Then read the thread, ppl explained it pretty clearly
Its not bad, it just doesnt have a role. You will never once feel like you need a sherman. You will consistently feel like you need hellcats and/or a dozer tho
It is my understanding that Relic have overbuffed the bulldozer, making it almost like a turreted COH2 Brummbar (with lower armour). With that as the ‘standard’ then of course ppl complain that the regular Sherman isn’t good enough. It isn’t wiping multiple models out per shot, or most of the squad HP.
One of my last games had a bulldozer shrug off sustained fire from 2 PaK 40s and knocked one of them out. It was only an inf squad recrewing and threatening a snare that I didn’t lose both my guns. And the match with it. Bunch up both AT guns into a shot and you're done.
I’ll leave the discussion of Hellcat vs Sherman to other people. It is tricky to balance the Hellcat and it flails around against any inf AT. But I do know that the Bulldozer/Hellcat combo is blatantly too powerful right now and needs a hefty nerf. Prob mainly to the bulldozer, lest we get too many screams of 'Hellcat on life support' again (not without some justification admittedly). |
It is a solid all-rounder tank that incidentally has slightly better armour than the Pz IV but slightly less pen. Unlike in COH2, they are mainly going up against Pz III Ls and IVs so I don't understand why ppl are finding it 'useless'.
|
Thank you, I'll try that. I had resorted to 2 zook squads, but being infantry theyre not quick enough to catch up to them, and whatever units he loses, he just makes more. The end result being that he's harassed all resources enough to cost us the game. By the time I get a reasonable counter out, he's got the aforementioned 7 or 8 carros, which easily destroy any armor or infantry I can field.
No problem. You're not supposed to catch up to motorbikes (or LVs) with AT infantry, they're to destroy/repel attacking vehicles. This guy is using a meme build that dies fast the moment bikes start dying off, just like kubel spam was in COH2. If he's replacing bikes, that's just going to make the next stage harder where vetted AT inf meet his Carros/proper LVs. Even BAR rifles will shred through motorbikes fast. (Fire on the move) Rangerzooks or LMGRangers are worth a go too.
Quad mount AA's cheap and available after X Support Centre has been picked. Prob best if the situation is that dire fast and you want to chase down the bikes. That'll shred through them extremely fast. Just don't let it get isolated and focus fired by everything.
I would honestly suggest rushing AT guns if the above isn't working for you. Just keep the guns protected by a (multiple) Rifle screen + maybe a Zook squad. |
AT boys as UKF, into Stuarts.
Zook squad as USF. Parazook if it's getting really bad fast. Chaffee will stomp all vehicles in the Axis arsenal until StuG/T4 (not counting long range Marder III shots behind inf screens). |
Still playing, but busy last month of the year stuff is taking my time.
Ehhh 3-4 mins for a match is nothing really, you can just alt-tab in the meanwhile.
USF is blobbing huge armies as usual (Rangers) and WM is kinda spamming the Artillery Officer + Coastals + Bunkers at the moment. Guastatori flamers are cooking up extra crispy Allies . |
I'm certain there is an aspect of "learn to play" here. Really looking forward to replay coming. In previous COH games that helped us troubleshoot a lot. We've clearly fallen into a rut and it's hard to figure out what to do without being able to go back and look at how the game played out.
There are replays but it needs a bit of a workaround. The last replay is still stored in the filepath (or equivalent) C:\Users\[Username]\OneDrive\Documents\My Games\Company of Heroes 3\playback and you can copy + paste + rename them just like in COH2. temp.rec is still the last played game. Make sure to copy and save any replays you want to keep. Future games will overwrite the temp.rec file.
Here is a walkthrough of the method to see replays: https://www.reddit.com/r/CompanyOfHeroes/comments/11midvt/how_to_watch_coh3_replays_without_fow/
NB: To do playback on replays, replay filenames must be in a format with zero spaces
"USF replay.rec" is not fine
"USFreplay.rec" is fine
"USF_replay.rec" is fine
Also may need to look at using the US M1 Quad more. We seem to have moved away from using that unit much for some reason.
Use of the Quad went off a cliff after the big 76mm Sherman nerfs and ppl migrated to the EZ8s. No longer was the MSC a meta pick and ppl could use ISC or ASC instead. |
A properly supported M1 57mm will still give DAK LVs (yes even the Flakvierling) extremely serious problems unless they just ridiculously outmass you or negate its fire arcs somehow.
Chaffee is still great, just don't fall behind on map control (very doable as USF, UKF is so-so).
BARs are still very good, just can't expect Fire Superiority to walk over Pzgrens any more.
Brief reminder that Pzgrens are 300MP (elite pricing) vs Riflemen 260MP. Throw in the 200 MP VSL and there's a slight MP rebate of 1 model (28? MP) per pzgren squad. My point being that they are dangerous and durable infantry overall and thus require to be treated as such. |
Yes, they can "dodge" it by retreating instantly. In a team game, that's good enough for me. Decrewed, back at base, as long as it isn't set up it might as well not even exist.
A right click would suffice. It's not pre-nerf ASC strafing runs. Plenty of time to escape the barrage zone. Certainly more time than I ever had vs I&R/Recon Support Company
Yeah the barrage itself is okay, nothing super special. Its the spotting for other offmaps from yourself or a tm8 that its truly good for
Yeah i would never go for it in a 1v1, but t3 isnt a death sentence in team games
Tbh I find the battlefield to be rarely so static that the traktor actually is of any use. COH3 is much more fast paced and fluid to have these old grinding battles usually. ISG (so T2+) is just better for most situations and I say that as someone who specialised in siege situations (featuring many many off-maps) in COH2. |
I could be wrong about this being broken. Willing to admit that. Can someone actually expalin why it was needed in the first place tho?
The recon tractor is stock. Feels like mostly a team game unit, but so does this upgrade
I will offer a counter-suggestion. DAK lacks in the recon department (unless you're a kubelbike fanatic or using vehicle awareness (BG locked)). USF has the scout/pathfinder, UKF have recon IS/flares and WM have mortar flares + ketten sight. Recon tractor is locked to T3 builds, which tbh aren't that good any more, not after they nerfed the Marder and buffed T2 via AT gun improvements. Ppl with brains, contrary to my usual mocking of USF mains, can dodge the traktor barrage by being awake.
DAK's armoury is all about global improvements to their units and the sight increase is consistent with their ongoing themes. |
AO WOULD be a serious problem if DAK had something analogous to the old range 70 tank destroyers, but it doesn't have that. Marder IIIs are a sluggish shadow of what they once were, so not really an issue IMHO. Additionally, range 45 assault guns/TDs are a far cry from the range 60 TD meta of COH2, nvm after the vehicle manoeuvrability changes across-the-board.
I will say that there is a possible exception, where the Tiger is now self-spotting and can camp VPs.....but these are very old and well known tactics.
|