COH3 is pretty good now, where are the players?
Posts: 1794
BUT i am still waiting >3 mins to get an auto match! Comon coh2bhoys, get your coh3 and come online.
Posts: 3031 | Subs: 3
Teamgame players want big tanks & explosions, not this light & medium tank spam
CoH3 is always Marder blob, Wirbelwind spam, P4 or P3 spam, Sherman & Hellcat spam, Crusader spam.... you name it. But apparently Relic's faction designers think that this is what teamgame players want, especially in 4v4
Posts: 956
Ehhh 3-4 mins for a match is nothing really, you can just alt-tab in the meanwhile.
USF is blobbing huge armies as usual (Rangers) and WM is kinda spamming the Artillery Officer + Coastals + Bunkers at the moment. Guastatori flamers are cooking up extra crispy Allies .
Posts: 2143 | Subs: 2
Team players like Dirty Finisher and Duffman feel like Coh3 is lacking too many mechanics. These are upper echelon players so their tastes may be different than 90% of the player base.
Aerafield is a top player and his complaint (see above) is the game feels like it peters out mid game. Its like playing Coh2 only to 15 minutes then stopping.
I state that Coh3 does not provide the necessary feedback to players, mechanics and sound.
LACK OF MECHANICS
Coh3 allows you to just blob. This is not engaging. This does not create exciting dynamic interplay. It does not "feel" as good to a player to A-Move a blob into another blob. The "good" play feedback comes from moving units tactically. Moving a squad or two here or there and moving another around to flank. This is the payoff our bodies enjoy. Blobbing does nothing for this. But most of the player base are not great players, so blobbing may be fine for them.
SOUND
The Coh3 sounds are lacking. A large portion of the player experience comes from the sounds. Each sound in Coh2 gives the player information. What unit caused the sound, was it successful, should I be worried, how close is it to my units, etc etc etc. Coh3 sounds seem to lack in this arena. Once again game feedback is the critical piece in a game.
MAPS
There are not enough maps. Some are pure cancer and you cant veto them. White Ball is the most played Coh2 map (ever?) and some people hate it. Some love it but will hate it after playing it 3 times in a row. Only having a couple 4v4 maps = dead game mode. If I had to play Lorch Assault every game I would uninstall Coh2 immediately.
GBPirate is trying to help out the community by having a mapping competition. Lets hope there are some great maps from that. And Relic (Mono) is hopefully still making maps so eventually the Coh3 map pool will be in good shape in a few months.
Posts: 7
Regarding COH3: After some training against AI (very hard & expert), we started playing against other players. Our winrate is 11% now against other players. We're done with the game. Of course we can invest many hours to master the details, but that's not worth it in our opinion. We read some forum-topics, tried new tactics, but always get beaten within minutes.
In our opinion COH3 is too punishing for the weaker players, compared to COH2. Once you're losing, you're done. Often the opponents were standing in front of our base after 10 - 15 minutes. With COH2 we really enjoyed the games where we managed to turn the tide. Sometimes with some luck on our side, sometimes by outclassing the opponent with adapted strategies. In COH3 we're just being slaughtered.
If too many newbies experience the same as we do, there won't be an influx of new players. I started playing COH2 again. Some toxic idiots, but overall I enjoy the game more.
Posts: 2272 | Subs: 1
Completely subjective ofc but I think the teamgame experience in CoH3 still isn't fun, that's the big problem, and teamgames are about >90% of the CoH2 online playerbase.
Teamgame players want big tanks & explosions, not this light & medium tank spam
CoH3 is always Marder blob, Wirbelwind spam, P4 or P3 spam, Sherman & Hellcat spam, Crusader spam.... you name it. But apparently Relic's faction designers think that this is what teamgame players want, especially in 4v4
command and conquer works like this and is successful
Posts: 3031 | Subs: 3
command and conquer works like this and is successful
So? We are playing CoH here, not C&C. CoH always has been about unit preservation and few units on the field, not "spam many units and just charge in" rock paper scissors style like C&C
It's like releasing a new Battlefield or CoD but now the only gamemode has building enabled because "it works and is successful in Fortnite"
The "big tanks big explosions" formula worked perfectly in CoH1 & 2 teamgames, and fiddling with this was a bad mistake
Posts: 1794
Completely subjective ofc but I think the teamgame experience in CoH3 still isn't fun, that's the big problem, and teamgames are about >90% of the CoH2 online playerbase.
