overall pretty cheap. I don't see why it won't be used. Because it will be. Maybe the DAK one won't, but I have a feeling as we get further into the meta, that people will pick up on some of the things I noticed with DAK and get to using that recovery vehicle as well. Iirc it did require a side tech that was overall weak, which is likely why it didn't see that much play. Edit: Also because i forgot to mention it, it doesn't need to recover vehicles in the first place, just having the ability to salvage and give repairs is a massive utility piece, save the resurrection mechanics for single player In: COH3 Central |
Thread: Tech test Design feedback4 Feb 2023, 14:11 PM
In the match i did use it vs Cataclaw, it not only secured me a massive advantage, when i dealt a crippling blow is was about to ressurect his dead panther. Just having that ablity at the press of a button deals a massive mental blow because any loss they take they have to destroy the wreckage of no matter what or suffer greatly. In: COH3 Central |
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