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i have to say all coh3 game designer are trash

6 Jan 2025, 20:12 PM
#21
avatar of aerafield

Posts: 3041 | Subs: 3



https://coh3stats.com/players/136286/FreeWilly

is this your player card??
my friend, maybe you should test your IQ first, Intellectual disabilities can apply for subsidies


It's so ironic that you use the playercard argument.

In CoH2 you never posted your playercard because you were a low ELO OKW-only player who struggled to hold his 50% winrate.

.... And in CoH3 you now have 70% wr because the game was made for bad players
9 Jan 2025, 13:58 PM
#22
avatar of shinasukac

Posts: 115



It's so ironic that you use the playercard argument.

In CoH2 you never posted your playercard because you were a low ELO OKW-only player who struggled to hold his 50% winrate.

.... And in CoH3 you now have 70% wr because the game was made for bad players


in coh2 my best elo is still 7th

and i still posted a topic pathfinder and howitzer is too OP when no one realize it

after months people find im right


https://www.coh2.org/topic/110776/nerf-the-fking-pathfinder-and-howitzer
9 Jan 2025, 14:02 PM
#23
avatar of shinasukac

Posts: 115



It's so ironic that you use the playercard argument.

In CoH2 you never posted your playercard because you were a low ELO OKW-only player who struggled to hold his 50% winrate.

.... And in CoH3 you now have 70% wr because the game was made for bad players


if you dont know how imbalance coh3 is , see my video

https://www.bilibili.com/video/BV1TnrCYCEXJ/

in this match , my whole time is dodge the fking ally plane
9 Jan 2025, 15:09 PM
#24
avatar of aerafield

Posts: 3041 | Subs: 3



if you dont know how imbalance coh3 is , see my video

https://www.bilibili.com/video/BV1TnrCYCEXJ/

in this match , my whole time is dodge the fking ally plane


I honestly don't care about what faction is more OP right now, the rancid degenerate cheese spam exists on both sides.

But here's the thing: In CoH1 and CoH2, you actually needed to be good at videogames in order to execute most of the "abuse" meta strats.

In CoH3, every moron with more than one braincell can play the abuse meta. Because it doesn't require a lot of micro or game awareness at all.

"But but but in CoH2 there was USF pathfinders or cheesy spam from all other factions too!!"... which is true, but you actually needed to try really hard to beat an opponent who was actually GOOD as well.



In CoH3, top level meta gameplay is literally the battle of the 10 clicks per minute apes who were stuck at ELO-hell in previous CoH games, and who now found a strategy that requires almost no effort with high reward. It's like old CoH2 volksschreck blobs or 2015 brits emplacement spam but now on all factions kind of 0 effort strategies
11 Jan 2025, 00:21 AM
#25
avatar of NigelBallsworth

Posts: 273

I'm glad somebody said it and the team game stats don't lie. The game favors Axis in most ways and doesn't so much reward good gameplay and sound strategy as it does identifying the meme units and exploiting them. As a Allied main, I find that mistakes are harshly punished and there is almost no point in fielding a well-balanced force using good tactics. You'll get steamrolled anyway by whatever the thing is now; a million little flamethrower tanks, PG spam, MG spam, radar trucks the enable the easy bombarding of any emplacements, flakvierlings, neverending bunker walls that cost next to nothing and require more than one satchel to destroy...not to mention numerous mechanisms to cripple resource gathering from the beginning of the game. Add to that maps that lend themselves to camping and the creation of easy chokepoints, and Axis have an even easier time. To add insult to injury, these idiots have the nerve to think they're actually good. Finally, you can't quit now without being penalized even though it's very often a foregone conclusion at some point and your team refuses to surrender. And then Axis whiners have the balls to complain about Rangers. Are they strong ? They sure are. Do I love using them for that reason ? Fucking right I do. It feels good to have at least a few units that can fight back effectively. If you're complaining that you're having a hard time as Axis in team games, you must be worse than bad, as everything is stacked in your favour.
11 Jan 2025, 21:08 PM
#26
avatar of donofsandiego

Posts: 1386

i *am* worse than bad
12 Jan 2025, 07:50 AM
#27
avatar of Grumpy

Posts: 1958

The "trash" game design that caused the OP to lose about 300 ELO was a small buff to the US MG suppression. It's still not great, nor as good as the MG42, but it isn't completely worthless like it was before the patch. The OP now needs slightly bigger blobs to A-move through US mg's.

At 1600+ ELO's, four US players have a win percentage of 33%. It goes up to an average of 44% when there are Brit's in the mix.

Most of the time the TTK is really long compared to COH2. It isn't like COH2 where you could look at the other part of the map for a second and lose units. The exception to that is a couple of the off-map abilities. DAK has the COH3 versions of artillery cover, zeroing, and the stuka loiter. In 4v4's, better players will coordinate their off-maps and delete all of the units in a large area. In comparison, the US has a couple of hard hitting off-maps that will really do some damage if it takes you more than six seconds to respond to the smoke.

