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.
Spamming Pathfinders
25 Mar 2023, 09:43 AM
#21
Posts: 1116 | Subs: 1
26 Mar 2023, 04:09 AM
#22
Posts: 309 | Subs: 1
Most people don't seem to understand what makes Airbourne so op. It is not the paths on their own. Paths are incredibly strong because they don't cost much but are enough to hold the line and have tons of utility. But the real problem is the synergy in that BG. Everything leads to the next step. Paths, Sniper (already extremly good synergy because of the sight), into paras (against vehicles, which would naturally be the counter to snuper/paths) and into the Quad (which just comes way too early and shreds any LV that might sneak past your paras). It is the whole package which is problematic, not only the Pathfinders.
And please, nerf the stupid sniper. Whoever thought buffing the US sniper was necessary, deserves a bricking...
And please, nerf the stupid sniper. Whoever thought buffing the US sniper was necessary, deserves a bricking...
26 Mar 2023, 11:38 AM
#23
Posts: 213
And please, nerf the stupid sniper. Whoever thought buffing the US sniper was necessary, deserves a bricking...
+1
Broken call-ins, awful mainline inf balance (Grens are shit, Pgrens too expensive, Rifle require too much investment), Tiger call-in without fuel cost, similar units performe differently (USF sniper being better than wehr sniper for no reason, usf aa halftrack being way better than other aa vehicles for no reason), abilities without costs, double flamer unit (member penals), shreck blob (member volks), etc etc.
Its like nobody learned anything from the last 10 years coh2. The devs, who are resposible for mp balance, are either clueless or have some major learning resistance
26 Mar 2023, 12:18 PM
#24
Posts: 2115 | Subs: 1
+1
Broken call-ins, awful mainline inf balance (Grens are shit, Pgrens too expensive, Rifle require too much investment), Tiger call-in without fuel cost, similar units performe differently (USF sniper being better than wehr sniper for no reason, usf aa halftrack being way better than other aa vehicles for no reason), abilities without costs, double flamer unit (member penals), shreck blob (member volks), etc etc.
Its like nobody learned anything from the last 10 years coh2. The devs, who are resposible for mp balance, are either clueless or have some major learning resistance
tiger call-in without fuel cost? where?
26 Mar 2023, 12:23 PM
#25
Posts: 213
tiger call-in without fuel cost? where?
CoH3 Hot Fix 1.0.1 - February 24, 2023 @here @CoH 3
Please continue to submit Bug Splat/Crash reports, as a developer will read every single report, it provides us with much-needed information for us to resolve issues swiftly. We plan to have another hotfix on Monday, February 27th, patch 1.0.2, which is focused on three major issues with stability.
Stability
Fixed a crash when players ended a turn in the Dynamic Campaign Map.
Gameplay
Afrikakorps Armored Reserves Deployment Upgrade cost from 150 Manpower and 50 Fuel to 200 Manpower and 150 Fuel.
Afrikakorps call-in Costs increased for Assault Groups to 600 Manpower, and 80 Fuel.
Afrikakorps Tiger cost from 900 Manpower to 800 Manpower and 180 Fuel.
Increasing the build time of Afrikakorps Panzergrenadier Squad from 13 to 25 seconds.
Fixed an issue where American AI overused recovery vehicles if they took the Armored Battlegroup.
They changed it pretty fast. But even the idea to make the same shit like old tiger ace is mind boggling
26 Mar 2023, 13:13 PM
#26
Posts: 1379
They changed it pretty fast. But even the idea to make the same shit like old tiger ace is mind boggling
They murdilated the Tiger. Someone please tell me if the Tiger is OP in 1v1 because I sure as hell hardly saw it in an even 4v4 game. Just have no idea where the fuck DAK is supposed to get the fuel and manpower for a Tiger when they're fighting to survive with their Panzer 3 that costs almost the exact same as a Panzer 4 and gets shit on by Sherman 76. Of all the balance cchanges so far, I still think that one is probably the stupidest.
DAK is not a faction that swims in manpower. 980 manpower is not cheap. The cost to even tech to the Tiger is not cheap.
