Yeah, I play Allies mostly, but whenever I play Axis, it's remarkable how much easier it is
The best thing is that it is only 4 CP's to get one of the best command abilities in the game. I don't play a lot of DAK, but Panzerjaeger is one of my favorites due to the butterfly mine. It's best when you drop it on your opponent's retreat path, well away from any place they have vision. If they don't send a sweeper there, you'll kill squads on retreat. Their squads disappear and they don't know why. It's like putting ant bait out at my house. I don't know where the ants go, I'm just glad they don't come back. Relic seems to have taken that approach in the latest balance path. |
Oh I have no doubt that CoH3's explosions are more realistic than in previous titles, realism is probably what Relic was aiming for.
But in hindsight I just think that route was a mistake, I am 100% sure that most people prefer the cinematic hollywood effects over the tiny explosions with a bit of dust in the air
Very few people know what actual gunfire and explosions sound like. Most people have only heard the Hollywood version of those, along with Hollywood's brutalization of Newton's Third Law. The problem is that it is entertainment, and nothing in this game is realistic anyway, so why not give the customer what they want. |
I honestly don't care about what faction is more OP right now, the rancid degenerate cheese spam exists on both sides.
But here's the thing: In CoH1 and CoH2, you actually needed to be good at videogames in order to execute most of the "abuse" meta strats.
In CoH3, every moron with more than one braincell can play the abuse meta. Because it doesn't require a lot of micro or game awareness at all.
"But but but in CoH2 there was USF pathfinders or cheesy spam from all other factions too!!"... which is true, but you actually needed to try really hard to beat an opponent who was actually GOOD as well.
In CoH3, top level meta gameplay is literally the battle of the 10 clicks per minute apes who were stuck at ELO-hell in previous CoH games, and who now found a strategy that requires almost no effort with high reward. It's like old CoH2 volksschreck blobs or 2015 brits emplacement spam but now on all factions kind of 0 effort strategies
No, Relic combined the best of both worlds. DAK can spam emplacements that have a really tiny target size so they take forever to kill if you want to use indirect fire, then they can spam a blob in front of the emplacements that is stronger than the old Volksshrek blobs, with 2-3 Walking Stukas sitting behind the emplacements. I'm not sure they really need 10 clicks per minute.
The other elite gameplay is the mobile DAK. With the upgrades, armored cars have around 400 hit points. Motorcycles have 305, so they can take two Sherman hits and still escape. Worlds best motorcycles. Better players use this, because it's much more difficult to counter. The APM has to go up into the 30 range, which is the biggest drawback. |
Yeah, I think my frustration with people who play Australian is that they all seem to think that the specialist troops are good at CQC, so they create a bunch of those and run them at the enemy. I won't argue that the emplacements aren't good despite being obvious targets for arty. Indian BG is all right but my main frustration is that a lot of the arty abilities take too long to acquire. Also the Ghurkas are fairly useless until they vet. The heavy mortar itself is 400mp. For something that is slow and ponderous to move and an easy target for arty, I would rather spend that 400 on something else.
The Australian unit is horrid at close range. They do okay when they stay back and use the targeting ability, which helps greatly on Axis elite infantry. I normally only get one or two. If you see someone using them for their mainline, you'll probably be happier leaving the game and taking the cooldown.
The heavy mortar isn't that bad, just don't think of it as a big 82mm. When you bring them in, convert one truck to a AA truck. Then use the long range flare to plan attacks. It ends up being worth it in the end. It will get wiped multiple times by nebelwerfers so I often don't bother trying to get it back to full health. I only get it on the couple of maps where there is a city battle for the center VP. It's trash on practically anything else. Also, withdraw and refit gives an okay amount for the truck so they end up not being too expensive if you don't need the truck. |
is this site basically just whiners, or does anyone have useful strats to suggest ? For example, I find that the only UKF doctrine that's any good is Air and Sea. Has anyone had any luck with others ? Or, it seems axis pio spam is making a comeback, is there an allied equivalent ?
There isn't really an Allied equivalent to Axis pio spam. I'm kind of glad about that. It's a swill game style.
Both Australian Defense and Indian Artillery are viable options to Air Land and Sea on some maps. The -25% reinforcement cost from Indian Artillery helps if you're caught in a scrum over a VP. Australian Defense is good on maps like Steppes or the river one that turns into an arty and bunker fest. It might seem counterintuitive, but the emplacements work ok. They don't really kill many units, but the other team has a tendency to arty the shit out of them, which is less pressure on your infantry. The Bofors won't kill anything, but it will somewhat lock down a single point if supported, and it does help against loiters. |
The "trash" game design that caused the OP to lose about 300 ELO was a small buff to the US MG suppression. It's still not great, nor as good as the MG42, but it isn't completely worthless like it was before the patch. The OP now needs slightly bigger blobs to A-move through US mg's.
At 1600+ ELO's, four US players have a win percentage of 33%. It goes up to an average of 44% when there are Brit's in the mix.
Most of the time the TTK is really long compared to COH2. It isn't like COH2 where you could look at the other part of the map for a second and lose units. The exception to that is a couple of the off-map abilities. DAK has the COH3 versions of artillery cover, zeroing, and the stuka loiter. In 4v4's, better players will coordinate their off-maps and delete all of the units in a large area. In comparison, the US has a couple of hard hitting off-maps that will really do some damage if it takes you more than six seconds to respond to the smoke.
PS - true to Relic's form, US rifles are still overtuned so US is a good 1v1 faction. |
Does anyone know why Relic doesn't use Valve's anti-cheat? Is it just not able to be made compatible with their games or is there a cost that Relic does not want to pay?
The map hacking is only part of why I mostly play COH3 now. The community balance team left 4v4 in a really bad state. It's too bad because the couple of units that unbalance 4v4 wouldn't really affect 1v1, which is well balanced. |
So basically you need a bunch of upgrades to make it decent
You pretty much need all of them, and a group of at least two. Two of them can push around shrek blobs when they have the 76 upgrade, but they still need smoke because the armor isn't that great even with improvised armor. |
That's a new one. I've heard people call CoH 3's release comparable to how bad CoH 2's was but never *worse*.
COH3 was worse in terms of missing features, like replays. COH2 was much worse in terms of bugsplats. Comparing the two is like comparing apples and hand grenades.
Sega really messed up by releasing COH3 in the state that it was. The bad press cost it a lot of sales. Even if you look at the time value of money, they probably shot themselves in the foot by releasing it the way they did. Also, it was a mistake spending resources on the "great" new features like infantry riding on tanks instead of making replays, a good minimap, etc. |
I mean big names etc.
Very few of the old "big names" are still playing COH2. COH3 released in a worse state than COH2 but it's still the newer game so most of the good players have switched and are trusting that Relic will eventually make it better. |