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this dlc for ally is pay to win, for axis is pay to lose

26 Feb 2025, 16:41 PM
#1
avatar of shinasukac

Posts: 125

ally battlegroup strength is much powerfull than axis

pershing have the highest speed 7.02, even faster than light vehicle.

wtf
27 Feb 2025, 02:29 AM
#2
avatar of donofsandiego

Posts: 1391

  • What do you mean by "pay to win" and "pay to lose"? Can you explain how the DLC changes the balance of power between the factions?

  • In your opinion, what makes a faction "stronger" or "weaker" in a game like this? Is it just about raw power or are there other factors like strategy, positioning, and unit synergy?

  • You mention that the Pershing has the highest speed of 7.02. Do you think speed alone makes it superior to other units? If so, why? Furthermore, how does this speed contribute to the overall balance of the game?

  • Could there be other factors, beyond speed, that make the Pershing more effective than other vehicles? What about its durability, firepower, or strategic versatility?

  • In the context of historical accuracy, do you think the speed of the Pershing is realistic for the unit's role during World War 2? How might this affect the game's balance?

  • You said that the Axis faction experiences "pay to lose." What specific mechanics in the DLC make the Axis factions feel weaker? Is it a result of poor design or does it reflect an imbalance between factions?

  • How would you define fairness in a strategy game? Do you think the inclusion of DLCs that alter faction power affects the game's fairness, or do you think it’s more about how players adapt to the changes?

  • How does the introduction of paid content influence the long-term viability of the game? Does it motivate players to strategize more and increase player engagement, or does it create frustration and turn players away?

  • Do you think the game’s designers intended for one side to be stronger than the other, or was there a specific purpose behind the decision to make the Allies more powerful in this DLC?

  • Could it be possible that the perception of imbalance is subjective, depending on playstyle? In what ways might different players interpret the strength of the factions differently?

  • Are there ways to counter the perceived advantages of the Pershing, or does the current design lack sufficient counterplay options for the Axis?

  • What would you consider a balanced DLC in the context of this game? How could the game developers improve balance without sacrificing historical accuracy or gameplay variety?
27 Feb 2025, 04:17 AM
#3
avatar of shinasukac

Posts: 125

  • What do you mean by "pay to win" and "pay to lose"? Can you explain how the DLC changes the balance of power between the factions?

  • In your opinion, what makes a faction "stronger" or "weaker" in a game like this? Is it just about raw power or are there other factors like strategy, positioning, and unit synergy?

  • You mention that the Pershing has the highest speed of 7.02. Do you think speed alone makes it superior to other units? If so, why? Furthermore, how does this speed contribute to the overall balance of the game?

  • Could there be other factors, beyond speed, that make the Pershing more effective than other vehicles? What about its durability, firepower, or strategic versatility?

  • In the context of historical accuracy, do you think the speed of the Pershing is realistic for the unit's role during World War 2? How might this affect the game's balance?

  • You said that the Axis faction experiences "pay to lose." What specific mechanics in the DLC make the Axis factions feel weaker? Is it a result of poor design or does it reflect an imbalance between factions?

  • How would you define fairness in a strategy game? Do you think the inclusion of DLCs that alter faction power affects the game's fairness, or do you think it’s more about how players adapt to the changes?

  • How does the introduction of paid content influence the long-term viability of the game? Does it motivate players to strategize more and increase player engagement, or does it create frustration and turn players away?

  • Do you think the game’s designers intended for one side to be stronger than the other, or was there a specific purpose behind the decision to make the Allies more powerful in this DLC?

  • Could it be possible that the perception of imbalance is subjective, depending on playstyle? In what ways might different players interpret the strength of the factions differently?

  • Are there ways to counter the perceived advantages of the Pershing, or does the current design lack sufficient counterplay options for the Axis?

  • What would you consider a balanced DLC in the context of this game? How could the game developers improve balance without sacrificing historical accuracy or gameplay variety?






pershing: 1200hp,240damage,vet3 speed 7.02,armor 300/180/90,Penetration 380/360/250,cost 690mp 180fuel 20pop
kingtiger: 1200hp,240damage,speed 3.25,armor 440/300/80,Penetration 400/350/300,half the fuel income, cost 700mp 180fuel 24pop

so tell me, which unit is better? kingtiger have the same hp and damage but half fuel income,worth it?


and ally battle group obvious better

USF:
Rapid Reposition:PASSIVE Team weapon squads gain +30% movement speed and +15% rotation rate when out of combat.
Bolstered Team Weapons:PASSIVE Team Weapon squads gain +1 squad member. While all members are alive team weapons are more effective.+20% rate of fire for team weapons that have all members alive.

UKF:
Attacking Spirit:PASSVIE Territory points decaptured by friendly squads causes nearby infantry and team weapon crews to heal 90 health over 30 seconds.

Incendiary Munitions:Passive Grenades and mortar abilities create patches of fire after detonation, dealing periodic burn damage to infantry and structures in the area for 10 seconds.

Pyrotechnics:passive Enhances all incendiary weapons to blind and slow enemy units.

