Compare CoH 3's release to other AAA titles like Red Dead 2
One studio had a 9 digit amount of US-Dollars available for developing their game, the other one didn't. Like what on earth is this comparison
Anyway I'd say I agree with both sides here. Trashing on the game for the most petty stuff is absolute bullshit, but saying that the game feels unfinished or rushed or whatever is 100% understandable.
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Thanks for the info Aerafield. I'll have to try the ISG a bit more, I must confess i've barely used it at all.
Oh and what do we suppose are the chances of Relic making a helpful unit/unit ability wiki that stays up to date. Zero? lol.
Yeah don't judge the ISG by its CoH2 performance (not that it was bad in CoH2), but now it's like a packhowitzer that fires mini nukes across the entire map
And sadly I have no idea about an upcoming ingame wiki |
I'm right in thinking there's no combined arms buff from the kradschützen right? I can understand why, think it might get a bit oppressive if it had it as well as its vet 1 ability.
Seperately, what do you guys think of the autocannon/mortar upgrade for the 250? I find the mortar is nice but the autocannon doesn't really seem that worth it, requires a significant amount of careful micro in exchange for fairly mediocre damage.
Yup the Kradschützen, Mortar HT, Recovery Vehicle, Stuka and the 2.5 Tonne truck are the only vehicles that don't provide the CA bonus to Pgrens and Panzerpios. But keep in mind you also get the bonus from Wehr teammate vehicles
Now you don't "have" to build a 250 from the beginning and can wait for 250 call-in after 6min or Flakvierling, especially on a campy map where the 250 can only attack frontally... but imo that requires some very cautious gameplay with the help from Kradschützen support which has a decent MG34 and amazing sight (built in spotting scopes).
The combat halftracks used to be okay but last patch Relic ninja nerfed them for whatever reason by increasing upgrade cost from 50 to 75 ammo.
Honestly just skip the combat HTs and just park the 250s in the background for CA, small flank recon and their medical supplies. The mortar HT is hot garbage compared to ISG anyway and doesn't provide CA as mentioned earlier, and the 2cm version is a meme in teamgames.
We really do need a page explaining vet and all these passive abilities in details.
Absolutely
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By the time US player have 4 paths, you have 1 PG, 1 ST and 250. I fail to see how you will be charging 4 or even 3 paths with your PGs. As for gren sniper, nothing stops US player to either use their own sniper (since going paths with T1 is pointless) or just use vet 1 ability to catch sniper. On top of that, US player will for sure just be sitting somewhere doing nothing, letting Wehr player get grens and sniper out.
No-one cares about CA
No wonder you're struggling with DAK if you take such horrendous engagements and under-estimate CA. You can simply go Pgren ---> Pgren ---> 250 at the beginning. With flamerpio - 250 + double CA pgrens at min 4 you can do an extremely oppressive push that is only stoppable right now if you play vs a USF player that rushed riflemen nades... which means he went riflemen and they kinda suck in teamgames atm.
You don't have to attack the frontline sectors at all costs from the beginning like a donkey, simply pull out with your Panzerpios or Pgren if you see 4 pathfinders or 2-3 sections. And wait until you have the 4 units mentioned above ready and then push all of them together.
Panzergren combined arms provides +20% accuracy, movement speed, ability range and -20% received accuracy, it literally turns them from Conscripts into vet 2 Penal Battalions from the get go. If you don't utilize this feature then just stop playing DAK because you're playing this faction completely wrong. And again, after 5+min into the game it's not that crazy hard to park a 250 or flakvierling near your Pgren "blob" (2 squads is ideal number, vs hardcore spammers you need 3; DAK is about vehicle snowballing and not inf spam) and Heal Truck + weapon teams
And no, I'm not farming randumbs as an arranged team. Apart from the launch-weekend I am mostly spamming pure random games, sometimes team of 2 4v4's
https://coh3stats.com/players/1447?view=recentMatches
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First of all which mode are you playing? If 1v1 then you're probably right and you can dismiss what I'm saying, if not then most of what you're saying is complete rubbish I'm sorry
What paths need is price increase. They are dirty cheap, they should at least cost around 230-240, considering how they can just overwhelm you in early game and 2 of them can fight pretty much any set-up early into the game by sheer numbers.
