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History of OKW?

14 May 2016, 12:56 PM
#1
avatar of CartoonVillain

Posts: 474

So having started to play COH2 around Feb this year I pretty much found OKW in the state it is now. Watching some preview vids from before WFA was released, they used to have some interesting gimmicks like getting only 66% fuel or something like that.

Why was the faction reworked to receive full resources and the fuel cost of tanks increased?
14 May 2016, 13:03 PM
#2
avatar of Imagelessbean

Posts: 1585 | Subs: 1

The partial resource idea centered on them being limited on units, but this was especially problematic in team games where it made only a marginal difference.

On top of that they had resource switching gimmicks which made it very hard to know what was going on when you were playing against them.

Finally, they were originally designed to be unstoppable at the 30 minute mark to encourage the feeling of being under threat all game but breaking out to win. This was a really annoying way to play because for the other player it meant the clock was running down the entire game, and in team games the time you had before the clock wore out was even faster.

The changes were made to make it feel more like COH2. I mean at one point Obers got bonuses received accuracy for targeting retreating units!
14 May 2016, 13:41 PM
#3
avatar of Kronosaur0s

Posts: 1701

In conclusion, because of 4:4 Hero's
14 May 2016, 13:47 PM
#4
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

The partial resource idea centered on them being limited on units, but this was especially problematic in team games where it made only a marginal difference.

On top of that they had resource switching gimmicks which made it very hard to know what was going on when you were playing against them.

Finally, they were originally designed to be unstoppable at the 30 minute mark to encourage the feeling of being under threat all game but breaking out to win. This was a really annoying way to play because for the other player it meant the clock was running down the entire game, and in team games the time you had before the clock wore out was even faster.

The changes were made to make it feel more like COH2. I mean at one point Obers got bonuses received accuracy for targeting retreating units!

Also, made a losing vehicle for OKW pretty unrecoverable aside from when the Volks/Obers blobs were at their peak.
14 May 2016, 13:50 PM
#5
avatar of shake4parkinson

Posts: 116

Permanently Banned


Finally, they were originally designed to be unstoppable at the 30 minute mark to encourage the feeling of being under threat all game but breaking out to win. This was a really annoying way to play because for the other player it meant the clock was running down the entire game, and in team games the time you had before the clock wore out was even faster.

The changes were made to make it feel more like COH2. I mean at one point Obers got bonuses received accuracy for targeting retreating units!


Somewhat of a shame they made the faction more coh2like, would be nice to have 4-5 extremely different factions. Might be a hell to balance though.
14 May 2016, 14:38 PM
#6
avatar of Wreathlit Noël
Donator 11

Posts: 169

In the early days OKW had 33% fuel and munitions. The trucks would set up in resource sectors and secure them to bring them up to full output. All three trucks would set up in a resource "chain" so you could grab whatever resources you need. Unfortunately, due to inconsistencies with many maps, the "chain" was often very strong or very weak. Tech was also very different, such as T1 being the 37mm flak and able to produce panthers but that was changed to be more like the other factions' tech progression.
14 May 2016, 14:41 PM
#7
avatar of Wreathlit Noël
Donator 11

Posts: 169

14 May 2016, 14:43 PM
#8
avatar of Mr.Smith

Posts: 2636 | Subs: 17

OKW early game was extremely weak (Volks dealing -16% damage, but costing 235MP, Sturms costing 320). All of this in exchange for Vet5 and the weirdest tech tree in the game.

The reason OKW had to be reworked was because resource tampering and the weird tech structure made it impossible to keep OKW balanced/consistent across all game modes. Just before Brits arrived, OKW was the undisputable underdog in 1v1, and they were the undisputable GODS of 4v4. In 4v4, if Allies hadn't managed to decisively beat the Axis by minute ~10, it would get all downhill from there; and it's not very fun when games last 10 minutes.

The partial resource idea centered on them being limited on units, but this was especially problematic in team games where it made only a marginal difference.

On top of that they had resource switching gimmicks which made it very hard to know what was going on when you were playing against them.

Finally, they were originally designed to be unstoppable at the 30 minute mark to encourage the feeling of being under threat all game but breaking out to win. This was a really annoying way to play because for the other player it meant the clock was running down the entire game, and in team games the time you had before the clock wore out was even faster.

