Afrika Korps with Rommel in a singleplayer campaign leading up to the end of Italy. If done correctly, would be amazing to have in CoH3. That way we have half desert maps, half Italian maps. I was thinking of adding the Italian faction, but the Italians were sorta obsolete after 1941.....
Or
We could add the pacific theater. The only problem is the Japanese had inferior weapons and resources compared to the U.S., especially towards the end of the war.
Whatever the case, CoH3 needs something unique to make it stand out, especially considering how repetitive WW2 games seem to be.
yea i think its a little repetitive with the ww2 games i think im ready for some modern combat, stealths, new tanks, icbms, commando special forces, ect been waiting for a modern rts since command and conquer gen zero hour |
I agree, that was incredibly unnecessary. What gives?
yea just like demos booby traps and all kinds of other things, get overnerfed. llike how booby trap is same as okw ober trap but booby is doctrinal lol |
120 ammo is just for the weapons that come along para. 500 MP is just too cheap. It can snowball pretty easy, and way more easier reducing it CP.
yea see where u coming from but if u try the commander u are going to realize its the most lackluster commander in the game almost. |
I like the changes, but don't you think that 500mp for 2 paratroopers and 1 AT gun too much cheap?
tbh its a hard one becuz i only bought 2 rifles cuz i new i was going to get paras. i had 2 rifles, 1RE, 1captain,,1 atgun,1 packhowi, a major, ambulance, and when i got my 2 paras i had so much infantry, i bought a jackson and i hardly had any pop cap. left i have like 14 cap left. and usf mp drain u alot now i think they need to lower some cap on things. and dont forget its 500mp plus munis |
Are people really against the buffs that will allow the only stock TD option that USF has to finally do it's job?
I also realized that the FRP from the Major will be something that you want to activate when you retreat and not have it up all the time, I like that change a lot, will reward awareness. yea earlier i messed up leaving it on for a long time thinking it will deactivate lol
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How many people actually play custom matches against other players with this? Is it enough to realistically find a game? i play sometimes with mirage and smith, but i get games alot of the time when i make one ppl join if u are patient enough to wait 10 mins. sometimes theres noobs that just join not knowing what the mod is |
M20
- M20 accuracy from 0.75/0.475/0.2 to 0.45/0.375/0.25
- Weapon accuracy increases with veterancy: +10%/+15%/+15%
The far accuracy of the m20 is too high especially at vet 3. It can fire beyond the range of most infantry weapon at 40 and has at that range around the DPS of vickers.
i just use one at vet 3 it never died and i had around 26 kills in a hour long game. the okw guy i was taking on had like 53 kills with his vet 3 aaht... things like aaht and luchs are way more effective then this thing without vet in alot of situations so i dont think its as bad as u say it is. |
In patch notes it stated they wanted to change the M20 from a shock unit to a scout/minelayer. M4A3 is the stock medium sherman in the major tier, M4A3E8 is the ez8 on rifle company.
thought u meant m4c and i just played usf in the revamp the HE shells were not op they still miss a ton and dont squad wipe things very often. i didnt get 1 wipe in 4 games with new changes. and wats wrong with the m20? its acc was like 75 and went dont to 40 or something like that? thats a huge anti inf nerf |
Thanks for clearing that up. I think that is "acceptable" parameters but still OKW is being reduced on its total manpower. Kubel is still map dependant.
As far as other things go:- The M20 seems far to overpowered for its price. While you've reduced the accuracy significantly at close range, it'll still be a semi consistant and dealing damage similar to the kubel. In addition though it now has 50 munition immobilize mines that deal 400 damage IIRC. You're going to have to double check on the damage it's been awhile for that stat for me. However with a 7 second lay time and an immobilize as a result I find that to be far to punishing.
- Adding to the m20 mine issue for OKW is smoke grenades are not unlocked with a sweeper (in the notes at least). I think this does push you towards the schreck more but since you'll always want a sweeper due to mines/demos against any faction you're going to have to construct now 2 SP since you start with the kubel. that's 600 manpower.
- JP4 is a possible issue due to 60 range detection. If it works like the kubel and only shows on the minimap then you're forced to attack ground that should be ok. If it actually gives sight then that's insanely broken. It'll be a mini JT. Possible overperformance on certain teamgame maps (road to karkov, port of hamburg).
- Elite armor looks like it could possibly enter the meta. HEAT is still great, panzer commander looks great now and ST is still alright. Panther with a panzer commander will now have the sight range at the same attack range as a comet. I'll be buying that a lot on my panthers should this patch go through.
- Obersoldaten look potentially overpowered. Notes don't display any nerfs aside from the vet 4 stat buff being removed I believe. 340 manpower for now a faster scaling unit that are terminators once they get their vet 2 (vet 3 in notes).
- JT vet 2 supporting fire 33% range increase. Currently I'm not 100% sure on the range of the supporting fire but it is well over the current 85 range. It has to be AT LEAST 100. +33% is a massive boost to that abilities range and its HE shells effective vs infantry. Maybe the scatter will be really bad as i'm overlooking that but that is cross map infantry wiping material on retreat points.
- M4A3 is probably the strongest medium if these buffs go through. The unit was already great for its price, now it'll be consistant and great.
- Surprised no changes to the captain's "On me!" Removes suppression, gives +20% accuracy and a +20% RA buff to all affected squads.
Aside from that most other things look pretty ok. Rear echelon look potentially an issue since their stats were not changed. They'll still be god awful at range but they're semi decent with upgrades. Volley fire looks either alright or potentially an issue with RE spam.
-m20 isnt meant to lay reigal like mines, usa dont even have regular mines that are not doctrinal.
-m4a3 is a doctrinal medium tank which is in a commander that isnt to good since dshka been nerfed in the revamp.
-i used ober they are not op at all, use tanks to fight them not inf to MP bleed them fast.
-captain on me was already nerfed last patch and they get suppressed now right after. |
-i was thinking giving IR patherfinders 2 shells more at vet 3? dont need more range.
-the dodge lost armor? which is well needed i think u should give some of it back.
-E8 are not to good maybe give it some kind of buff vs armor. maybe 20 pen since it shoots slow.
-251 HT inf awareness is only 10 munis and can see infantry on map at huge ranges need a cost increase as this is a super no brainer i spam it every time its ready.
-calliope needs like 15 fuel cost reduced from all the nerfed its been getting.
-kubels armor from front should be 2.7 rear 2.4
-pack howi needs a aoe buff like the leig.
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