I would have rathered something actually *more* like the Tiger Ace, such as a fuel cost over time plus you can only call in one, over giving it such a massive fuel cost. Idk, I guess I'm not "pro" enough to get it.
28 Mar 2023, 10:26 AM
#27
Posts: 309 | Subs: 1
+1
Broken call-ins, awful mainline inf balance (Grens are shit, Pgrens too expensive, Rifle require too much investment), Tiger call-in without fuel cost, similar units performe differently (USF sniper being better than wehr sniper for no reason, usf aa halftrack being way better than other aa vehicles for no reason), abilities without costs, double flamer unit (member penals), shreck blob (member volks), etc etc.
Its like nobody learned anything from the last 10 years coh2. The devs, who are resposible for mp balance, are either clueless or have some major learning resistance
Don't forget call-ins without teching (which they more or less completely removed in coh 2 but now it's back!). Or forward reinforcement even better than before (where they nerfed forward reinforce times quite heavily). Like they have all the knowledge, but they choose to ignore it...
28 Mar 2023, 20:07 PM
#28
Posts: 3032 | Subs: 3
I think it's safe to say that Pathfinders along with USF is dead in teamgames now, at least for a while
29 Mar 2023, 21:45 PM
#29
Posts: 1954
I think it's safe to say that Pathfinders along with USF is dead in teamgames now, at least for a while
It would be interesting to see where Relic is getting their balance info. Even after the last balance patch, USF didn't seem very competitive overall and crutched on Pathfinders way too much.
I think most people go Airborne because the upgrade costs for riflemen are nuts.
Infantry Support Center fuel costs 15+15+50+80
Grenades 25
Bars 40
So you spend 220 fuel to get something that has no good AT and still isn't as good a group of Jaegers or Bersas. Neither DAK nor Wehr has to pay fuel for their infantry upgrades, other than the veterancy upgrades. COH1 showed just how bad purchased veterancy was, yet somehow Relic brought it back in COH3.
Other commanders:
Spec Ops - 3 cp's to get commandoes that are about as good as Bersa's? That's really late for a mainline replacement.
6 cp's to get AT gun and MG drop? Yes, I know it gives some fuel, but the value of that is questionable and it makes it too late to be viable as a T3 replacement.
Whizbang is a joke, less range than an AT gun.
Mechanized - 11-12 CP (depending on options) for an Easy 8 that isn't much better than a P4? For 12 CP, Wehr gets Raid, the 8 Rad, and a Panther. Which of those sounds better?
Scott has no range and shoots marshmellows, while coming out at 4 cp's at the earliest.
War machine is great for comp stomps, but in an real game you've already lost to 8 Rads or Carro's.
30 Mar 2023, 15:02 PM
#30
Posts: 13496 | Subs: 1
It would be interesting to see where Relic is getting their balance info. Even after the last balance patch, USF didn't seem very competitive overall and crutched on Pathfinders way too much.
I think most people go Airborne because the upgrade costs for riflemen are nuts.
Infantry Support Center fuel costs 15+15+50+80
Grenades 25
Bars 40
So you spend 220 fuel to get something that has no good AT and still isn't as good a group of Jaegers or Bersas. Neither DAK nor Wehr has to pay fuel for their infantry upgrades, other than the veterancy upgrades. COH1 showed just how bad purchased veterancy was, yet somehow Relic brought it back in COH3.
Other commanders:
Spec Ops - 3 cp's to get commandoes that are about as good as Bersa's? That's really late for a mainline replacement.
6 cp's to get AT gun and MG drop? Yes, I know it gives some fuel, but the value of that is questionable and it makes it too late to be viable as a T3 replacement.
Whizbang is a joke, less range than an AT gun.
Mechanized - 11-12 CP (depending on options) for an Easy 8 that isn't much better than a P4? For 12 CP, Wehr gets Raid, the 8 Rad, and a Panther. Which of those sounds better?
Scott has no range and shoots marshmellows, while coming out at 4 cp's at the earliest.
War machine is great for comp stomps, but in an real game you've already lost to 8 Rads or Carro's.
Imo the design of having to choose between upgrades for infatry or vehicles is good, since investing resources should also be imo a strategic decision.
If there a need for balancing thing that might require more changes to the other factions and less in US.
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