Open this thread when CoH3 is announce. Maybe we end up with snipers again, maybe we end up with Pathfinders and JLI next time.
Inb4 they combine them and make 4 men sniper teams
I do like the general direction of making them more supportive rather than bleed machines though. Sniper play can be interesting, but it can also be terribly unfun to play against. Feeling you need a sniper to keep up with other infantry is also not cool, as has been the case at various states of the game. |
However mod team wants to split it, might work.
Right now the situation is:
-Mobilize is arriving too late.
-Mobilize arriving at T3 is too soon. Give it a cost.
-The cost is too much, it should be unlocked for free at T4.
-No one is gonna pay for the upgrade at T3.
-Go back to point 1.
Well said +1 |
The above tested mediums have been relatively unchanged for quite some time.
Comparatively the panther, Jackson and firefly have been adjusted quite frequently in an arms race to make them all quite good.
Despite being versatile, mediums really can't stand up to these TD units because they aren't cost effective against any of them. While the units are all fine, non-doctrinal options are better for killing infantry or tanks in most situations. The only one i really ever build is the 85 because it's good vs infantry, but it's not great vs tanks with its long reload and relatively low pen as evidenced in it performing worst vs the panther. Next patch KV-1 might replace 85's as the best option for tanks in a guard doc.
If you want to make them more competitive choices, they should be buffed but increased in cost so they can show a greater differentiation from non-doctrinal units. |
I think it would be nice to have a second USF commander with a true offmap that can kill artillery.
After looking at the roster, since mechanized artillery became tied to the WC51 only infantry company can be used as a true off map vs artillery or pak43s.
I would also note that the cost is higher than time on target so it would certainly not be too cheap to 1 shot artillery as is suggested here. |
No, you have to pay 100mp/25 fuel to enable the upgrade globally, then pay 50 munis per squad, and then pay for the reinforcement, which I forgot in my earlier post. If you have three squads then it is 360mp/15fuel/50muni per squad. I sometimes just get two if I'm going to get Guards or shocks so then the price per squad is 410/22/50 per squad.
Yes, I agree. I have been getting like 1 conscript squad instead of a penal here and there, because i can get 7 man later, but I'm not gonna do that and have a diverse army if i need the global upgrade.
This basically only makes the upgrade useful if your con spamming, not if you just want like 1 or two con squads. Having t4 should unlock the upgrade without buying something in t3 if you want to encourage diverse armies instead of just making it a con spam upgrade. |
Keep it on OKW, not other peoples bias and their post history.
As far as the notes go:
Think the KT is still not good enough for 1v1 play, but maybe it doesn't need to be. Maybe it needs to be like the JT/Ele where 99% of its use is in teamgames.
It's finally great to see miragefla's tech split finally being incoorporated to the schwer HQ. Although I still do not like how obers need an active (not destroyed) fully upgraded panzer HQ. It's fine to lock it intially, but if you lose the HQ you can no longer upgrade obers. It makes them become an overexpensive grenadier squad.
I agree with the point on obers. Additionally I think fallschimjaeger are in the same boat. Calling them in if your schwerer is down they will not be able to upgrade.
I think For Falls and obers they should have the condition of once constructed the weapon upgrades are permanently available similar to the KT. |
hey guys what if SU started with a cons and an eng squad ? or what if first cons squad was free of mp ? would it bee too op ?
Granted
They still only start with 4 rifles though |
OKWs Flak HT needs a Health buff in my opinion. It doesn't need a damage or reload speed because it should be mobile and versitile unit which goes from 1 side to another just to help the units out. It is in the battlegroup which is to assist units in the battle, therefore it shouldn't be a unit killer.
It's either giving it something like the USF M20 has to not get 2 shooted by the Panzerfaust, so it can sustaine at least 2 shoots from the AT gun and being able to still survive with the lowest HP possible .
In my opinion there are 2 options it should be balanced .
First is to give it 1 more shoot before being destroyed.
The second one is to get it's fuel cost lowered to 45 or even 40 not to be in a way of the T4.
The new patch will help with the HF being more build and letting the obers get out sooner and getting the elite units but still it will have a problem staying alive in the late game. Even if you managed to get it in the late game it will be less usefull then a 221 . It'll be sitting on one of the cutoffs and defending it's position and you would not be gaining much.
HP buff is probably a good idea. Buffing the offense is tough when it comes so early.
Cost is good for performance but as with all the OKW vehicles in mech and battlegroup that means they come even earlier. Locking it behind medics would be a neat way to delay the arrival but make it a more economical option.
And also battlegroup always has and always will be a weak tech choice when you only get 3 units and one of them is a non-combatant IR halftrack. If OKW had an extra choice this tech would see more play. |
Immediately what jumps out to me, is that your ally ignored half the map for almost the entire game and the OKW player ended up floating 2k manpower for most of it.
For you, As soviets or really any faction on that map you should build light vehicles such as the m3a1 scout car. It would let you be a lot more aggressive and mobile. You and your ally seemed content to hold 2 vps but you ceded most of the resources on the map to the other team without much resistance. You guys seemed to camp that resource point with almost no strategic value. For a long time. You should always agressively go after the fuel and your opponents cutoff. That map is too big to play defensively on as evidenced by the OKW player floating so much manpower.
I would also recommend getting a sniper if you are opposing a campy Ostheer player and you have gone tier 1. You had tons of manpower to do so in the midgame, backteching to t2 is quite useful as soviets when you can afford it for at guns.
TLDR; get more aggressive on a map that big, build light vehicles asap, spend your manpower. |
This is generally why I prefer tying all Commander vehicles for tech so they can come at an appropriate time independent of how frequently you engage your opponent or lose units ect. |