My hopes is that Relic learns from the mistakes of CoH1 and CoH2 and doesn't revive them in CoH3 when they run out of ideas for new factions.
This I hope that CoH3 will not see the likes of:
- Mortar Pits / Bofors / FlakHQ / Orbital Death Canons
- Forward Trucks
- Aura units that focus on BS raw buffs (e.g., UKF officer, P4) rather than utility (e.g., OST officer)
- Powerful, cheap call-ins invalidating expensive tech
- Dirt-cheap/free recon options invalidating true sight (UKF free recon, flares, etc)
- IR-halftrack, Kubelwagen, Valentine passive see-through in particular. I mean, come on.
With respect to Tank vs Infantry combat, I think CoH1 had a perfect balance:
- Both Tanks and infantry AT suffered from elevation/obstacles (in CoH2 zooks/schrecks are homing)
- Crushing infantry meant your tank would slow down. There was a clear trade-off
- Very limited snares that were difficult to pull off
- Infantry AT had a very long aim-time which made schreck-blobbing unreliable
- (except for 222's in CoH1. Those things were messed up)
I think some of the ideas of Tank-vs-infantry combat in CoH2 are pretty decent, but it doesn't feel even:
- Schrecks/Zooks have 0 aim-time and are homing missiles with super-long-range and guaranteed good-damage.
- Tank shells will just get stopped at the first possible elevation
- Instead, tanks have to rely on BS-strong crushing, of which Cromwell/M10 are ridiculously good at
- To fight this off, you have the proliferation of easy snares, everywhere. The latter makes snares feel like "A basic tool that all mainline-infantry should have", although it should have been a rare luxury, really.
- Finally, since you have snares everywhere, Light Vehicles should be BS-strong, so that they remain useful.
Overall, I prefer CoH2 over CoH1 (even though I preferred CoH1 at the launch of CoH2), but I believe that a CoH3 that marries the best of both worlds will be the dream.
Basically, CoH3 will be a great game if and only if no CoH3 faction has features that have any passing resemblance to any of the following two factions:
- CoH1 Brits (pre- and post-Kangaroo)
- CoH2 OKW at WFA-release
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I fear that the OP is entirely correct that there is a glaring lack of up-to-date guides; not just for Brits and OKW, but for all factions.
Theoretically, the staff could start pumping out guides for every faction-commander combination there exists. However, that would be a waste of time for everyone involved:
- The people writing the guides (duh)
- The people reading the guides, since they have to sift through 100's of them to get started.
For starters, it would really help if people could identify what kind of guides they are looking for.
In my opinion, the best guide on the site so far (even though it's a bit outdated) is DevM's USF without Tears guide
https://www.coh2.org/guides/44135/devm-s-usf-without-tears
This is because this is a combination of the following types of guides:
- In-depth unit guide (what to build, what to pass, what goes well with what)
- A discussion on possible openers (and their individual merits)
- A discussion about countering the most common deadly threats (e.g., sniper)
- A discussion about the late-game (which commanders synergize best with the faction)
However, I don't think that the same format would be sufficient for the other 4 factions.
This is because USF is an early-game faction, with very limited late-game options. OST/Brits/OKW have a very wide array of late-game options (and combinations) that even a newbie needs to know to get to grips with them.
However, the question is: what kind of a late-game topics should faction guides cover?
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A lot of good literature here for many players to read. Also typically muni is more important early on rather fuel. Strategy should always be map and opponent dependent.
This is also correct. Make sure that no matter how you split, you never cede any part of the map uncontested.
Two normal territory points will yield you as much fuel income as a Fuel-point; and you also get munitions income from them too. Normal territory points are also faster to capture.
Thus, if the enemy team is bent on capping the fuel point, you don't have to engage them head-on. Just send some harassment units to decap the peripheral strategic points.
However, in order to be able to steer your team to this level of play, you need to know them from before the game. If they've only known you for 30 secs, why should they trust you?
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If you want to try out new team-strats, it is almost always better to find 3 friends that are willing to listen to you and queue up as a premade.