PS - true to Relic's form, US rifles are still overtuned so US is a good 1v1 faction.
12 Jan 2025, 23:30 PM
#28
avatar of NigelBallsworth

Posts: 273

jump backJump back to quoted post12 Jan 2025, 07:50 AMGrumpy
The "trash" game design that caused the OP to lose about 300 ELO was a small buff to the US MG suppression. It's still not great, nor as good as the MG42, but it isn't completely worthless like it was before the patch. The OP now needs slightly bigger blobs to A-move through US mg's.

At 1600+ ELO's, four US players have a win percentage of 33%. It goes up to an average of 44% when there are Brit's in the mix.

Most of the time the TTK is really long compared to COH2. It isn't like COH2 where you could look at the other part of the map for a second and lose units. The exception to that is a couple of the off-map abilities. DAK has the COH3 versions of artillery cover, zeroing, and the stuka loiter. In 4v4's, better players will coordinate their off-maps and delete all of the units in a large area. In comparison, the US has a couple of hard hitting off-maps that will really do some damage if it takes you more than six seconds to respond to the smoke.

PS - true to Relic's form, US rifles are still overtuned so US is a good 1v1 faction.


those stats tell the tale...
1 Feb 2025, 15:19 PM
#29
avatar of mediev

Posts: 95

jump backJump back to quoted post12 Jan 2025, 07:50 AMGrumpy
The "trash" game design that caused the OP to lose about 300 ELO was a small buff to the US MG suppression. It's still not great, nor as good as the MG42, but it isn't completely worthless like it was before the patch. The OP now needs slightly bigger blobs to A-move through US mg's.

At 1600+ ELO's, four US players have a win percentage of 33%. It goes up to an average of 44% when there are Brit's in the mix.

Most of the time the TTK is really long compared to COH2. It isn't like COH2 where you could look at the other part of the map for a second and lose units. The exception to that is a couple of the off-map abilities. DAK has the COH3 versions of artillery cover, zeroing, and the stuka loiter. In 4v4's, better players will coordinate their off-maps and delete all of the units in a large area. In comparison, the US has a couple of hard hitting off-maps that will really do some damage if it takes you more than six seconds to respond to the smoke.

PS - true to Relic's form, US rifles are still overtuned so US is a good 1v1 faction.


The thing that REALLY makes my blood boil about this is that Relic keeps insisting that USF should be the faction based around mobility and maneuver, when in reality, they were exactly the opposite. Why does the USF not have non-doctrinal arty? They fired the most shells and dropped the most bombs out of any nation in the actual war, but for some reason, they just can´t get decent firepower in CoH2 or CoH3.

Another problem is that this asymmetric design is inherently impossible to balance. The USF can win early in 1v1, but they get their asses kicked everywhere else, just like in CoH2. I hoped that Relic would have learned their lesson from that game. Instead, we got another barely competitive USF faction with a grand total of ONE viable strat for team games (Ranger blobs). It is just so annoying to get your opponent to 50 points in 2v2, only to encounter a Tiger and realize the game is over.

Want to fix the USF faction for team games? Give them the Priest SPG in their T3 building. If not the Priest, make the M1 howitzer non-dotrinal and put it in T3. Maybe a strong artillery call in for the Captain or the Scouts. The USF roster already has ways to deal with heavy armor, but the blobs and team weapon spam from the Axis in addition to that heavy armor are just too much.

Btw, I do not think that USF Riflemen are overtuned. In low-mid ELO, where most players play, I usually have no issues dealing with them as the Axis.
1 Feb 2025, 22:26 PM
#30
avatar of aerafield

Posts: 3041 | Subs: 3

jump backJump back to quoted post1 Feb 2025, 15:19 PMmediev



Another problem is that this asymmetric design is inherently impossible to balance. The USF can win early in 1v1, but they get their asses kicked everywhere else



This is because it seems like the CoH3 game designers spent all their ressources on 1v1 and didn't spend one day thinking about teamgames. The whole USF faction is a perfect example for this as you realized, the entire unit roster clearly was designed by someone who never played a single CoH teamgame match in his life. The DLC Ranger Battlegroup 10 months after release was merely a slapdash fix for this problem.

For some insane reason, they were under the impression that 1v1 is the most important mode in CoH when in reality 90+% of the playerbase doesn't give a single shit about it
2 Feb 2025, 14:19 PM
#31
avatar of Rosbone

Posts: 2155 | Subs: 2

For some insane reason, they were under the impression that 1v1 is the most important mode in CoH when in reality 90+% of the playerbase doesn't give a single shit about it

This makes me sad. I said early on that 1v1 will probably be good with DevM on staff. Tarnation was mainly 2v2 so I hoped his knowledge would creep in. Marco was before my time.

But I said Relic needs input from players like Aerafield and Sturmpanther so that 4v4 can be successful.

It made sense to focus on 1v1. 4v4 players are usually easier to please. But each mode has such a different play style that you really need people from each.

1V1
This mode has many engagements with a single unit vs a single unit. So unit stats are very important. Healing can be base centered since units are constantly retreating and not clumped together in a blob. Artillery is minimally used. Over tuned units kill this mode.

