+1 to Rosbone's post, sums it all up really.
COH2 did used to be a mess, and took quite some adjusting before we got to where we are today. Theoretically, in coh3 if counter blob abilities can be buffed, forward healing and TTK tweaked, it might start to feel a more enjoyable game.
Fair point from Hannibal, I wonder if its ever been considered to have slightly tweaked abilities for AI skirmish Vs MP modes, its probably too complicated to implement, but would be cool if you could keep all the big boom stronmg abilities for casual players, but have them much toned down and balanced for MP.
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Post History of Brick Top
Thread: What keeps you from enjoying coh3?14 May 2024, 08:43 AM
In: COH3 Central |
Thread: Other infantry viable?15 Apr 2024, 10:45 AM
I like a PG with camo, acting like storms near a point, wait until single enemy unit has almost finished decapping (their attention will be elsewhere), then bundled nade out of camo. More instantly devastating and easier to use than storms imo. Its also not entirely uncommon to see good players occasionally do MG42 spam to shut down half the map early on. |
Thread: What keeps you from enjoying coh3?13 Apr 2024, 17:53 PM
I think they dumbed the game down in an attempt to make it more appealing to more people / more accessible. COH2, and COH1 was hard to learn. I think the strong communities in these games with high skill ceilings, find COH3 bland. Its less of a challenge while also harder to pull off really brilliant plays against your opponent. So it just feels boring to play by comparison to COH2 In: COH3 Central |
Thread: Returning player struggling13 Mar 2024, 11:15 AM
Bit of a late reply but, generally against assault troops, I think its good to spam mainlines and blob up, so you can do good damage to them from afar, make sure to not get cut off on retreat by them, try prevent that happening to your team mate also and retreat if they get ontop of you with too much health in tact. If they are charging right upto you, you can even throw a molotov into their path, which may force them to go around and waste time/DPS. And then yes probably guards are going to help you boost your DPS, while providing a soft counter to the inevitable 222. MGs are dangerous due to risk of being flanked and slower to retreat and Ass grens have nades that hard counter them. If you went T1, a scout car is always useful to kite them with, you may get the chance to chase and wipe (with a flamer), also if they do have an MG42, they have less snares, so M3 might have more freedom. |
Thread: Surge in map hacks?16 Jan 2024, 12:35 PM
If its obvious, send it anyway. In: COH2 Gameplay |
Thread: Is it worth returning to COH2?16 Jan 2024, 12:28 PM
Absolutley, COH2 2v2 is alive and well. COH2 just seems livlier, faster paced, yet longer and closer fought matches. COH3 feels like it will never achive that feeling. In: COH2 Gameplay |
Thread: COH3 is pretty good now, where are the players?16 Jan 2024, 12:24 PM
I think a lot of that is down to the theatre. Italy/Africa just isnt as suited to the classic formula of COH. Relic sent out that questioaire at the beginning of developing coh3. "where do you want the game to go etc" I feel they didnt really have any solid good ideas of what to do with the game, other than elevation which is the only true innovation. They just forced a game out knowing it would sell anyway. In: COH3 Central |
Thread: Is it impossible to consider another COH2 patch?21 Sep 2023, 17:05 PM
Ha! Well with coh3 floundering and coh2's popularity if anything surging, they are probably too embarrased to reinforce / highlight this fact. In: COH2 Balance |
Thread: Is it impossible to consider another COH2 patch?13 Sep 2023, 15:30 PM
Fair enough, thats understandable. I think i was under the impression that the last few patches were almost independant of Relic. In: COH2 Balance |
Thread: Ostheer against USF needs help! 12 Sep 2023, 18:06 PM
Armour is not efficient vs airborne, they will have AT wall and then later jackson and rocket planes. You need LMG blob, but this of course is hampered by their scotts giving them the win. To counter the Scotts, I recomend 3 paks with a command tank with scopes. The command tank will help make your LMG blob and the paks a bit more survivable, but also give the scope vision to 1 burst snipe scotts. Obviously dont sit them still, they will get long range barraged by scotts. Pull them right back, bait with your LMG grens and move the paks into position to hopefully snipe a scott, then pull them back right away. Pwerfer also a good unit to help vs the paths as USF wont have many units to dive it. Basically fuel units that stay off the front line, but contribute to sucesss. Scotts did have their range nerfed, so they often come in closer to deal nasty damage, and this is where you can snipe them with paks. |
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