Like paths maybe not overpowered in teamgames, yet, they are still the meta.
They are beatable yes, but they are still way too cost effective then they should be. They trade well with any early game inf, if you play them right (tho highly depends on who you are playing against).
Its basically the same with DAK m13 spam. Its not overpowered, if you know its coming and have experience fighting it. But you still have very small room for mistakes against it and while you are might be winning engagements, enemy is taking much less punishment then he would in any other situation.
Not to mention that main problem with paths, is the build itself, not the unit. They are super oppressive early, and because if the low cost USF can either go fast MG\Sniper later to be backed up by multiple zook paras and stale until tanks.
DAK is having less problems with paths early, if they go for x2 flame pios x2 bers for instance early or even try to rush flame 250 (but if there is competent UKF in the team he most likely will save USF player from it).
But wehr really struggles against paths opening imo. Since you cant really rely on your inf, while all your support tools always will be either smoked or spotted via flares. MP40 might be a good option, but since you can see enemy commanders strate off the bat, you don't even have a surprise factor.
What I don't get as it is right now in this argument is how 9-10k players is bad result?
Game is basically have close to zero content and pretty fked up balance, yet it maintains player base bigger then CoH2 after all these years, meaning that more people are playing it.
CoH2 on release had peak of 21k players, then lowered to 7k in one month, after another month it went to 4-5k. After all changes stable online became around 7-8k players daily, after release of CoH3 it dropped to 5k peak.
CoH1 before release of CoH2 maintained around 5k players, after CoH2 release it dropped to 3k, slowly declining as CoH2 updates started to roll out.
Now CoH3 had 31k peak, now its 9k daily, so you can assume another bunch of people will stop playing until the next big patches\updates. So why CoH3 player base dropping is something special all of a sudden?
And since a lot of people are fans of "DoW3 incident". DoW3 had 25k on release, lowered to 4k in 1 month, next month lowered to 1.5k players. So yeah, CoH3 is no where near.
Funny enough, most of these types of icons are basically 3D model loaded into any 3D software and rendered in full white, then in programs like Photoshop black outline is added ... and its done. No skills required what so ever. But its Relic.
Honestly out-side of 1v1 and 2v2, MP40 grens besides super early power-spike still fall off pretty badly. In smaller gamemodes they are a bit more viable, since its possible to pick favourable engagements.
I kinda get the concept of grens being just purely a meat-shield before you transfer them into PGs\Jaegers but this concept is honestly dumb, it was bad for soviets already.
Would rather see them as a cons, via vet, where they start off being weaker, but with vet becoming actually useful units. I still feel like, grens should be viable and at least some sort of threat and not complete push-over.
This is a bug (I guess) and it happens with MGs in any garrison from any arty, not only from breach.
I've witnessed it dozens of time already, especially when I play UKF, since they have shit ton of call-in arty.
If MG is in garrison and being hit by pretty much any call-in arty, gun itself will be destroyed like 99% of the time, making MG crew just retreat off the map.
No wonder you're struggling with DAK if you take such horrendous engagements and under-estimate CA. You can simply go Pgren ---> Pgren ---> 250 at the beginning. With flamerpio - 250 + double CA pgrens at min 4 you can do an extremely oppressive push that is only stoppable right now if you play vs a USF player that rushed riflemen nades... which means he went riflemen and they kinda suck in teamgames atm.
So to rephrase it, DAK is having early powerspike, which on its own possible because enemy don't have counters to it. For me this is called struggling, because this is CoH2 all over again, where you are forced to play in one particular way in order to have your ground. And its not similar to a wehr situation, where other options are still alright, but Luft was just the strongest of them therefore always picked.
As for counters, idk, UKF can have IS+IS+rifle nades or Dingo+IS+rifle nades. Dingo is destroying 250 super hard and getting nades early isnt hurting UK economy over-all. While PGs under CA is a bit stronger, green to green cover its still a long stalemate. Not to mention that boys are bugged vs LVs right now.
First of all which mode are you playing? If 1v1 then you're probably right and you can dismiss what I'm saying, if not then most of what you're saying is complete rubbish I'm sorry
All of them. Mostly teamgames. What you are saying, sounds more like you are either playing a pre-mades or against noobs honestly. All you are talking about, is basically dragging the game into a late mid or late game or basically out-playing your opponent, which competent allied player wont allow you to do or at least he will be snowballing like crazy. We already got this "gitgud and rush this particular green cover on this particular map" approach in balancing CoH2, thank you very much.