The changes were made to make it feel more like COH2. I mean at one point Obers got bonuses received accuracy for targeting retreating units!


All of this, plus.

- The resource penalty gimmick meant that some vehicles' fuel prices had to be brought down a bit lower, otherwise the faction would just sink. Teching fuel prices (absolute price) were also significantly lower than other factions.

E.g., the nominal price of both Panthers or P4s (OST and OKW) used to be the same. However, the OST version of either vehicle is nowhere near as good as the OKW version of these vehicles (and not just because of Vet4/Vet5).

What this meant is that, if we would balance OKW according to 1v1, OKW would steamroll over everybody in 4v4 because:
- They got access to fuel caches
- They had access to fuel supply drops from OST allies; since all OKW fuel prices were significantly lower, this meant very fast King Tigers hitting the field; and that was getting annoying.

- The other reason for this disparity was that the tech structure only made sense for 1v1.

For instance, you had JP4 in the med truck. Nobody in 1v1 would ever rush a JP4; why would you build a tank destroyer in an infantry-heavy mode? However, in 4v4 it was pretty much a no-brainer to get a JP4 to counter enemy vehicles; your teammates would be able to carry you vs infantry, and your team would have early access to the best tank destroyer in the game, even before enemy mediums would hit the field.

Of course, if you managed to lose that JP4, it was pretty much gg, you lose.

14 May 2016, 14:45 PM
#9
avatar of CartoonVillain

Posts: 474

Lol, sounds like a big mess. I guess that's what happens when you try to apply history to a game.
14 May 2016, 14:59 PM
#10
avatar of TheSleep3r

Posts: 670

In the early days OKW had 33% fuel and munitions. The trucks would set up in resource sectors and secure them to bring them up to full output. All three trucks would set up in a resource "chain" so you could grab whatever resources you need. Unfortunately, due to inconsistencies with many maps, the "chain" was often very strong or very weak. Tech was also very different, such as T1 being the 37mm flak and able to produce panthers but that was changed to be more like the other factions' tech progression.


haven't been in alpha. tell more, just out of curiosity
14 May 2016, 15:07 PM
#11
avatar of Mr.Smith

Posts: 2636 | Subs: 17

Among the "best" features of OKW at release-time was the uncuttable wire. What this meant was:
- No light vehicle could crush Sturmpioneer wire
- Even if you upgraded minesweepers, you couldn't cut the wire

OKW used to have self-spotting Kubel which could suppress/pin enemy squads really quickly. This was basically uncounterable vs the USF, if the area didn't contain enough garrisons USF could abuse (OKW didn't have incediary nade either). The Kubel thing ran its time from release until rework.

Finally, this:


(sWs trucks used to come for free, and you could later salvage them for fuel).
14 May 2016, 15:51 PM
#12
avatar of Spin

Posts: 85

OKW has had a huge history of changes, especially if you consider the alpha version of them.

The current version is the least differentiated from all other factions, previously there was a lot of experimentation with resource shortages, but more powerful units, and a mix of units in buildings, so that each building added flavour instead of giving you say, just heavy armour or just light armour.

A lot of interesting and fun playstyles they had in the past as a faction, but unfortunately they would never be able to balance correctly and therefore all redesigns led to the current design, which is still awesome, just less unique and interesting.

This game has come a very, very long way since its release. a big thanks to Relic for supporting it and trying to improve it along the way with a variety of changes.
14 May 2016, 15:58 PM
#13
avatar of rymetyme09

Posts: 75

Hahaha i remember that truck wiping thing, first time i actually can say that wow Relic really failed with game design with allowing something like that into live game

Here is another video showing how big of a fail Relic did by allowing this to get into live

And another stupid thing that got into live game
14 May 2016, 16:25 PM
#14
avatar of Waegukin

Posts: 609



haven't been in alpha. tell more, just out of curiosity

Here's what I remember.

OKW trucks came out on a timer, much like launch OKW. The difference though was that you could have all 3 trucks in their unset state just chilling around. The trucks were a supply chain system, points they were sitting on gave you 50% instead of 33% resources, but it was a pain in the ass because you needed resources to set the trucks, but needed trucks set to get resources.

