Often when, I play as Ostheer against USF my enemy do Pathfinders and M8 Scott, it was instantly destroy my lines and that ends game becouse, I lose more of my units.
In advance thanks for help!
You see Pathfinders because Riflemen aren't a viable infantry unit but USF is forced to use them with every other doctrine except Airborne. Despite being extremely costly with their initial purchase price, side techs, and munitions heavy upgrades, they are usually outclassed by Grenadiers and often Volksgrenadiers. 3 Grens will kill any number of Riflemen.
But I digress. The key tools to counter Airborne are there, use smoke from mortars and a sniper. Plus any armored vehicles as a no-rifleman build means no snare. |
I wonder if the Hellcat is going to be like the CoH2 Jackson or if it's going to be much weaker. |
As we begin the transition to CoH3 I'm going to take a parting shot at some of the things that most annoy me in this game in it's current state that I hope not to see in CoH3:
Short range infantry are mostly useless because the "long range" infantry really aren't that bad close range either. I'm not sure that's 100% a bad thing except for the fact that the Allied factions don't have good long range infantry with the one exception being USF Paratroopers. I would have counted UKF Infantry Sections before they were nerfed to hell.
T0 HMG42s never should have been a thing. Really I don't think any faction should have been deploying HMGs T0 but this one was the worst because it was the best HMG in the game and making it available right off the bat was a hurr-durr move. It's worse now when you combine the superior preformance of Grenadier squads and the Pioneer sight range.
For some reason every other German infantry unit both for OKW and OST had to have a vehicle snare. This wouldn't annoy me if Ailled units had them but basically only Riflemen for USF had them and UKF had none until the Royal Engineer rework. Even doctrinal units didn't have hardly any snare options.
Panzer tactician never should have been a thing. It was perhaps the best example of a "get out of jail-free" card. Annyoing as it was, had it been limited to one or maybe two doctrines it wouldn't be as bad but it's on several and one comes with a Tiger tank. Already heavily armored units don't need that crap. I suppose you could try to make the same argument for the Churchill but that's one unit only and it was extremely slow.
Now for the Allies.
That Soviet 120 mortar is a bunch of crap. There is no reason why a crewed indirect fire weapon like that should be able to retreat with single model.
7 man Conscripts were over the top and were part of the reason Grenadiers were buffed creating problems elsewhere. This was unnecessary, it would have been better to give them a similar upgrade to Grens like a DP28 MG or a 3 SVT rifle upgrade similar to Panzerfusilers.
Lastly just random changes I hated:
I really hated the pop increases for units accross the board. This lead to smaller armies and just reduced the fun game play. This goes for both Axis & Allies.
Brits got overnerfed, basically everyone even admits it. So this leads me to my final thought; I don't know if it's because most players preferred German factions due to their cool looking infantry and cool heavy armor or if it was because there were only 2 German factions vs 3 Allied factions, or if it was because of balance issues in larger 3v3 and 4v4 game modes, but 1v1 Axis factions usually had the advantage and this is especially true with the western allied factions at this stage in the game's life cycle. |
In my opinion the safest thing to do generally seems to be going LT first then CPT later while skipping the light vehicle unlocks then doing your side techs/ambulance. This gives you access to an MG and AT gun to fend off Axis blobs and Panzer IV tank rushes.
But if you're going to compare LT to CPT and can only pick one, CPT is a safer bet. For starters, the CPT unit itself is better and more useful than the LT due to his abilities like supervise, on-me, where as the LT is basically like any other Riflemen sqaud but lacks an AT snare. Both have smoke grenades. Beyond that, the units the CPT tech tree unlocks are going to be more useful and less risky as well.
It's probably too late to make changes but I do feel like the LT should have gotten an AT snare. |
You have to swarm early with Grenadiers and MG42s. USF opening game sucks and it is easy to counter. Find the choke points and cut them off with MGs. The Pathfinder + Paratrooper + Jackson combo is tough to beat, in fact it's probably the only really viable strat for USF. The weakness is the early game. Paratroopers are a 3 CP unit so that gives you an early window to exploit. If they build Riflemen just counter with Grens and HMG42s, Riflemen do pretty poorly against those units and if they make Riflemen that's less Paratroopers they can call in. |
Yes Greyhound is completely useless. A CP4 unit (which might as well be an eternity to wait for) that isn't good a killing either infantry or vehicles. No match for a Puma. Not sure what it's supposed to do. |
This game is all about OST and OKW pure and simple. Most of the leftover player base prefers those two factions so most of the changes made the last few years are based around appealing to that player base and making those two factions the most fun while simultaneously being the least overall challenging.
That's why Brits have been nerfed into a laughably bad meme faction, USF has been pretty much a joke for most of the history of the game. It's why the the faction with the most and best AT available apparently "didn't have enough AT options" so they made the dual-schreks cheaper. It's why the Jackson was nerfed so that the bottom-tier medium tank for OST and OKW could more easily destroy it. It's why all Axis elite infantry are at CP2 or less (or are stock). It's why a 240MP 60 munitions unit outpreforms a 280, 120 munitions unit (and so does a doctrinal 270MP 90 munitions unit) that takes two expensive side techs to get it there. It's why a 260MP HMG that is the best in the game is available T0.
The balace 1v1 has been a joke. The only viable Allied faction has been Soviets but even they still have inferior units but have a better tech tree. |
Well maybe on the non-fight stat yes, but itself is actually a decent unit against OKW.
https://www.coh2.org/replay/110544/m8-greyhound-is-decent-unit-01
https://www.coh2.org/replay/110545/m8-greyhound-is-decent-unit-02
Truth to be told, any multiple LV spam will do against OKW....
Right, because OKW doesn't have overly buffed Raketenwehrfers. |
UKF and USF are both a mess but for the first time I think UKF is actually a lot worse. USF's only viable strategy and doctrine is to go Airborne and forego Riflemen all together and depend on Pathfinders and REs at the start of the game, tech to CPT for the AAHT. Riflemen don't counter Grens or Volks very well despite being much more expensive. Pathfinders aren't a great combat unit either but they give you the sight bonuses which helps you to counter all the cheap readily available units like HMG42s your opponents will have.
Teching to CPT works because it will give you access to the (nerfed of course) Packhowtizer and AAHT, both of which you'll need to counter blobbed Grens and Volks.
Later in the game you'll depend on Paratroopers and Jacksons.
It's literally the ONLY thing that isn't easily countered by OKW and OST. |
This seems like such a dumb unit that's a chore to use while having little effect. I do NOT understand why it is talked about so much or even used at all. I played it once a couple years ago and unless something has changed I don't know what else to say about it.
It's like an M20 with the speed, smoke despensers and upgradable armor skirts. But an M20 is way cheaper, available way sooner, and gives you a mine laying ability so much more useful.
It's got a 37mm gun like the Stuart which is lame so it's not really a vehicle killer like the Puma and doesn't have the armor of the Stuart so it's not that durable for the role anyway.
Doesn't seem like it's that good against infantry. It has a .50 but so does the way cheaper and more readily available M20. It has the cannister shot costs resources to use and unless I had bad RNG, seemed underwelming.
Why does |