I can't stand people who quit early in team games, it takes so long to find matches sometimes. I haven't noticed a pattern with a specific faction, but I can render a guess about USF
Their late game in team modes is the worst of any faction imo. If you don't go calliope, 2x AT guns will counter pretty much any fuel investment you build except maybe a 105 dozer
They rely on early/mid more than anyone so if that doesn't go well, the impatient players probably just quit. Would like to see a little more punishment for quitters in CoH3. Although they probably need to improve the matchmaking first lol
Or maybe the balance team could fix their late game? OKW always has a KT, Panther, and PIV available. USF often has no meatshield other than a couple doctrinal tanks. |
The fix that it needs is that the right side needs more ways to approach the center, not something that makes it better for arty. |
I was playing a game today and a KT bounded 13 consecutive shells from an AT overwtach. Is it supposed to do that???? I could have sworn that even ELE's didn't do that.
I don't remember it being nerfed. It's been okay but don't think it's really OP. I'd bet it was a lot more near misses than actual bounces. |
And this is the problem with like half the playerbase. Anytime someone says something is OP, a bunch of people come whining about the closest thing on the opposing side they can think of
One of my teammates complained about ST in chat yesterday. The guy who was using it said "just get AVRE". Our team had 2 soviet players and 1 USF. Critical thinking skills 10/10
Like maybe the AVRE is dumb too? I wouldn't know, since I literally never see it or use it
It moves too slow, doesn't seem to bounce much, and the turret often causes more problem than it's worth. The range is short so everything sees it and can move out of the way. It didn't shoot through sight blockers the last time I used it. You'd have to get really creative with smoke and other units to get it even somewhat usable. Even then, it seems like your micro and resources would be better spent on just about anything else. |
I do love whiteball, I think it's a phenominal map. Redball on the other hand is blatantly axis favored. Now don't get me wrong, vetoes should have their uses, but I've seen many times before from "top teamgame players" who are also members of the balance team simply say "just veto redball as allies 4Head" as their argument against it. I'm not saying I can do any better or there aren't other factors in play, but for "top members" of ladder and the balance team to give such trash arguments is really... damaging to coh2 overall.
If you veto Redball, is that because you want to play Vielsalm, Lorch or Mud? There just isn't enough vetoes. |
Interestingly, UKF was the highest winrate faction in 1v1 for the month of June, I really want to see those winning builds.
UKF had hardly any games played in the top 200. I'd bet that the balanced win rate is because a few players at the top played most of the games. If you sort the top 200 list, you'd find that roughly only 60 unique players have played in the last week. |
I think the 45% win rate in team games is what makes them less fun to play...
Generally a 10% differential means there is something systematically problematic. Though I'll bet some of that has to do with maps. Redball and Whiteball need to be played less, as they REALLY incentivize MG42 into cache games. Though 2v2 also has the same divide. Statistically, the strongest Axis team is a 50/50 mix of OKW and OST, in every game mode. Still, this 10% differential is cross all team games. Something is systematically wrong.
This is a little off-topic but I think the problem has more to do with how the Sturmtiger, Walking Stuka, and LEFH scale into 4v4's. The 4v4 maps are only a little wider than 2v2's, which don't have balance issues. The Sturmtiger's weak point is lack of mobility, but that doesn't matter much on most 4v4 maps. The Walking Stuka is an all-or nothing wipe machine. It will often wipe a full-health, Vet 3, 7-man con, which is devastating for Soviets, not to mention the easy wipes on support teams. Even just going down to 3v3's makes those units less impactful.
MG's are part of the problem, but both Soviets and USF have good counters early. |
I suggest OP does the same comparisons regarding infantry performance:
place 2 squads in front of said tanks and look if panther wipes them faster
The only buff that the Pershing needs is an availability buff. It should be available when all tech is researched/upgraded the same way that the KT is available, and possibly the same for the KV2. I don't think either of them need anything except possibly the Pershing needing a little more armor, and possibly not even that.
Making both of them more available would help eliminate the stale meta's that make allies less fun to play. |
Isn't the OKW AI objectively worse? They keep throwing raketens out against infantry (and gift them to the opponent) and waste all their bonus manpower on Kubels, which are just free veterancy for all mid-game infantry. I just played an Expert AI to shake off some rust and the Expert AI seems to have gotten even worse. The AI tried using a Puma and raketens to fight Assault Guards while its Volks and Sturms keep running at the exact same angle into the same DSHKA I left parked on the VP for the past 5 minutes.
All of the AI's run into problem with team weapons and are prone to gifting them. They also have a tendency to rush units like Priests or Katy's into the front where they get destroyed. |
I agree that Soviet is the toughest AI opponent...especially with the ZiS barrages. I also feel like the computer plays differently depending on the composition (i.e., 4 Soviets play differently than 2SOV/2USF), so they must look at allies as part of their decision making as well.
UKF...is trash XD
Accurate. However, the capping ability for an AI is sometimes better than the dropper anyway...
Soviets can be tough not only for the ZIS barrages but also the constant use of satchels. I've had games where a soviet teammate dropped and the computer got a couple wipes because there is no warning sound for satchels. It also typically doesn't try to pull off the light vehicle trick.
I really don't know what is with the UKF AI. It always seem to suck.
I have won automatch games with a computer, even 2v2's on maps like Vaux Farmlands. It's always a judgement call as to whether or not to drop when a teammate drops. The only absolute is that if a UKF player drops, I'll always drop because the UKF AI is comically bad. |