Original structure of their tiers, which I don't remember 100% and hope someone else can correct:

T1 Flak Cannon: Was super nerfed when I started playing the Alpha. Had Panther, ISG, Luchs, IR I think.

T2 was Medic Truck. I think it contained the Flaktrak, Puma and Stuka. The retreat upgrade also used to cost fuel and less MP, but was changed due to the need for any and all fuel into the war machine.

T3 was the Mech truck. Obers, KT, Sturmtiger. It also, when I started, had an ability to directly convert your stockpile of Fuel or Muni back and forth in set values rather then as an over-time thing like at launch.

I have no idea where the JP4 was.

Strategy back then with OKW was generally infantry blob into rushed KT. The problem was, no other vehicle in their fleet was worth investing in, so it was pretty boring, despite having a lot more risk/reward payoffs.
14 May 2016, 16:59 PM
#15
avatar of Domine

Posts: 500


OKW used to have self-spotting Kubel which could suppress/pin enemy squads really quickly. This was basically uncounterable vs the USF, if the area didn't contain enough garrisons USF could abuse (OKW didn't have incediary nade either). The Kubel thing ran its time from release until rework.


Upon release Kubel didn't have suppression iirc. At release Kubel was I think the most useless vehicle there ever was in the game. It did nothing, cost fuel and it lost to any other unit in the game. I think even USF medics would beat it.

Then it went to suppression platform that would win against any other inf unit in the game, and was pretty mcuh the first unit in everyones build order.

14 May 2016, 17:02 PM
#16
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post14 May 2016, 16:59 PMDomine


Upon release Kubel didn't have suppression iirc. At release Kubel was I think the most useless vehicle there ever was in the game. It did nothing and it lost to any other unit in the game.

Official release of the WFA? It definitely did at that point. You can see in page 2 of the official forums' patch notes, nothing about adding suppression to Kubels.
14 May 2016, 17:17 PM
#17
avatar of Wreathlit Noël
Donator 11

Posts: 169



haven't been in alpha. tell more, just out of curiosity


A few other small differences in the Alpha were that volks were 230 mp instead of 235 mp at release and PF's G43 upgrade was 6 G43s instead of 3.

I was also told that very early in the alpha Sturms had schrecks but it was moved to volks since no one was building volks at all. If that's true then we've sort of done a full 360 in the balance preview mod. lol
14 May 2016, 20:41 PM
#18
avatar of TheSleep3r

Posts: 670


Here's what I remember.


A few other small differences in the Alpha were


Thanks guys much appreciated. This is all super interesting
14 May 2016, 20:57 PM
#19
avatar of Wygrif

Posts: 278

Lol, sounds like a big mess. I guess that's what happens when you try to apply history to a game.


IMO this was the worst thing about them. They were supposed to be the battle of the bulge German Army (IRL strong start but eventually ground down.) Instead they were exactly the opposite. It was the Americans who were desperately attacking to win before superior German forces were brought to bear. It's much better now.
14 May 2016, 21:02 PM
#20
avatar of Wygrif

Posts: 278

jump backJump back to quoted post14 May 2016, 16:59 PMDomine


Upon release Kubel didn't have suppression iirc. At release Kubel was I think the most useless vehicle there ever was in the game. It did nothing, cost fuel and it lost to any other unit in the game. I think even USF medics would beat it.

Then it went to suppression platform that would win against any other inf unit in the game, and was pretty mcuh the first unit in everyones build order.