When dealing with randoms, your list of priorities is:
- Pray that you get people that can communicate with you
- Be diplomatic with those people; you only have a few seconds to convince them
- Whatever is decided, just go with the flow
- Try your best to win, so that you get better teammates next time
1. Regardless of which strategy is the optimal one (objectively, or subjectively), you should always do what the team has agreed to do. Antagonising your teammates will never get you anywhere. Why?
- As you pointed out, 4v4 is not 4x 1v1, nor 2x 2v2; it's a 4v4
- By antagonising your teammates (even if they are wrong), you are only adding toxicity, which makes the game more miserable for everyone
2. You need to understand that your teammates (if they are communicative at all), may be used to only doing 2x2 splitting strats. Being introduced to something new that contradicts previous knowledge is enough to make people feel defensive/nervous (e.g., look at the reaction to Despe's medic bunker placement video)
It looks like you have had a bit of time thinking for your opening strat. However, you have to consider that you are playing with randoms, and you only have 20-30 secs of time to affect their opinion. That won't always work.
Most people at the lower levels will have only tried 2x2 splitting. Since this is the only strategy they have tried, this is probably the only strategy that has won them games. You need to understand that people will be apprehensive towards going for something that contradicts past experience.
3. You need to understand that your strat is only valid for the opening phases (and only for some of the maps). You will need to adapt your strat at some point.
This means that once the enemy adapts, so must your team. Thus, to pull of your strat, you need to be able to coordinate with your team again, to shift the balance of power again.
For the reasons explained in #2, it may be difficult to convince people to follow your opening strat, in the first place. Convincing people to change the plan half-way through may even be more difficult than that.
4. In order for your scheme to work, you have 3 guys that triple-team (overpower) one fuel spot. However, you also have 1 guy that has to go solo against 2-3 enemies. Unless that one guy knows what he is supposed to do, they will be miserable/quit/blame you.
The guy that goes solo needs to clearly understand that:
- They are only there to delay the enemy team
- They can, and will be flanked mercilessly, thus they should always have an escape plan
- they need to play the attrition game in a way that minimizes the risk to their own units (rather than kill enemy troops)
- They will, eventually, be overwhelmed, and need to do their best to avoid giving support weapons to the enemy team
Most people aren't primed to play this role, unless they have done this before.
Thus, if you really want to convince your team to do a 3x1 split:
- Offer to be the guy that goes solo
- Ask everyone to triple-team the desired fuel point
- If the team refuses, you kow-tow and go for their strat
- Otherwise, you have the green light and you do your thing
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Considering Ostheer squads being smaller and can only heal other squads, AND being vet1 requirements, I think they should be tweaked so that they can either heal themselves (you just select the squad), and/or heal faster. Being smaller squads that need to maintain squad preservation, this might help.
I don't believe that the OST medkit really needs a healing speed buff. This is nearly on par with USF/Brit medics (which heal damn fast).
OST medkits and Tommies are the only units that can heal on the move, and OST medkits heal a lot faster than that, already.
Increasing the healing speed means that it might become impossible to dislodge Grenadiers/PGrens out of a defensive location.
OKW I'm a bit ambivalent- they're passive and automatic so there's no micromanagement burden. Someone said their healing rate wasn't increased since last patch so that may be the issue at hand more than anything else.
If I were to change it, I'd just make the healing a munitions cost aura healing, similar to the Brits' medstation in CoH1. For better or worse, this can mean removing the medics upgrade.
If we're to have HQ include healing, then perhaps this idea could be used instead, so OKW gets both but T2 still needs the sidetech while the HQ is a timed munitions alternative.
This is not a bad idea. For the time being, I'll try to implement HQ being upgradeable with medics:
- The first medic upgrade (either on HQ or MedHQ) will cost 100 MP 15 FU
- Every upgrade thereafter will cost 50 MP 60 MU
That way, the player can still get to choose where they want their first batch of medics placed.
UKF's Tommy healing is fine as well, the only issue I have is that the radius seems too small, a few squads in formation will tend to have some healing while others don't even if they looked really clumped together.
Actually, you are right. The biggest #1 issue of Tommy base healing is range.