Teamgame players want big tanks & explosions, not this light & medium tank spam
CoH3 is always Marder blob, Wirbelwind spam, P4 or P3 spam, Sherman & Hellcat spam, Crusader spam.... you name it. But apparently Relic's faction designers think that this is what teamgame players want, especially in 4v4
4v4 is bit weak because the fun maps are not many but we still have tiger and blackprince for late late heavy. some complaints of coh2 is because of heavy tanks stall, best of coh3 is no more >60 range AT just canceling out tanks.
there are also more big explosions in coh3 than coh2, because in part muni are plentiful now.
in terms of med tank spam, i hate 2v2 stuarts and crusaders, is lame because of how fast and impactful.
I think you can give 3v3 coh3 more a try.
What has actually changed that people are saying Coh3 is good now for team games? They finally fixed up the menu and added replays. It looks like a real game finally.
Team players like Dirty Finisher and Duffman feel like Coh3 is lacking too many mechanics. These are upper echelon players so their tastes may be different than 90% of the player base.
Aerafield is a top player and his complaint (see above) is the game feels like it peters out mid game. Its like playing Coh2 only to 15 minutes then stopping.
I state that Coh3 does not provide the necessary feedback to players, mechanics and sound.
LACK OF MECHANICS
Coh3 allows you to just blob. This is not engaging. This does not create exciting dynamic interplay. It does not "feel" as good to a player to A-Move a blob into another blob. The "good" play feedback comes from moving units tactically. Moving a squad or two here or there and moving another around to flank. This is the payoff our bodies enjoy. Blobbing does nothing for this. But most of the player base are not great players, so blobbing may be fine for them.
SOUND
The Coh3 sounds are lacking. A large portion of the player experience comes from the sounds. Each sound in Coh2 gives the player information. What unit caused the sound, was it successful, should I be worried, how close is it to my units, etc etc etc. Coh3 sounds seem to lack in this arena. Once again game feedback is the critical piece in a game.
MAPS
There are not enough maps. Some are pure cancer and you cant veto them. White Ball is the most played Coh2 map (ever?) and some people hate it. Some love it but will hate it after playing it 3 times in a row. Only having a couple 4v4 maps = dead game mode. If I had to play Lorch Assault every game I would uninstall Coh2 immediately.
GBPirate is trying to help out the community by having a mapping competition. Lets hope there are some great maps from that. And Relic (Mono) is hopefully still making maps so eventually the Coh3 map pool will be in good shape in a few months.
The interface and mini map are finally useful in coh3, yes that is a big part why it is pretty good now.
I dont think a blobbing is worse than coh2.
Posts: 1220
Posts: 293
no more fast stuka zu fuss, no more bs heavy tank destroyers, doctrinal panther and less arty spam in general.
Ah... But I do miss the reliable wipe machine that was CoH 2's Stuka zu Fuss.
Posts: 1794
Ah... But I do miss the reliable wipe machine that was CoH 2's Stuka zu Fuss.
i do not miss coh2 wipe machines, you need l33t reaction times to avoid those 2-3 hits.
coh3 has a more involved tank battles and infantry skirmish now.
i do miss the predictive/retreating grenade throws wipes.
Posts: 3031 | Subs: 3
some complaints of coh2 is because of heavy tanks stall, best of coh3 is no more >60 range AT just canceling out tanks.
Last monday when i was playing in the evening coh2 got 4000 players and coh3 3000 so that means last patch actually change something. For me game is really cool right now. 4v4 is way more funny than coh2 - no more fast stuka zu fuss, no more bs heavy tank destroyers, doctrinal panther and less arty spam in general. That's true people blob medium tanks but that's why late game is so good. Finally its not about boring tank destroyer spam where sherman or panzer means shit now we got normal tank battles.
As I mentioned in the past, I think the "superheavy" tanks in CoH2 (ISU-152, Elefant, JT and maybe KT), those were BAD for the gameplay. They were frustrating af to play against or borderline unbeatable if you picked the wrong doc. And CoH2's tank destroyers needed to be buffed to insane levels in order to keep superheavies in check, and then those TDs made mediums and heavy tanks almost useless. I don't want that to return in CoH3.
However CoH3 needs way more beefy spearhead units like the Croc or Pershing and way more specialists like the Archer and Nashorn. I'll put my more detailed post from the CoH3 server on here too
At least this got acknowledged by the devs soon after as well:
https://www.twitch.tv/videos/1995945987?t=00h50m30s
Posts: 293
i do not miss coh2 wipe machines, you need l33t reaction times to avoid those 2-3 hits.
coh3 has a more involved tank battles and infantry skirmish now.
i do miss the predictive/retreating grenade throws wipes.
Yep, fair enough. The game seems to have a bit less lethality in it, by design.