My recollection is that it acquired suppression sometime in the Alpha and kept it until the rework. FWIW imperial dane's lehr video on it (near to release) shows it suppressing. (It's also kind of hilarious that he thinks its a bad unit.)

https://www.youtube.com/watch?v=3yP9H8moIGM
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NigelBallsworth: axis stuff is getting more meme by the second
Yesterday, 23:32 PM
aerafield: Cloaked instapin MGs at 0cp. I wanna see no more crying about the Dingo while that shit is in the game :snfPeter:
Yesterday, 20:38 PM
Willy Pete: And only on annihilation, and I have to let the AI live long enough...
Yesterday, 02:04 AM
Willy Pete: Pershing is absurd, but ive still only gotten to use it against AI
Yesterday, 02:03 AM
Lady Xenarra: WTB Pershing for Axis, that is all :lolol:
Last Thursday, 13:32 PM
donofsandiego: :clap:
Last Thursday, 02:34 AM
donofsandiego: Return of the chatGPT writing prompt. Lets see how shinasukac responds to these questions utilizing the Socratic Method. Maybe he will give us an interesting look into his opinions
Last Thursday, 02:34 AM
Willy Pete: I havent even seen a pershing yet. Coh3 games still move too fast for it lol
Last Thursday, 00:30 AM
shinasukac: kingtiger=kingjoker
Last Wednesday, 16:27 PM
Lady Xenarra: Has anyone actually used the KT much? My experience is that the match is usually over long before I get the CPs for it
Last Wednesday, 14:35 PM
Rosbone: Can someone message me the day you can look at Coh3 and not face palm yourself in disbelief that actual humans worked on it? Much appreciated.
Last Wednesday, 06:40 AM
Rosbone: The only way to feel good about Coh3 is to never look at Coh3. Once you see it, you cant unsee it.
Last Wednesday, 06:37 AM
Rosbone: Observer mode sucks, player stats pages are scatter brained mess, etc etc etc
Last Wednesday, 06:35 AM
Rosbone: It is really hard to tell people to buy the DLC with feeling like they are throwing their money down the toilet for a nearly dead game. But Big Tonks!!! Oh well, not my problem.
Last Tuesday, 18:12 PM
Rosbone: No 4v4 maps, busted menus 2 years after release, still have not fixed janky sounds people have complained about for over 2 years, etc etc.
Last Tuesday, 18:10 PM
Rosbone: And the skirmish menus are still at a BETA level. Just the largest game play mode completely ignored... again.
Last Tuesday, 18:09 PM
Willy Pete: Oh wtf. Yeah the crossing remake was in the 2v2 demo. No more 3s and 4s is a bummer tho
Last Tuesday, 16:42 PM
aerafield: What? No, he means that all the new maps are for 1v1. Though Im pretty sure they will be playable in 2v2 as well
Last Tuesday, 15:50 PM
Willy Pete: Are the maps really locked behind dlc? Surely they must be in the regular update
Last Tuesday, 15:22 PM
Rosbone: I would like to join in celebration with the 9% of Coh3 MP players who are getting ALL of the new maps. Woohoo! #3Tards
21 Feb 2025, 19:22 PM
OKSpitfire: I hope that at least one of heavies is a like-for-like reskin of the coh 2 ISU-152. I miss that thing.
21 Feb 2025, 10:23 AM
Rosbone: Buy our cool new large tanks that will never get played on the 4 new 1v1 maps added. Perfect synergy! :facepalm:
20 Feb 2025, 19:23 PM
Rosbone: Everyone ready for some deep penetration :snfPeter:
20 Feb 2025, 17:13 PM
Lady Xenarra: I'm sure the ppl who defended it as balanced for Allies will be screaming like they got scaled with boiling water, in COH3. How the tables turn.
20 Feb 2025, 11:33 AM
Willy Pete: I think it was nuts with any engine damage. Especially on superheavies
20 Feb 2025, 07:03 AM
aerafield: Personally I think without the ram ability, it's worse than loiters for example
20 Feb 2025, 00:09 AM
Willy Pete: It combined well with most slowing abilities, not just ram stuns
19 Feb 2025, 23:36 PM
Willy Pete: Only??? I think not being able to shoot it down and the ramp up effect also had something to do with it