Pathfinders are literally the 3-man Scout squad with one extra soldier, the utility package and a rifle-nade. They lose hard vs charging DAK Pgrens and they are also pretty much defenseless vs Grenadiers + Sniper support. Yeah they give you a lot of map control in the first 5min but then they fall apart like wet paper, unless you're fighting vs a clueless opponent who just builds 2 MGs + grens and hopes for the best
By the time US player have 4 paths, you have 1 PG, 1 ST and 250. I fail to see how you will be charging 4 or even 3 paths with your PGs. As for gren sniper, nothing stops US player to either use their own sniper (since going paths with T1 is pointless) or just use vet 1 ability to catch sniper. On top of that, US player will for sure just be sitting somewhere doing nothing, letting Wehr player get grens and sniper out.
What LV are we talking about here? The Flakvierling is on par with the quad flak and zook paras can be easily avoided by a mobile suppression platform if you give it some sight.
If we consider that you are not playing against an idiot, you most likely wont win early engagements before your flak HT. Zooks here are simply to zone you out, not letting you use flak aggressively.
The 76mm sherman is the one single thing that US got going for them that could be called overpowered, but it's very expensive hence arriving at a very late stage of the game and it forces you to go 1 specific support center.
How is it expensive? Not only you are not forced to pick it before your first sherman, if you do, it arrives minute or two later then wehr P4.
DAK Pgrens with CA beat tommies under pretty much all circumstances
Like you will be fighting 1 un-upgraded tommie under CA early game.
While Italian CA is arguably the best DAK doctrine at the moment, saying that the faction is "on life support" without it is complete BS. Pgrens with CA have the best stats across all mainline inf squads (and in 2v2-4v4 it's certainly not hard to park a 250 or flakvierling near your grens), they have a non-doctrinal nuke heavy mortar, a dirt-cheap 90 meters scout vehicle and most importantly: The ridiculously strong Armory upgrades that turn your tanks into the best of the game
No-one cares about CA or how their armor becomes the best one in the game, if competent allied players just let you win early game, because you are at constant disadvantage via units on the field.
What paths need is price increase. They are dirty cheap, they should at least cost around 230-240, considering how they can just overwhelm you in early game and 2 of them can fight pretty much any set-up early into the game by sheer numbers.
By the time you can field light vehicle, unless enemy gave up fighting completely, you already can have zook paras. And because you skip T1, you can just go for quad-mount or howi M5, via mech support (which is meta).
*Also rifle nade should be nerfed for both tommies and pathfinders, because it feels like its much more powerful then a regular nade.
*76mm sherman is also just insane. Its probably should be more AT orientated tank, possibly even separately build, ones unlocked. Or be a free upgrade for shermans.
*UK tommies at very least, need a price increase from 260 to around 270-280 MP, since they are by far the best infantry in the game.
*Wehr should require to have T2a or b, to get access to T3. Right now, even with price increase they can get P4 faster then any other faction, especially considering that you can pretty much have no fuel expenses what so ever, besides maybe going for Luftwaffe combat group, which is still insanely cost effective. This is especially true, because they are basically the only faction in the game, which can get their healing without spending any fuel, so you are always at least 20 or so fuel ahead of your enemy.
*DAK is all over the place right now. Basically whole faction is on life support by Italian combined arms battle group.
Gustatori have 40mp reinforce cost, US sniper obliterates DAK manpower and DAK already has massive MP shortages as all their upgrades are very MP expensive, mainline costs 300 or 320 and does not live up to its cost.
Against DAK, Rifles are perfectly fine and perform accordingly to their cost, its when LVs show up when US starts to struggle if no AT is present.
Well Guastatori reinforcement cost is justified, since they can pretty much 1v2 even without flamers, as for DAK PGs they just blows, I myself just gave up on them, better to just spend additional 20MP and use Bersaliery, since at least they have normal long range damage, free upgrades and can use their utility sprint.
Sniper spam is a problem for both US\Wehr, every time I face try hards either US ones of Wehr ones, the all go for double sniper, tho requires a teammate with a braincells.
As for AT, US meta is mech support center, since 76mm sherman is basically a mini tiger but also it allows you to just get yourself muni free M5 with a howi at 5 min mark to fight pretty much any LV. So if US is stuggling against LVs, its not a faction but a player problem.
Point here, if there is balance patch, then it should address all cheesing at the same time, because basically right now cheese is countering other cheese.
So in team games you need a USF for their AA but then have to offset their poor presence that Riflemen provide compared to other mainline infantry.
They look poor, only because infantry sections are overpowered AF. Grenadiers perform worst then rifles and cost more, PGs cost ridiculous 300 MP and cant even 1v1 rifles\tommies most of the time, before you pump 300MP worth of upgrades and 100 muni LMG.
If DAK wasn't abusing bersaliery\guastatori and wehr wasn't going luft 99% of the time, rifles would be fine.