Affects the following:
• Infantry-based Flamethrowers
• Churchill Crocodile Heavy Tank
• Abilities affected by Incendiary Munitions
• Burnout

Reduces accuracy by -20%, vehicle acceleration and deceleration by -33%, and speed of infantry and heavy weapons by -25%. Lasts 5 seconds after leaving burning area.



WHT:
Contempt For The Weak: passive Infantry squads gain +20% rate of fire and +33% capture/decapture speed for 15 seconds when a nearby enemy unit retreats within range 18.

Effects refresh if enemy units retreat while the bonus is active.

No Quarter: passive Infantry within range 18 of suppressed or pinned enemy units gain +25% accuracy.


Dak:
GrB 39 Grenade Launcher Requisition passive Infantry squads that garrison 250 Light Carriers get access to an anti-infantry GrB 39 Grenade Launcher until they disembark or the vehicle is destroyed.

Upgrades the penetration of all GrB 39 Grenade Launcher variants by +300%, making them more effective against light vehicles.


which battlegroup ability is better?









27 Feb 2025, 04:30 AM
#4
27 Feb 2025, 04:31 AM
#5
27 Feb 2025, 05:39 AM
#6
avatar of donofsandiego

Posts: 1391

pershing: 1200hp,240damage,vet3 speed 7.02,armor 300/180/90,Penetration 380/360/250,cost 690mp 180fuel 20pop
kingtiger: 1200hp,240damage,speed 3.25,armor 440/300/80,Penetration 400/350/300,half the fuel income, cost 700mp 180fuel 24pop


That side armor isn't something to simply disregard, but when you lay out all the stats like this, the KT seems pretty lackluster.

My uneducated 4v4 brain says either get rid of the fuel income tax or have a quarter of the initial fuel cost for the call in.

EDIT: On second thought, 440 frontal armor is pretty tough for USF to deal with since hellcats are all about diving, no?
27 Feb 2025, 06:51 AM
#7
avatar of shinasukac

Posts: 125



That side armor isn't something to simply disregard, but when you lay out all the stats like this, the KT seems pretty lackluster.

My uneducated 4v4 brain says either get rid of the fuel income tax or have a quarter of the initial fuel cost for the call in.

EDIT: On second thought, 440 frontal armor is pretty tough for USF to deal with since hellcats are all about diving, no?



Churchill Black Prince Heavy Tank
hp 1200 damage 240 speed 3 Penetration 325/300/280 armor 440/340/150

27 Feb 2025, 15:49 PM
#8
avatar of donofsandiego

Posts: 1391




Churchill Black Prince Heavy Tank
hp 1200 damage 240 speed 3 Penetration 325/300/280 armor 440/340/150



The Black Prince has nothing to do with my post, as I was talking about the USF performance against heavy tanks, not Axis performance against heavy tanks.

Also, the vet ability of the King Tiger to reduce damage frontally (-25% damage at vet 1) and then another 25% reduction on side armor hits at later veterancy could theoretically make it a teamgame beast (though the side armor damage reduction is bugged rn):

(@19:55 minute mark)



Of course, that's unfortunately hamstrung by how fast games end in CoH 3...
28 Feb 2025, 02:53 AM
#9
avatar of shinasukac

Posts: 125



The Black Prince has nothing to do with my post, as I was talking about the USF performance against heavy tanks, not Axis performance against heavy tanks.

Also, the vet ability of the King Tiger to reduce damage frontally (-25% damage at vet 1) and then another 25% reduction on side armor hits at later veterancy could theoretically make it a teamgame beast (though the side armor damage reduction is bugged rn):

(@19:55 minute mark)



Of course, that's unfortunately hamstrung by how fast games end in CoH 3...




pershing and blackprince most attribute are same as kingtiger but why not have any fuel penalty?


usf deal with heavy tank is very easy, hellcat.

Penetration 310/250/220 damage 160
HVAP Rounds
Load HVAP rounds that increase damage and weapon penetration. Can penetrate heavy tanks frontally.

+25% damage. +50% penetration.



and how WHT and DAK deal with heavy tank?
panzer iv and panzer iii are all low penetration, marder have no-turret and slow easy to get flank
any thing better than hellcat?






28 Feb 2025, 02:56 AM
#10
avatar of shinasukac

Posts: 125





pershing and blackprince most attribute are same as kingtiger but why not have any fuel penalty?


usf deal with heavy tank is very easy, hellcat.

Penetration 310/250/220 damage 160
HVAP Rounds
Load HVAP rounds that increase damage and weapon penetration. Can penetrate heavy tanks frontally.

+25% damage. +50% penetration.



and how WHT and DAK deal with heavy tank?
panzer iv and panzer iii are all low penetration, marder have no-turret and slow easy to get flank
any thing better than hellcat?









be noticed: hellcat skill can make it everyshot penetrate the kingtiger armor.
any axis tank can 100percent penetrate blackprince armor?
28 Feb 2025, 02:56 AM
#11
avatar of NigelBallsworth

Posts: 277

dude, stfu. All I have to say is "butterfly mines". Another Axis no-skill, no-sweat ability that denies wide swaths of the field and damages infantry and armor alike.
28 Feb 2025, 07:38 AM
#12
avatar of shinasukac

Posts: 125

dude, stfu. All I have to say is "butterfly mines". Another Axis no-skill, no-sweat ability that denies wide swaths of the field and damages infantry and armor alike.


keep a Engineer with minesweepers in the ballte ,all the mines are disabled cant explosion.
28 Feb 2025, 12:23 PM
#13
avatar of NigelBallsworth

Posts: 277



keep a Engineer with minesweepers in the ballte ,all the mines are disabled cant explosion.


