LOL , im playing ally now , it is such easy,do you want to see the replay, just click unit,and attack, win
Lol mentioning my player card when I only play 4v4 rando idiot. The new commander was complete shit, it makes you rely on going support company with HTs that never works. USF have to make riflemen unless dak players like you blindly walk into mg spam and cant focus a zook squad down or into retreat, or somehow do not know how to use your indirect rhat usf has very little of. Its a worthless doc. Good luck ever getting to a pershing lmao. You probably do see it a lot i guess since you pretty much already lost the game if USF if even allowed to deploy one. |
Really crying about the pershing LMAO. Even in 4v4 I very rarely ever see USF actually get to the point to field it, the only way they do is if the other team is complete dogshit and they had to use almost zero fuel the whole game not bled too much mp and somehow made it to what like 13 plus command points and somehow was able to stay toe to toe which is impossible against any good axis team. However Tigers (not the KT) you see most 4v4 games and actually can have huge impacts and sway the game. |
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 !!!"
Agree 100 percent and then the dude calls the cheese of being able to fire grenade launchers out of the 250 a bad ability lmao. Yes thats why you see it all the time because usf cant do shit about it they can just kite you all day with it and then comes the giant blob of grenade launchers sitting by a reinforcement ht. Super cheese and easily counters mgs if used right. |
Thanks for asking. I am hoping you are doing so because you have input with the designers. The following comments not only address butterfly mines but the other mine-based abilities of this DAK battlegroup.
This mechanic, specifically the DAK battleground focusing on area denial, seems to have little or no parallel among other factions or battlegroups. This makes it especially effective at all phases of the game.
This mechanic, afforded only to DAK and by extension other team members, offers great strategic advantages and one might argue tactical advantage, considering how quickly these minefields are erected. Strategically, it only seems to add complexity to the Allied side, as they must ensure that they have a minesweeper ready or some means of bombarding the ground to clear the way prior to advancing. Careful thought and planning does not seem to be a requisite for benefiting from this ability, considering its very low cost. The benefit to using these abilities not only pays off in the short term, ie: causing a retreat, bleeding enemy units, or denying access, but perhaps more importantly, it serves to stall Allied advances and/or territory capture until much later, allowing Axis to focus on building up troops while Allies are starved for resources or denied strategic positioning opportunities. Again, this comes at a very low cost to the DAK, making it an exceedingly powerful tool.
In my opinion, mines didn't really need any adjustment, just as bunkers didn't really need any adjustment. It is beyond puzzling as to why the designers felt the need to take these two things and build most of a battegroup around them (DAK, and Coastals). It rewards lazy gameplay and creates a disproportionately frustrating experience for seasoned Allied players in team games and potentially even driving away new Allied players.
To adjust this ability would mean to increase the cost of the s- field significantly, and for the butterfly mines, to increase cooldown and/or remove its "permanence"; eg: they explode on contact and that's it. They don't linger.
Again, for both sides, mines and mine-based abilities were already in a good place. They rewarded careful placement, were not spammable, and their use paid off for both sides.
There is also the cheese of firing grenade launchers out of the halftrack where they can kit all day and they know there isnt shit you can do about it and they know it until you tech with usf. Rifle nades are not going to cut it and they can kite zooks just as easy if you went that route, then they blob them making mgs useless and most usf infantry. |
Its bullshit and without a doubt needs changed. Its mostly that two pretty much engine damages a late tier vehicle. But there is a lot of ability in coh3 that offer no real counter play. Compounded by other things like pretty much having to equip engineers with a flamer as usf. |
Nothing about coh 3 feels lifeless or boring to me. Coh 2 multiplayer when your forced to choose the same commander every single time and the exact same build every time was lifeless and boring. Not being able to use any sherman tanks variants in multiplayer with out it being snared to death every time or insta killed on sight by double invisible racks felt lifeless and boring. Forced to pretty much jackson spam every game lifeless and boring. Not being able to use support weapons because of stuka deleting them every game or spamming lefhs and bunkers lifeless and boring.
Coh 3 is much more about tank battles which i think many more players find fun with the cat and mouse games. Instead of rocket and blob fest and mg camping and lopsided super tanks that was coh2.
I will say coh2 felt much more mythodical in infantry battles but i think that will come on time with coh 3 with balance, bug fixes of units stances things like that how they line up behind cover. |
is this why the bishop was nerfed and the wespe was buffed? or is dak stuka spam too much to handle
Or why the whizbang has mortar range doctrinal and sucks, while the werfer is non doct causes wide area destruction and to add to the bullshit also incerates the ground and will burn units to death making it near impossible to even retreat support weapons and lots of time infantry as well as they burn to death retreating through it, its a joke. It would be like if the landmatrress dropped white phos with every rocket it landed and it burned units to death not just to 1 hp.
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Do not forget about giving Axis superior artillery once again, one of prime things that always made coh2 unbalanced in team games. |
well JLI are just broken as shit to begin with they are like bullet proof pathfinders. Vetted they can literally just stand there with airlanding officer tripple brenned and two 5 man IS brenned and look at you funny spotting for lefh or leigs or stuka or werfer what ever there team has. There is zero reason why they should dodge bullets like that with good dps. |
Family sharing lets you keep commanders on said shared account? 🤔
I thought for sure this wasnt possible or i would of long ago as when you play as many games as I its borderline impossible to change your elo from the past. |