But I am tired of that mind boggling tribalism that players will defend unfinished games, just because launching broken shit has become the norm over the last decade.
CoH 3 is fundamentally a working game. It's not like a 2077 where the units load in 3 seconds after you move the camera over them; abilities work, animations look fine, textures load in, the balance is a little whack but it's not insanely bad.
Broken is too strong a word, but unpolished and rushed are definitely applicable. |
Its used regardless if you UKF play against DAK or Wehr. There is no reason to get brens, because they are firstly expensive af and they deal no damage to vehicles
4 Boys sections, are a threat for everything, even for panther\tiger is attacked from a side or rear. Its basically CoH2 guards, but good ones.
It might have came to be as a legit counter to DAK, but Boys are over-all the most versatile and better upgrade in all situations anyway.
For sure, and without it DAK lights would rape nearly every single unit in the roster.
Have you seen how fast 8 Rads turn a squad into pink mist? |
Basically what I'm trying to say is that Brits meta came out of countering DAK's light vehicles. If you ever play a game of allies where your brits teammate doesn't spam AT rifles, you will finally understand why it is that way. |
No, its meta because with vet 1 they are becoming more accurate vs units, basically turning their AT rifles into CoH2 guards equivalent.
Then why wouldn't they just get brens instead? Accuracy doesn't change performance against vehicles by that much for AT rifles.
If you ever play DAK and you're fighting a brit making anything but AT rifle sections, build 250s and 8 Rads and you'll understand what I'm talking about.
AT rifles are meta because they hard counter DAK light vehicles first and foremost. They're only meta to blob because they're also effective VS. infantry. |
and, of course, because they can use them and still kill infantry. |
As a matter of fact, after the nerf playing PGs, at least in teamgames is a bit redundant. Better to just go for bersaliery.
For being the most expensive mainline (300MP) and with long build time, they do feel lacklaster, even with buff from 250.
Also it doesn't help, that UKF meta is boys spam, which pretty much shut down whole mech play from DAK, forcing you to play inf mostly.
The UKF meta is boys AT rifle spam because of DAK 250 spam and 8 Rape Armored Car. |
I will say it's way too early to make a conclusion about balance but have you faced someone who played sweaty before?
Like rushing a flamer pio 250 into your face and blobbing pgrens around an Opel and LV all game
I will say it's an uphill battle until sherman 76es. |
It won't destroy moving, healthy tank.
And if its damaged, well, what did you expected? Same thing happens in CoH2.
AT loiter rapes utterly, but US AA utterly rapes AT loiter. |
I personally believe that the current best USF build order against DAK is one that skips both T1 and T3 entirely. Instead, you build T2 first, and use battlegroup doctrinal infantry to fill your roster instead.
Why? Because riflemen get absolutely dunked on by DAK panzergrens. They're like obers on steroids. Why waste manpower on a unit that will become obsoleted nigh instantly anyways?
So, if you aren't building riflemen, it's unnecessary to build T1. Mortar is rubbish against bunkers anyways, and jeep gets curbstomped by 250, so also a waste of manpower.
T3 is also unnecessary, because you basically spend 50 fuel to get pegged by 8 Rads and Wespes. AT gun is useful, but my build order gives you the AT gun without tech, so there is no need to build it.
And what does T2 have? Literally everything else you could ever want until T4; an MG to hold your points, bazooka squad to protect against 250s, a sniper to help bleed the enemy, and finally, the only worthwhile US LVs in 4v4; the half track and both its conversions.
For right now, I'm still trying to test my build order against competent opponents so I can figure out how to make it better, so consider it a work in progress, but here's the general idea:
1.) Choose Airborne battlegroup, unlocking Pathfinders and smoke drop. Reinforce first scout squad, which has now become a Pathfinder squad.
2.) Pathfinder
3.) Bazooka squad -- Best to have a counter to 250s on the field asap.
4.) Sniper -- Paired with the pathfinders to sight, and the bazooka squad to keep 250s away, the sniper seems to me like a good choice for bleeding the enemy.
5.) MG -- To lock down points, etc.
Now, my timing isn't exact here. There might have to be another squad built before this... not sure. Anyways, the idea is that you tech mechanized support ASAP so you can gain access to the M18 AA halftrack.
6.) Mechanized support
7.) AA halftrack -- The AA halftrack is able to deal serious damage to any 250s still harassing you on the field, plus they can deal actual damage to DAKzergrens in tandem with your sniper.
8.) Either AT halftrack OR Ambulancetrack -- The 8 Rad rape car fast approaches your buttocks, so you must field a defense as soon as possible. The AT halftrack has the added bonus of getting a vet zero HE barrage, so I think that it's worthwhile. Now, if you have a brit teammate doing god's work with his AT rifle blob, it would be very kind of you to eschew the AT halftrack and instead build a healing halftrack in order to support their infantry (and your own, or couse).
After this point, the idea is that you hold on for dear life and stay alive until your first sherman hits the field. Between step 8 and 9, I think that dropping a paratrooper squad or two is in order, or perhaps another MG to consolidate your points.
9.) 2 x Sherman
10.) 76mm upgrade
11.) Armor upgrade
76mm Sherman is god. All hail the Sherman 76mm.
Please let me know what you think. |
but an anti-tank loiter WILL destroy your tank without any effort and there is nothing you can do about it. Medium tanks simply melt away. That has nothing to do with blobbing I think...
I don't know if this has always been a thing, or just something that's been added recently, but the american M18 AA halftrack shoots down the AT loiter planes nearly instantly, even with a single vet zero halftrack. |