General Information
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality: United States
Game Name: Snaek
I never had any problems with Shift capture orders. And I played builds that were far less polished than this one.
They're referring to not being able to queue up capture orders from the minimap, which I remember having issues with as well. Shift cap worked fine, but not on the minimap.
I meant in combination. As far as I'm aware (take with a grain of salt as I don't play COH2 much), LVs either get an HP boost with vet, or they get/have smoke dispenser.
Aha. Well, I'm very certain you would be right about that.
And coh never was or is this "hardcore" micromanagement game...while coh was always a way more userfriendly alternative with things like "retreat function" ( which is basically a no brainmove compared to other rts games where you just lose your units if you retreat through enemy units or you have just 1 - 2 soldiers left and escape with retreatbutton because suddenly after a exhausting heavy fight, they can jump up with full gear and run like hell through mg fire with a damage-reduction??? ) and also the whole concept of "squads" where you have a full squad and not single soldiers etc...
There are way better games for this kind, where you can micro every single soldier etc..CoH is the more "casual" alternative and should stay on that road. It has a reason, why this heavy micromanagement games have a small playerbase compared to the CoH-series.
Endless whine for last 5 years about doing something about end game always regressing into heavy tank spam was indirectly asking for faster games as attempts of extending mid game itself by strengthening LVs opened an option to play, not the solution to the problem, faster tick rate fixed that.
True. The faster game time meant stalling was a riskier proposition than before. Even stalling for a tiger was risky as allies can easily overwhelm axis infantry with proper upgrades (even if Tiger evens this out through pure tankiness and shock value, they still have to pay that not insignificant 900 manpower plus tech costs).
If you flank with bolt action rifles, you're not going to nuke anything, unless you land a grenade.
Try the same with thompsons or MP40s.
You've seen how REs melt grenadiers with their sten guns, its not coh2 shocks level of dps, but you can't exactly ignore them when they get near you.
Then there is a case of global upgrades increasing survivability of infantry as well by providing extra model, extra health or both.
If you want to get squad wipes fast, apply anti-infantry vehicles, you've seen how well they chew through infantry and since 1 AT nade does not snare LVs anymore...
CoH3 is not CoH2.
If you try to play it like it was, you're going to be disappointed.
People were absolutely sleeping on the super lights in coh3 surprisingly. Using jeeps and notorcycles to flank units/draw fire while your squishy assault units moved up was a very effective tactic.
You guys are going WAY OFF course with your guards talk. The question is not about Coh2 balance on a specific unit.
But I like going off topic
What can be done in Coh3 to make sure one commander is not dominant?...
IDEAS:
1 - Make a variety of map styles. Long and close range. Many players hate this approach, ask Tric he will explain. But this ensures you need more than one commander. But then you may be missing a required commander in one mode.
Highly agree, however the close range maps need to keep flanking routes. I really liked the CoH3 maps because it seemed very difficult most of the time to cover all angles of approach, ensuring that MGs didn't COMPLETELY lock everything down.
The only downside to this is that it will generally favor axis in that they have much tankier stock elite CQC squads (Assault Grenadiers for DAK and Panzergrenadiers for WER). Allies don't even have stock elite CQC squads. Granted, they come a bit later so it won't be a baselock kind of game early on, but still, current CoH3 balance is kind of based around mid range combat imo.
2 - Relic could make commanders so one path is better for close and one for long? This would effectively double the type of commander load out.
Eh I'm fine with the commanders being specialized. SSF commandos with LMG then idk Marines with Thompsons or something in the same commander seems a bit much. Just have good commanders for each option, in this theoretical balance.
Maybe one commander specifically designed to be like that.