Brilliant, you must be the brains here. I suppose I should keep one minesweeper with every battle group I send out to multiple engagements across the map ? And then pay special attention to keep them from getting focused fire ? Trying to clear a minefield so my troops can advance but engis being pinned by MGs and knowing that these mines will delete my tanks if I advance? Axis have all these brainless one click abilities that always seem to result in Allied having to significantly up their micro game while axis sit back and fucking cruise. Minefields upon minefields with extra minefield from the sky and reinforced barricades ? Sure. Bunkers every 2 feet? Why not. While we're at it, why not make axis troops invisible ? Amazing. By contrast, most if not all Allied abilities require extra micro again. Changeable parts on the M3, making sure some units are close enough to others to grant aura, running a fuel truck to a depot, etc... gimme a break with your "AlLiEs oP !!!"
28 Feb 2025, 17:26 PM
#14
avatar of shinasukac

Posts: 125



Brilliant, you must be the brains here. I suppose I should keep one minesweeper with every battle group I send out to multiple engagements across the map ? And then pay special attention to keep them from getting focused fire ? Trying to clear a minefield so my troops can advance but engis being pinned by MGs and knowing that these mines will delete my tanks if I advance? Axis have all these brainless one click abilities that always seem to result in Allied having to significantly up their micro game while axis sit back and fucking cruise. Minefields upon minefields with extra minefield from the sky and reinforced barricades ? Sure. Bunkers every 2 feet? Why not. While we're at it, why not make axis troops invisible ? Amazing. By contrast, most if not all Allied abilities require extra micro again. Changeable parts on the M3, making sure some units are close enough to others to grant aura, running a fuel truck to a depot, etc... gimme a break with your "AlLiEs oP !!!"



the butterfly mines is heavily nerf compare to coh2 butterfly


Butterfly Bomb Drop

Airdrops Butterfly Bombs on the target position that take 5 seconds to arm and become camouflaged after landing. Butterfly Bombs are stationary mines that detonate when enemy units pass over them, dealing damage to infantry and deals Crew Shock critical to vehicles. Shocked vehicles or vehicles below 50% receive Engine Damage critical.


if you not instant retreat,the mine still give you 5second to react. the coh2 butterfly bomb is intant explosion.

and from my opinion , if you cant dodge this 12sec early warning (plane fly+5s take effect) bomb drop, anyother
artillery you still cant avoid.

and you dont know what is the OP artillery, the axis op artillery is v1 rock and Anti-Tank overwatch.

28 Feb 2025, 23:32 PM
#15
avatar of NigelBallsworth

Posts: 277




the butterfly mines is heavily nerf compare to coh2 butterfly


Butterfly Bomb Drop

Airdrops Butterfly Bombs on the target position that take 5 seconds to arm and become camouflaged after landing. Butterfly Bombs are stationary mines that detonate when enemy units pass over them, dealing damage to infantry and deals Crew Shock critical to vehicles. Shocked vehicles or vehicles below 50% receive Engine Damage critical.


if you not instant retreat,the mine still give you 5second to react. the coh2 butterfly bomb is intant explosion.

and from my opinion , if you cant dodge this 12sec early warning (plane fly+5s take effect) bomb drop, anyother
artillery you still cant avoid.

and you dont know what is the OP artillery, the axis op artillery is v1 rock and Anti-Tank overwatch.



You're missing the point, which comes as no surprise. Axis have many more abilities that are easier to deploy and more effective than anything Allies have. With much less effort, Axis can gain exponentially more benefit, while Allies have to orchestrate multiple units and abilities just to keep up. But keep whining about how Allies are OP.
Yesterday, 04:24 AM
#16
avatar of shinasukac

Posts: 125



You're missing the point, which comes as no surprise. Axis have many more abilities that are easier to deploy and more effective than anything Allies have. With much less effort, Axis can gain exponentially more benefit, while Allies have to orchestrate multiple units and abilities just to keep up. But keep whining about how Allies are OP.


really?
i see ally unit(infantry and light vehicle) most can both anti infantry and anti vehicle
such as : boys section , Paratrooper ,Ranger,ssf,piat Canadian Shock , guards,stuarts,grayhound


axis unit(infantry and light vehicle) can both anti infantry and anti vehicle is only panzerschreck jager.M13/40


for Artillery, P-47 Anti-Infantry Loiter is much more OP than the butterfly mine you talk to
Today, 13:29 PM
#17
avatar of spajn
Donator 11

Posts: 928

The worst part is, when I saw pershing on the trailer showcase it took me 3 seconds to realise the pershings extreme acceleration. It moved like a light vehicle... a super heavy tank with the mobility of a light vechicle... who works at relic?
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