2v2
Similar to 1v1 where each player tends to face a single player, but the maps are smaller so you have more 2-3 squad fights and less 1 on 1 fights. You also have synergy between the two teams commanders, healing, etc. Artillery can be important, especially late game.

3v3
Similar to 1v1 and 2v2 in that each player usually only faces a single player for much of the match. The maps tend to be either too large of too small. Both support blobbing. Forward healing is more important. Artillery less important than 2v2 if the map is very large.

4v4
Nothing like 1v1. There are always 2 players fighting together as a team. Rarely a 1v1 situation. Commander synergy is very important as is team communication. Forward healing is very important. Artillery is very important and usually decides balanced games.

CASUAL PLAY
Lane maps, MGs, mortars, tanks, and artillery are everything. Unit fights are meaningless. Play is based on Mg suppression and mortar bombardment. Followed by tanks and then artillery destruction. Over tuned units are fan loved qualities.


Casual and 4v4 is most of the player base. 1v1 is the most exciting streaming mode because the other modes are too busy to catch most of the action. But as Aera said above, focusing 1v1 alienates most of the player base.

I think the main fear top players have is that Coh3 released in such a terrible state that everyone fears Relic will mothball it before it gets all of these things balanced out.

COH4 is the answer. Focus solely on 4v4 and push out a new version. Call it COH III Arena following the greatest game ever made Quake III Arena!
2 Feb 2025, 15:27 PM
#32
avatar of donofsandiego

Posts: 1386

lmfao CoH4 v.4
2 Feb 2025, 18:13 PM
#33
avatar of mediev

Posts: 95




This is because it seems like the CoH3 game designers spent all their ressources on 1v1 and didn't spend one day thinking about teamgames. The whole USF faction is a perfect example for this as you realized, the entire unit roster clearly was designed by someone who never played a single CoH teamgame match in his life. The DLC Ranger Battlegroup 10 months after release was merely a slapdash fix for this problem.

For some insane reason, they were under the impression that 1v1 is the most important mode in CoH when in reality 90+% of the playerbase doesn't give a single shit about it


It really feels like they are actively trying to annoy players at this point. So far, the new commanders they have added are based on - extreme blobbing (Rangers), fortification spam (Coastal) and bullsh*t invisibility magic (the DAK one). The only decent new commander is the Australians, and the only useful unit of that one is the Archer. I really fear for the future if THIS is the direction they are choosing.
2 Feb 2025, 19:06 PM
#34
avatar of Rosbone

Posts: 2155 | Subs: 2

lmfao CoH4 v.4

I would buy it B-)
7 Feb 2025, 00:15 AM
#35
avatar of Grumpy

Posts: 1958



I honestly don't care about what faction is more OP right now, the rancid degenerate cheese spam exists on both sides.

But here's the thing: In CoH1 and CoH2, you actually needed to be good at videogames in order to execute most of the "abuse" meta strats.

In CoH3, every moron with more than one braincell can play the abuse meta. Because it doesn't require a lot of micro or game awareness at all.

"But but but in CoH2 there was USF pathfinders or cheesy spam from all other factions too!!"... which is true, but you actually needed to try really hard to beat an opponent who was actually GOOD as well.



In CoH3, top level meta gameplay is literally the battle of the 10 clicks per minute apes who were stuck at ELO-hell in previous CoH games, and who now found a strategy that requires almost no effort with high reward. It's like old CoH2 volksschreck blobs or 2015 brits emplacement spam but now on all factions kind of 0 effort strategies


No, Relic combined the best of both worlds. DAK can spam emplacements that have a really tiny target size so they take forever to kill if you want to use indirect fire, then they can spam a blob in front of the emplacements that is stronger than the old Volksshrek blobs, with 2-3 Walking Stukas sitting behind the emplacements. I'm not sure they really need 10 clicks per minute.

The other elite gameplay is the mobile DAK. With the upgrades, armored cars have around 400 hit points. Motorcycles have 305, so they can take two Sherman hits and still escape. Worlds best motorcycles. Better players use this, because it's much more difficult to counter. The APM has to go up into the 30 range, which is the biggest drawback.
7 Feb 2025, 02:25 AM
#36
avatar of aerafield

Posts: 3041 | Subs: 3

jump backJump back to quoted post7 Feb 2025, 00:15 AMGrumpy


No, Relic combined the best of both worlds. DAK can spam emplacements that have a really tiny target size so they take forever to kill if you want to use indirect fire, then they can spam a blob in front of the emplacements that is stronger than the old Volksshrek blobs, with 2-3 Walking Stukas sitting behind the emplacements. I'm not sure they really need 10 clicks per minute.

The other elite gameplay is the mobile DAK. With the upgrades, armored cars have around 400 hit points. Motorcycles have 305, so they can take two Sherman hits and still escape. Worlds best motorcycles. Better players use this, because it's much more difficult to counter. The APM has to go up into the 30 range, which is the biggest drawback.


nice one :rofl:
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