19 Feb 2025, 23:34 PM
Willy Pete: Really
19 Feb 2025, 23:30 PM
aerafield: AT overwatch was broken only because it came with the faction of T34 ramming
19 Feb 2025, 22:29 PM
Willy Pete: Love to see Relic really learning from their past mistakes. Let's bring back the dumbest ability in coh2, and charge money for it
19 Feb 2025, 20:34 PM
Willy Pete: New DAK commander will have AT overwatch as alternate choice to elefant
19 Feb 2025, 20:33 PM
aaa: Funy thing new players dont know that. And are trying to compete vs hacks
19 Feb 2025, 10:33 AM
aaa: Online gaming is trash in general, not just coh. On high level there are all cheats in most games
19 Feb 2025, 10:24 AM
aaa: 2 cheaters in 3 days. MH and DH
19 Feb 2025, 09:57 AM
aerafield: I am a simple man, I build Humvees with Pathfinders and Missile Launchers inside, I am happy
18 Feb 2025, 20:57 PM
Lady Xenarra: aerafield lamevee spammer confirmed :nahnah:
18 Feb 2025, 20:42 PM
aerafield: those who know, know: https://www.reddit.com/r/CompanyOfHeroes/s/fPk4yLIgmK
18 Feb 2025, 15:40 PM
adamírcz: Might be onto somethin here, combine side armour existing, maps where flanking is a viable option, and hopefully also heavies actually being less manouverable than mediums (lookin at you coh2), and it might be fun gameplay
17 Feb 2025, 13:39 PM
Willy Pete: Shouldn't coh3 heavies actually have insane front armor values? The glory days of 400+ Kt armor wouldn't be as bad when side armor is a thing. Not to say its a good idea lol
14 Feb 2025, 23:14 PM
aerafield: But then again, maybe CoH3 superheavies should actually have insane armor values because the whole game is designed for the clumsy & inept anyway :snfPeter:
14 Feb 2025, 23:04 PM
aerafield: It's like you have to coordinate an entire orchestra of abilities and the correct units, meanwhile your opponent just clicks his 1 superheavy tank occasionally...
14 Feb 2025, 23:01 PM
aerafield: the giga frontal armor also made these units too oppressive in average or low ELO games
14 Feb 2025, 22:59 PM
aerafield: Massive HP pool but reasonable amount of armor is way healthier design
14 Feb 2025, 22:57 PM
aerafield: Say what you want, but the titanium frontal armor design of coh2 superheavies was bullshit. Too many bad players not getting punished for their bad micro because penetration RNG carries them
14 Feb 2025, 22:57 PM
Willy Pete: Also the attack ground with the pak40 looked perfect, that Pershing should be dead
14 Feb 2025, 19:18 PM
Willy Pete: Ahh just saw the other one that died. Some bad rng I think but there was an AT gun at med range for a chunk of that fight
14 Feb 2025, 19:14 PM
Willy Pete: Which KT? I saw one got almost deleted but it also showed its side to a hellcat AND the m5. I think the player even admitted he got lucky
14 Feb 2025, 19:10 PM
Lady Xenarra: I understand that the devs want to sell the Allied part of the DLC, but the KT got swiss cheesed like a COH2 bunker on treads :S
14 Feb 2025, 15:16 PM
SupremeStefan: They should make dlc separataly for axis and alies
14 Feb 2025, 10:28 AM
SupremeStefan: 25$ is actually a ok price for 40 abilites = 8 commanders = 4 battlegroups. But problem is that it comes in bundle
14 Feb 2025, 10:24 AM
Willy Pete: Have they shown the actual trees yet for the new commanders? Skimmed through the deep dive today, didnt see em
13 Feb 2025, 22:29 PM
Rosbone: Big Tonk boners incoming :hansGASM:
13 Feb 2025, 17:38 PM
donofsandiego: Probably not
12 Feb 2025, 14:57 PM
Lone-Wolf: Hi guys. Error code -4. Any fixes?
08 Feb 2025, 17:09 PM
donofsandiego: Probably not
07 Feb 2025, 16:57 PM
SkYisTheLimiT_CoH: any coh2.org admin there ?
07 Feb 2025, 12:43 PM
Lady Xenarra: Ever the contrarian, aerafield.
07 Feb 2025, 11:59 AM
aerafield: I havent seen the new units in action yet (whose BGs will not be purchased by too many people as they are pretty expensive I recon), but I can say with 100% confidence that the Pershing needs a buff
