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.
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I think you're underestimating the (Vet I+) M1 mortar here a bit. Delayed fuse HE shells which are very good at knocking out team weapons and damaging structures. Alternatively, the airburst can wipe models/cripple squads too. These options, albeit at the cost of 20(?) muni, give it temporarily more firepower than heavier guns like the ISG and Pack Howie. Of course the range is a lot less, but it's still a mortar.
but man it hurts to see the wizbang not do antying, at lest make it comparable to the calliope
The Whizzbang has a whopping 720HP and Sherman armour stats. IMHO its intended use is to drive fairly close to the enemy, potentially risking AT shots and then barraging. Used like that, team weapons are consistently wiped out. It has a survivability ppl would have killed for in COH2. I believe the devs were very careful to not have a Calliope 2.0 and that pure shotgun potential.
Perhaps the Dec xpac will have a BG with USF arty option(s)? |
Anyone else feeling a bit underwhelmed by these units ? I've gone toe to toe across open ground with engis and still had a difficult time. They don't really dish out much damage.
I would suggest you use upgraded Gurkhas if you want an elite anti-inf specialist which can fight toe-to-toe with Axis squads. They will consistently beat everything short of Stosstruppen (don't try it), upgraded Guastatori (I don't need to explain this) or Pzgrens with Combined Arms + Veteran Squad Leader + vet advantage + Focused fire (at best a draw for the pzgrens). |
Oh hell no. They are totally fine now but having any snare on that squad is absurd
If u think its okay for a squad to 1v2 other squads (which i agree is okay in the current situation) i dont see how u can ever justify that squad having a snare. Even with the cancellation aspect/short range
Shocks or Obers having a snare? Sure coh2 was a different game, but i think its even less okay in coh3 with the increased reliance on vehicles. Hell even penals were OP with their snare before they moved it to ptrs only
Ehh, the HP values of armour and snare mechanics are different from COH2 to COH3. IIRC getting an AT satchel in your face won't result in the engine damage status for a tank with >50% HP after the explosion, only a slow effect. Getting an AT satchel in COH2 was usually a death sentence however. You have to be seriously not paying attention to get one in either case anyway.
Obers were the highly feared ultra efficient long range LMG squad mowing down people, as I keep getting told by various people. No one would seriously believe giving them an AT satchel or nade is a good idea. Shocks had other things going for them anyway.
But yes, I don't believe they'll bring it back for Guastatori.
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Their armour (1.25) is auto-penned by LMGs (eg: BAR with 1.75 pen). Otherwise don't expect a starting availability, 260ish MP squad to beat a 2CP, 400MP squad, it just won't happen. With those costs, going even 2v1 isn't really surprising. Getting close range is also suicidal vet-for-vet as they are the deadliest CQC squad in COH history and rightfully so at that price tag for a BG-only unit.
I am honestly of the opinion that they were fine in their Day 1 iteration, esp given that the (~7 range) AT satchel would get cancelled if the target didn't stay in range for the entirety of the extremely lengthy throw animation, but Relic disagrees. |
Still playing COH3 despite everything. Admittedly there's a bit of USF airplane strafe/cheap bombing run BS going on right now, but it's still better than Pathscoot by a long margin. 45 sight range weapon teams are safely in the dustbin of history. |
Let's hope they can fulfil their roadmap. Relic don't have any other major products around (AoE IV is stable IIRC), call it hopium if you will, but being the premier WWII RTS keeps ppl coming back. Even when ppl were trying desperately to leave COH2 for alternatives. It's a low bar, but SURELY Relic can do better than say Warcraft Reforged and SCII-in-maintenance-mode?
With any luck we'll just look back at this period and mark it as a better part of a series of bad game releases by various game companies. |
Hard to tell why they felt the need to introduce this nonsense all over again, but I think it has less to do with hubris but a lack of research. It shouldn't be hard to find out why these things didn't work, yet they probably didn't pay attention and just went along with it. It is baffling how many mistakes they repeated in this game, things they should have learnt by now...
The COH3 snare system is different to the COH2 one. In COH2 snares auto engine-damage on vehicles if the target HP after explosion was less-than-or-equal to 75%. In COH3 that number is 50%. Snare damage above that value only results in a crew shock like effect that wears off after a few seconds. However, no doubt to punish reckless vehicle use, two snares going off successively will always result in the engine damaged status. Successive being that the yellow shock symbol is still active when the 2nd snare explodes.
tl;dr: Snares on Falls, Mandos etc. are mainly for self-defence rather than crippling vehicle use. |