I've been experimenting with Tommies a bit, and I think that the best way to improve this unit is to, conditionally, give the unit access to a bigger aura (equal to the ambulance):
- Give Tommies an additional always-on passive aura (that doesn't stack with the original one)
- If the Tommy squad model count is below 4 members, the passive aura becomes weaker (say 3/5ths of the original strength).
I can make it so that the passive aura activates with either of the following ways (choose one):
- An ambulance-like lockdown (so that you don't move Tommies by accident)
- The aura activates automatically as long as Tommies are next to a player-owned HQ/Forward Garrison/Glider
Personally, I prefer the latter, since this means less buttons cluttering the unit's interface.
On the topic of healing speed:
OST/OKW/Soviet medics
- heal rate 5 HP/sec
- they heal 3 specific models
USF/Brit medics
- heal rate 5 HP/sec
- they heal 1 specific squad
- They automatically will chase after squads within 10 meters (if the ability doesnt bug..)
OST medkits
- Heal at a rate 4 HP/sec
- they heal 1 specific squad
USF/Brit healing aura (ambulance/tommies)
- Regeneration rate: "0.25". I think this means 2 HP/sec
- They heal all models within one area
- Ambulance area: 20
- Tommy area: 10
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Both are excellent ideas.
1. Long-range killers shouldn't be able to self-spot; for obvious reasons. If sniper should self-spot, force them to remain stationary. for a while.
2. We could take your sniper health idea and extend it a bit more: reduce the luck-based defences of the sniper a bit more, in exchange for raw health. This should make sniper play a lot more predictable for both participants (rather than the RNG-fest that it is).
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All med stuff should use aura healing like the USF and Brits have, Ostheer would get that from med bunker (and finally it could be used in field and not only in base) and OKW med truck the same
This isn't a bad idea at all. It's also super-easy to implement. However, I am a bit worried it will be very difficult to convince Relic to actually change the current healing implementation.
Thus, my original proposition had to do with smaller changes and/or existing fixes to the current healing implementation (regardless of whether I agree with the design).
Done 
Actually, can we rephrase the aura question as follows:
What is your opinion on Aura healing in the game?
- Turn all heals into aura heals (bye bye, medics!)
- Keep things as they are (OKW self heal, USF/UKF aura heals)
- Turn all aura heals into squad heals (read proposition)
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Ive added the question, tell me if you dont like the form of the question and i'll change it 
Thanks!
Just to make the poll options abundantly clear, could you rephrase the question as follows?
"Are you in favour of removing aura-healing abilities from the game (read proposal)"
- Yes
- No
- USF plz bring back the old one ambulance !!!
The old ambulance was terrible, in every sense of the word. Why would you think that the old ambulance is an improvement over the current one?
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Well, I see no reason for double medicks for OKW.
Simple upgrade in HQ for 150MP 10F avaible once 1 truck is converted.
But with such change, there will be need to change Schwerer Flak as a research.
Ostheer can also have 2 sets of medics, provided they spend the resources. Personally I am more in favour of option 2:
- Global upgrade (for HQ medics)
- Small cost for activating for each MedHQ (Ostheer-bunker style)
Let's not open the discussion about FlakHQ here. We're trying to find the set of options that will make all players happier/less frustrated about how CoH2 handles healing here.
I guess people think American Ambulance is perfectly fine.
You are right; this might be an issue. I edited my original post, and I hope a moderator will add an extra option to my poll regarding this.
Do you agree or disagree with the ambulance proposition I laid?
What gives you that impression?
People have different opinions,and these arent changes that "everybody" is going to agree to.
I don't mind people voting no in the poll. However, I would really appreciate that the people who voted no take the time to explain why they voted this way:
- Did they voted No because that would make their life more difficult when they played that faction, or
- Because they believe that would be too OP
- Did they vote no just because they hate a specific faction?
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I added a blob healing suggestion to my list of ideas.
If a moderator could step up, I would like to see a yes/no option regarding aura heals.
For those of you that already voted in the poll before that option became available, feel free to discuss it
I will do my best to implement whichever set of options gains the lead within the week.
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