Posts: 682
Yep, fair enough. The game seems to have a bit less lethality in it, by design.
coh1 was similar in this aspect, at least on retreat. Units took less damage while retreating so explosions weren't as likely to wipe units (coh2 only had a RA bonus). You could hear a 105 or Hummel fire and predictively retreat. Getting shotgunned by a katy or calliope or a werfer and you reacting wasn't ever going to be fast enough to prevent wipes was something that was hard to swallow, so I prefer the damage reduction's return. More so than ever now that I'm in my 40s and I'm slower that I've ever been!
Posts: 1220
However CoH3 needs way more beefy spearhead units like the Croc or Pershing and way more specialists like the Archer and Nashorn. I'll put my more detailed post from the CoH3 server on here too
Yeah i can agree with that.
Posts: 293
You could hear a 105 or Hummel fire and predictively retreat.
Haha I have boomer reactions as well these days, I forgot about the Hummel. Now you've gone and made me nostalgic for COH 1's sound too!
Posts: 17914 | Subs: 8
So? We are playing CoH here, not C&C. CoH always has been about unit preservation and few units on the field, not "spam many units and just charge in" rock paper scissors style like C&C
It's like releasing a new Battlefield or CoD but now the only gamemode has building enabled because "it works and is successful in Fortnite"
The "big tanks big explosions" formula worked perfectly in CoH1 & 2 teamgames, and fiddling with this was a bad mistake
Yes, about unit preservation and few units on the field.
Not about big tanks and big explosions.
CoH2 late game tankspam and arty fest were utter cancer and I hope it will never re-emerges.
CoH3 mid-game heavy focus is awesome for pacing and variety.
Posts: 713 | Subs: 2
Yes, about unit preservation and few units on the field.
Not about big tanks and big explosions.
CoH2 late game tankspam and arty fest were utter cancer and I hope it will never re-emerges.
CoH3 mid-game heavy focus is awesome for pacing and variety.
I think you need to differentiate between what us enlightened CoH consumers enjoy vs what the general public enjoys.
Posts: 1515
So what did Relic big brains do? Light and medium tank spam. Heavy tanks super expensive. VP tickrate fast as f*** boy. Poor sound design on explosions. Explosion effects are also ... poor.
They also reworked tank ranges from 40-60 to 40-50. So now you have a Hellcat TANK DESTROYER that can't destroy tanks as it only "outranges" medium tanks by 5 range. And has low armor and HP. And they also made this silly change that tanks accelerating from a standstill, will accelerate instantly to 100% velocity. So it's looks like the Re-Volt game from 1990s. Also makes the 5 range advantage void.
Games last shorter. Are more dull and boring and revolve around the same old medium tank spam. Or light tank spam for fast victories.
If they made CoH3 heavies like CoH2, with the exception of 72.5 sight range KT. And if the tanks like ele, jagd, ISU152 actually had flaws, unlike CoH2 where they were without a single vulnerability (well, unless you're retarded and assault with them going first)... it would have been a better game and more people would play it. CoH is a game with the focus on teamgames. Not 1v1. 1v1 is for the e-sport type games
Posts: 1794
What Aerafield said. People complained about heavy tanks (mostly super heavy) in CoH2. And with good reason. 70 range 400 penetration tanks with 400 armour. On maps which are lane-y as f***, was not a good experience. ISU152 was at least somewhat nerfed with the HE shells range.
So what did Relic big brains do? Light and medium tank spam. Heavy tanks super expensive. VP tickrate fast as f*** boy. Poor sound design on explosions. Explosion effects are also ... poor.
They also reworked tank ranges from 40-60 to 40-50. So now you have a Hellcat TANK DESTROYER that can't destroy tanks as it only "outranges" medium tanks by 5 range. And has low armor and HP. And they also made this silly change that tanks accelerating from a standstill, will accelerate instantly to 100% velocity. So it's looks like the Re-Volt game from 1990s. Also makes the 5 range advantage void.
Games last shorter. Are more dull and boring and revolve around the same old medium tank spam. Or light tank spam for fast victories.
If they made CoH3 heavies like CoH2, with the exception of 72.5 sight range KT. And if the tanks like ele, jagd, ISU152 actually had flaws, unlike CoH2 where they were without a single vulnerability (well, unless you're retarded and assault with them going first)... it would have been a better game and more people would play it. CoH is a game with the focus on teamgames. Not 1v1. 1v1 is for the e-sport type games
i played coh3 a lot this week. i think it is fine now, the med tank "problem" is not anymore or any worse than you think.
give it another run, play 2v2 or 3v3. it is good now
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