07 Feb 2025, 02:31 AM
Lady Xenarra: I would think lots more players would come/return since there's so many iconic units being added in the new BGs. I just don't want to hear another 8+ yrs of Pershing need buff complaints
06 Feb 2025, 23:22 PM
adamírcz: If I had my supply of copium, Id say they might at least get enough money to not have to wait 5 months with problems that should be a matter of bi-weekly hotfix
06 Feb 2025, 23:10 PM
adamírcz: I mean, its overpriced,
06 Feb 2025, 23:10 PM
Rosbone: Will it help or hurt the current player base is the real question. Should add more players, but may drive many away.
06 Feb 2025, 19:17 PM
Rosbone: Yes you too can play with a persdhing for the low price of $24.99 USD. Or be the poor schlub who gets his rectum reconfigured who doesnt have the latest pay to win stuffs.
06 Feb 2025, 19:16 PM
donofsandiego: persdhing in coh 3? 😳
06 Feb 2025, 18:42 PM
Rosbone: @aerafield Ahhh, I think I made a pershing like twice in my life since that commander is pretty bad in 4s.
05 Feb 2025, 23:20 PM
aerafield: @Rosbone coh2 pershing has the same ability so, whatever. Though it's probably gonna be a 30 seconds ability to make it super broken pay to win, then 2 months later it will get "hotfixed" into a skillshot like coh2 pershing
05 Feb 2025, 22:00 PM
Rosbone: How do we feel about Pershing shooting thru multiple buildings?
05 Feb 2025, 19:43 PM
Rosbone: I am just happy Relic was smart enough to put this out now because the community was falling asleep waiting 3 months between patches. And a new/old map was shown :banana:
05 Feb 2025, 19:38 PM
aerafield: Not even the trailer can hide the trash sound effects
05 Feb 2025, 18:46 PM
Lady Xenarra: https://www.youtube.com/watch?v=XSvwH2mXje8 Well this should result in 'interesting' reactions... :rofl:
05 Feb 2025, 18:43 PM
Ginaaa: how do i send replay to get him banned?
05 Feb 2025, 00:11 AM
Ginaaa: `just caught cooper47/ maphacking
05 Feb 2025, 00:11 AM
adamírcz: Oh well, I might look it up on dickcord and try upload anyway
02 Feb 2025, 00:27 AM
adamírcz: shiit, saw clean through me
02 Feb 2025, 00:26 AM
aerafield: That's exactly what a drophacker would say
01 Feb 2025, 22:37 PM
adamírcz: Just to be clear, Im askin cause I want someone banned, not coz I would wanna synchhack
01 Feb 2025, 15:10 PM
adamírcz: Do Relic still banana people for synchhacks in CoH2 or is it only for CoH3 now
01 Feb 2025, 15:09 PM
Lady Xenarra: Great, we're all getting somewhere B-)
30 Jan 2025, 21:32 PM
Rosbone: @Lady Xenarra Yes, I am more than happy that Kill Counts were added. I apologize for the insane rant. Like everything else, if you want it done right you have to do it yourself :romeoHairDay:
30 Jan 2025, 19:44 PM
adamírcz: Damn, didnt expect to trigger such impressive rant, but there is nothing I disagree with there :rofl:
30 Jan 2025, 19:33 PM
Lady Xenarra: Errr, browser error. Come on, aren't you happy the game finally got a kill counter? I mean it's fantastic for viewing how many inf you mowed down charging MGs frontally :rofl:
30 Jan 2025, 19:05 PM
Lady Xenarra: @Rosbone
30 Jan 2025, 19:04 PM
Rosbone: *trip on
30 Jan 2025, 18:13 PM
Rosbone: Damn it, you got me talking about Relic again. I had almost completely forgotten about Coh3, like most everyone else. You can only watch waterheads tri n the sidewalk so many times before its just sad.
30 Jan 2025, 18:13 PM
Rosbone: They offer no help to the underling because they dont know shit, they just annoy them until they quit and go somewhere else. There it is, the business in a nutshell.
30 Jan 2025, 18:08 PM
Rosbone: Like most companies, if someone is good at their job they dont get promoted. So only the dumb rise to management roles. These people are usually what I call list makers. All they understand is "I have a task on my list that needs done, did you do it?".
