Erm, no. Without Stuart in LT tier Luchs/Flak HT/222/Flame HT would become insanely oppressive. I don't want to have to tech racks super early and then get zooks instead of BARs.
FlakHT, 222 and FlameHT can all be dealt with using a snare and a couple of lucky shots. Luchs is more oppressive sure,. |
too expensive, make cheaper! |
Anybody who unironically complains about inherent imbalances in factions falls into either two categories:
- Started COH2 way too late to miss the long times where Allied factions (postlaunch UKF, ClownSniper SOV, Flame Penal SOV, Pathspamming USF etc etc) and so is shocked at how difficult allied factions are perceived.
- Is a plain noob and uses imbalances as a coping mechanism.
The only real problem with balance is the terribly broken MM matchmaking. Faction design is broken for so long I don't even remember when it was good. |
Thread: Leavers1 Jun 2022, 09:25 AM
Team games also relieve "ladder anxiety".
Ryan Schutter, lead UI designer for StarCraf 2 | 10 years anniversary interview;
https://www.usgamer.net/articles/starcraft-2-anniversary-interview-blizzard
From a publisher's point of view, Co-op is lucrative in that it allows for deeper monetization with MTX and not just cosmetics. As PVP oriented pay-to-win MTX becomes 'pay-to-help' your team (NPC game environment).
The potential of CoH team games is far superior to any other RTS games except maybe dead IPs such as World In Conflict that had unique team play design.
The 1vs1 audience will never be the future of CoH.
Why should Sega even bother trying to compete against SC2 1vs1 when future CoH games can make more money from team players and co-ops.
I'm not saying CoH3 can't build a larger 1vs1 audience, but fans need to know they are fighting an uphill battle.
i wish people would realize how stupid is modelling a game after 1v1. |
They need a new engine badly. Using the Same Engine for COH1 + COH2 + COH3 + Dawn of War 2/3 and AOE 4 is stretching it.
Only so much you can do with 1 CPU core and 3 gigs of Ram.
based |
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So my question is, if a person like me can do it why is it so hard for a multi-million dollar company to add a tiny bit of polish into their games? Almost every single Relic game is missing this most basic feature and I would like to see this changed with COH 3 as Relic literally has no excuse for this other than laziness.
You are talking about a company that thinks "mappable hotkeys" in 2022 is a big thing to brag about (check out AOE4 updates roadmap), so I think the answer is somewhere there. |
How you use your kubel will change depending on faction and unit. Against conscripts and rifleman since they are slower firing you can inflict some bleed. IS kind of depends since they are long range focused they can reduce some bleed while they get the universal carrier to fight back. Penals actually do quite well vs kubel due to their SVT firing a bit faster/6man and scout car will be out shortly to chase you down.
Also how would you describe your infantry play are you aggressive or passive. IF your a bit passive JLI work great since they are long range units that can do good crit damage. Your kubel and VG will help get more criticals allowing them to pay off quickly. For more aggressive play you can try VG with MP40 back up by the OPEL blitz truck. You can keep your pushes going longer while your kubel at VET1 can use detection mode to give you a heads up on where to attack/defend.
JLI are indeed very very good.
I always think of them as Sniper for OKW and build one to have with my volks. |
This might sound a bit meme-ish, but it is a valid strat.
Most of 3v3 maps are rather big, so mobility is the key here. If you lose an encounter, then your units will have to sprint back across half the map spending a lot of time. So play around mobility!
Go with Overwatch for JLI or Luftwaffe for paratroopers & heavy emplacements.
kubel-kubel-kubel-upgrade for sturmpios-tech truck into mechanized - luchs + autorepairs - then it depends on the situation. I prefer to open with more infantry, but you can go MG or Raketen.
If you need a bit more firepower, go for early call-inf of JLI.
If you want to lock down a cut-off - put 20mm flak down.
Kubels do not bleed manpower, rather maneuverable, and they vet up rather fast when you use them togheter. Fisrt spread them to gain control, then bunch them up and bleed your opponents, sneak for cutoffs, outmaneuver your enemy.
3 kubels with a bit of micro can reliably kill clowncar. And if you lose them you can salvage their wrecks for a bit of fuel to speed up your LVs!
There are a lot of weaknesses like Vikkers, upgraded penals, you need to have a decent micro and so on, but it is super fun.
Tell me you are joking dude |
OKW in all modes but especially 3v3 is all about Map Control and Psychological Operations.
- Don't build too many units. OKW thrives on good experience gains and manpower saving. As people said before, 3 volks + 1 kubel or TOPS 4 volks is more than enough to carry you through the entire game.
- Try to tech quickly to Schwere truck (even if you are stalling for KT) to get Obers to replace potential Volk wipes.
- For the love of everything, DON'T OVEREXTEND YOUR TRUCKS. Most people think that OKW Battlegroup Support is free healing and Schwere Panzer HQ is free area lockdown. Nothing could be further from the truth. They are mostly tech buildings, that if you lose you get set back A LOT. Be very careful with them. For 99% of players, building Healtruck inside base and Flaktruck a little over the base borders to cover a flank should be ENOUGH.
- KT is way better than most people think, and definitely worth stalling for. You have raks to support you, so build two of them and supplement your army by a good antiinfantry formation (MGs, Obers, Veted Volks) and you should be good to go.
- For newbs, Mechanized HQ -> Luchs rush is death sentence.
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