QUESTIONS FOR COH3 PLAYERS:
- Are a large number of buildings a problem?
At the moment, definitely. I like city maps personally but they're always controversial. And now in CoH3 it would likely lead to big gameplay issues, primarily for axis.
They rely a lot on units with a fixed turret such as the Marder and the StuGs, and those would be horrible on maps with many buildings
Last monday when i was playing in the evening coh2 got 4000 players and coh3 3000 so that means last patch actually change something. For me game is really cool right now. 4v4 is way more funny than coh2 - no more fast stuka zu fuss, no more bs heavy tank destroyers, doctrinal panther and less arty spam in general. That's true people blob medium tanks but that's why late game is so good. Finally its not about boring tank destroyer spam where sherman or panzer means shit now we got normal tank battles.
As I mentioned in the past, I think the "superheavy" tanks in CoH2 (ISU-152, Elefant, JT and maybe KT), those were BAD for the gameplay. They were frustrating af to play against or borderline unbeatable if you picked the wrong doc. And CoH2's tank destroyers needed to be buffed to insane levels in order to keep superheavies in check, and then those TDs made mediums and heavy tanks almost useless. I don't want that to return in CoH3.
However CoH3 needs way more beefy spearhead units like the Croc or Pershing and way more specialists like the Archer and Nashorn. I'll put my more detailed post from the CoH3 server on here too
command and conquer works like this and is successful
So? We are playing CoH here, not C&C. CoH always has been about unit preservation and few units on the field, not "spam many units and just charge in" rock paper scissors style like C&C
It's like releasing a new Battlefield or CoD but now the only gamemode has building enabled because "it works and is successful in Fortnite"
The "big tanks big explosions" formula worked perfectly in CoH1 & 2 teamgames, and fiddling with this was a bad mistake
Completely subjective ofc but I think the teamgame experience in CoH3 still isn't fun, that's the big problem, and teamgames are about >90% of the CoH2 online playerbase.
Teamgame players want big tanks & explosions, not this light & medium tank spam
CoH3 is always Marder blob, Wirbelwind spam, P4 or P3 spam, Sherman & Hellcat spam, Crusader spam.... you name it. But apparently Relic's faction designers think that this is what teamgame players want, especially in 4v4
OR maybe I know a little more about the stuff going on behind the scenes. Stay in your lane, expert And I guess by calling this a "filler expansion" I also commended Relic or what?
In the past I've made several posts already where I criticized Relic or CoH3's live service, not my fault you're oblivious
The problem is that the other option is not a great outlook either: They're not intentionally shrinking the DLC, but this is literally the best they can do with their current resources. Which would mean that not many people are working on CoH3 anymore, otherwise there would be way more content.
Or it means that their entire focus for this patch was (still) on "fix the game" rather than "add new content". I'm sure that Relic's resources are now much tighter compared to pre-launch, but it doesn't mean that their team is too small now to save CoH3
CoH2 had the "saving grace" march deployment patch 9 months post release.
Help me out here, what exactly was the great march 2014 update? I could have sworn that was the patch where they just released two new doctrines with Wehr Puma and Soviet M4C Sherman in order to promote the upcoming WFA DLC. And at that point CoH2 multiplayer was in a pretty "hated" & unpopular state because of the blatant pay2win crap going on
The game itself is now becoming what it should have been on launch, overall a very good and promising update, just the amount of new content is pretty 'meh' but that's to be expected with god knows how much manpower got eaten by Relic's efforts to fix the core of the game.
Hopefully Relic can now shift their focus from "fix the game" to "add new content" beginning in 2024 and they can turn this into a successful game with a somewhat big playerbase and without SEGA pulling the plug
I think this is just kind of a "filler expansion" in order to keep the promise that all premium edition customers get the 1st expansion.
With the bigger (actual) expansions coming next year
Get some Zooks/Boys AT rifles, USF Halftracks, Polsten, Humber, Dingo and so on. There are a plenty of options allies can handle DAK in early. Its just a l2p issue. Just dont be too agressive in early, when you see a 250 and get some support weapons. Spamming rifles doesnt work anymore, thats all. Has nothing to do with overpowering
To be fair I'd never take advice from someone who has 99% axis playrate and a wehrmacht-general pfp
I didn't play CoH3 in a longer while but the data since the last patch speaks for itself, across all teamgame modes