30 Jan 2025, 18:06 PM
Rosbone: It is extremely sad that some moron like me could go there and out work everyone there in multiple roles.
30 Jan 2025, 18:05 PM
Rosbone: So now it has multiple points of failure and relies on asynchronous internet calls. Just the dumbest of the dumb work at Relic. It is clear, they have no concept of what is good or bad.
30 Jan 2025, 18:02 PM
Rosbone: The old file had player name, position, rank, RelicID, SteamID. Coh3 should have included these and player color. Now it just has player name and IDs. You have to go search for the rest of the data from a Relic server.
30 Jan 2025, 18:01 PM
Rosbone: In typical Relic fashion, they did something truly great and then f*cked it beyond repair in a fit of retardation. I have not looked deep in Coh3s files but I would imagine it is still broken. They should have expanded the local info, but its Relic so....
30 Jan 2025, 17:58 PM
Rosbone: @adamírcz Not sure which CELO you are using, but all CELOs pull information from a Relic server. This is because Relic is retarded. All the data neded used to be in a local file, then Relic broke it.
30 Jan 2025, 17:56 PM
adamírcz: and now its back on; noice
29 Jan 2025, 22:56 PM
adamírcz: why the fuck is celo down?
29 Jan 2025, 22:41 PM
SteamNOC: teamkiller ban plz
29 Jan 2025, 16:21 PM
NigelBallsworth: @GenMe what you're saying makes sense, but if that's the case, the designers are creating a situation that makes it very irritating and not at all fun to play Allies, seeing as the player of average skill gets stomped 4 out of 5 times by players of noskill
28 Jan 2025, 23:49 PM
Soheil: Axis 3v3 , 4v4 but Alies strong in 1vs1 and 2vs2
28 Jan 2025, 22:41 PM
OKSpitfire: Relic*
28 Jan 2025, 16:05 PM
OKSpitfire: Which brings up back to the inevitable: How on earth could they allow- Oh of course, the game was released in a really broken and unfinished state, much like the last one. But this time the publisher has had enough. Cheers for that.
28 Jan 2025, 16:03 PM
OKSpitfire: I think these things especially annoy the community because it brings us back to obvious strategic bullshit and exploits that were already a 'thing' that got painstakingly corrected in the previous iteration of the game.
28 Jan 2025, 16:01 PM
OKSpitfire: I think it's more that the lessons learned from all the years of carefully balancing the previous game haven't been learned or carried over. Thats and mechanics have generally been dumbed down to make the game more noob friendly.
28 Jan 2025, 15:50 PM
OKSpitfire: I dunno. I find the idea that anyone would purposefully make one faction stronger than another in a multiplayer RTS game kind of dumb. Why would any designer do this? There's no upside.
28 Jan 2025, 15:49 PM
Rosbone: But the miss was for good reason, to increase the player count and sales. But it has removed too much of the pleasure of out skilling your opponent.
28 Jan 2025, 11:13 AM
Rosbone: Because noobs that cheese are too competitive. Coh2 really was as good as it gets in every aspect of RTS. Relic just needed to fix some small issues and add mechanics. They missed the mark a little.
28 Jan 2025, 11:10 AM
Rosbone: @GenMe Finally someone gets it. Coh2 was designed so varying levels of skill could play together. This increases the available players. Which helps everyone due to better match making. Sadly Coh3 took this idea too far. Which has alienated top players.
28 Jan 2025, 11:08 AM
GenMe: same in coh 2, you pretty much guarantee an axis late game victory, so all they have to do is last out, it also makes them easy to play for newer players, no need to flank, squad wipe late game units
28 Jan 2025, 09:47 AM
GenMe: the reason axis is OP is because they have a massive following, you cant blame relic for listening to thier target audience, a strong axis faction makes more money
28 Jan 2025, 09:45 AM
NigelBallsworth: and then "EZ", like no shit it's ez. team Axis is ez mode.
27 Jan 2025, 22:45 PM
NigelBallsworth: @aerafield "low effort, maximum reward" is an excellent way to phrase the shit that a LOT of Axis players do in team games.
27 Jan 2025, 22:38 PM
Lady Xenarra: @aerafield Given how much screaming there is about it already, there’s nothing for me to say to add to it.
27 Jan 2025, 14:04 PM
aerafield: Ofc the axis main won't mention the Wespe with double barrage and no cooldown :megusta:
27 Jan 2025, 00:26 AM
Lady Xenarra: So will we be seeing substantial nerfs to the SPG spam in 2.0? Bishops were already pretty obnoxious before 1.8 but the extra MP reinforce costs now make SPGs in general an ez click to win option.
26 Jan 2025, 13:47 PM
donofsandiego: the location will be dug double wide so that coh 3 can fit beside it
26 Jan 2025, 07:04 AM
donofsandiego: Upcoming: Operation Shed. For this operation, we will be relocating Coh2.org to it's permanent resting place behind the shed.
26 Jan 2025, 07:03 AM
Rosbone: This has been a paid for announcement from The People for the betterment of Coh Society.
23 Jan 2025, 20:11 PM
Rosbone: And at a point when they need to have as many positives as they can. Instead they drop the ball and beg people for upvotes. You wouldnt need begging if you just did your jobs, like ever.
23 Jan 2025, 20:08 PM
Rosbone: They put out new maps and increase the chance you get the new maps! Great idea! Thanks! Now its been 2 months of getting the same map over and over and over. How do they always fail themselves. Turn a positive into a negative everytime.
23 Jan 2025, 20:07 PM
Rosbone: Seriously now, how is Relic still around. They cant do anything at all without F'ing it up.
23 Jan 2025, 20:05 PM
GenMe: Its pointless even recording wins or losses in coh or any other RTS, they are being maphacked to death
22 Jan 2025, 05:16 AM
aerafield: But make no mistake, this is not supposed to be a "DAK OP" rant. The whole game CoH3 is designed in a way so that stupid players can perform well and reach high ladder spots. Low effort, maximum reward strategies are everywhere
21 Jan 2025, 22:51 PM
aerafield: Yeah I was gonna say, you clearly never saw the 10 IQ 10 APM blobbers roaming around on CoH3's top 20 ladders as DAK. Blobbing VSL Pgrens near the camouflage truck
21 Jan 2025, 22:47 PM
Lady Xenarra: Nvm, I was wrong about VSL. Ultra efficient blob smashers go brrrrrr
21 Jan 2025, 21:31 PM
Lady Xenarra: VSL is a myth, that is all.
17 Jan 2025, 20:10 PM
Rosbone: Ahhh I see the time span was less than a month for my view.
16 Jan 2025, 15:35 PM
Rosbone: 1600 is also lopsided based on 3v3 or 4v4.
16 Jan 2025, 15:32 PM
Rosbone: 4v4 has enough players or Wespe blobs but 3v3 doesnt? Some good axis teams are only playing 4v4?
16 Jan 2025, 15:31 PM
Rosbone: @aerafield What is up with the Coh3 win rates? 4v4 1500 has axis at 57% winrate. Same setting in 3v3 is allies at 52% win rate.
16 Jan 2025, 15:30 PM
Rosbone: Bueller? Bueller?
16 Jan 2025, 15:16 PM
aerafield: weekly shoutbox post :)
16 Jan 2025, 11:49 AM
Rosbone: :snfPeter:
09 Jan 2025, 11:04 AM
Willy Pete: So yes, he was very much doing Ullu things B-)
09 Jan 2025, 00:56 AM
Willy Pete: @Rosbone Couldn't spam pumas, he ragequit after 4 mins. Told his teammates they sucked and disappeared into a puff of smoke
09 Jan 2025, 00:55 AM
Rosbone: @Willy Pete Did he spam Pumas and do all the great Ullu things? :romeoHype:
09 Jan 2025, 00:16 AM
Willy Pete: I played against Ullumulu in coh2 today. The legend lives on
08 Jan 2025, 20:32 PM
blvckdream: @Rosbone yeah ... still no alternative to coh2 -_-
05 Jan 2025, 09:12 AM
Rosbone: @blvckdream They just might. Glad you are still in the mix brother!
04 Jan 2025, 14:59 PM
blvckdream: @Rosbone I submitted a request. Let`s see if they do something lol
04 Jan 2025, 12:28 PM

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