Pathfinders are literally the 3-man Scout squad with one extra soldier, the utility package and a rifle-nade. They lose hard vs charging DAK Pgrens and they are also pretty much defenseless vs Grenadiers + Sniper support. Yeah they give you a lot of map control in the first 5min but then they fall apart like wet paper, unless you're fighting vs a clueless opponent who just builds 2 MGs + grens and hopes for the best
By the time you can field light vehicle, unless enemy gave up fighting completely, you already can have zook paras. And because you skip T1, you can just go for quad-mount or howi M5, via mech support (which is meta).
What LV are we talking about here? The Flakvierling is on par with the quad flak and zook paras can be easily avoided by a mobile suppression platform if you give it some sight. As Wehr it's a bit harder but you could just cope with 1-2 schreck jaegers until tanks arrive. And if he builds the 57mm HT and you don't build a LV, then he just wasted resources for nothing.
*76mm sherman is also just insane. Its probably should be more AT orientated tank, possibly even separately build, ones unlocked. Or be a free upgrade for shermans.
The 76mm sherman is the one single thing that US got going for them that could be called overpowered, but it's very expensive hence arriving at a very late stage of the game and it forces you to go 1 specific support center.
*UK tommies at very least, need a price increase from 260 to around 270-280 MP, since they are by far the best infantry in the game.
DAK Pgrens with CA beat tommies under pretty much all circumstances
*DAK is all over the place right now. Basically whole faction is on life support by Italian combined arms battle group.
While Italian CA is arguably the best DAK doctrine at the moment, saying that the faction is "on life support" without it is complete BS. Pgrens with CA have the best stats across all mainline inf squads (and in 2v2-4v4 it's certainly not hard to park a 250 or flakvierling near your grens), they have a non-doctrinal nuke heavy mortar, a dirt-cheap 90 meters scout vehicle and most importantly: The ridiculously strong Armory upgrades that turn your tanks into the best of the game
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The Kettenkrad wire nerf nerfed the wire out of the game. You hardly need it past the first two minutes.
You're not supposed to cap the 2-3 fuel points right outside your base for permanent bonus fuel cheese that the enemy cannot contest. That was never the intent behind this ability.
Also: The Nebelwerfer is still shit.
Stop shooting it at max-range into the fog of war against random targets and you will see better results with a rocket arty that costs 0 fuel |
And this becomes absolutely obsolete when they have multiple of these emplacements. Your plan will not even reach the edge of the map.
Also a 10/10 moment when you paradrop airborne rangers, AT guns or 30cal into your own base and they don't even survive those 10 meters |
Also for USF Paras, if they get smoke support and you use 2 Satchels at the same time, the Flak will be destroyed instantly (at least that happend to me)
True but only if it's vet 0 or 1.
At vet 2 and 3 it gets +120hp every time and will tank a satchel charge. And this thing vets up crazy fast |
While that is an excellent suggestion, I can already see a potential issue where receiving artillery fire counts as 'in combat' as units get damaged.
But this shouldn't be an issue unless you are blobbing 5 units around the truck? And if you do that, then indirect fire should 100% punish you for that
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Until Relic hotfixed the most OP emplacement in CoH history, let me show you a quick guide on how to have a chance of winning against the current Luftwaffe abuse going on in teamgames with the fallspios spam into flak emplacements.
1) Pick brits (my god, DO NOT PICK USF currently at any times at all!) and go Indian artillery doc. In the beginning you only want to build one vickers and 2 sections with a mortar (camp map) or 3 sections and a dingo (large open map).
2) If you see the axis plane in the sky at the beginning of the match, build a mortar asap as your 3rd or 4th unit. Once you have 1cp, call-in the doctrinal 120mm mortar and convert the tow-truck into a heal truck in the forseeable future. Put the truck on the frontline.
3) Now, once you spotted the emplacement:
Spam mortar smoke on it 24/7! The smoke lasts seemingly forever (45 seconds) in coh3 currently so the emplacement will be permanently smoked if you repeat this procedure frequently. Now the emplacement is forced to use ground attack which is very unreliable, esp against moving targets or if the map is cluttered with shotblockers.
4) Do not use HE barrage on the emplacement, it's a complete waste of time! Well, unless you cleared all other targets around the emplacement. Use the HE barrages in between the smoke barrages to bombard the nearby MGs and inf squads.
5) Upgrade all your sections with BOYS AT rifles and pick a good moment to approach the smoked emplacement and ground attack it with your entire blob (need at least 3-4 squads with AT rifles) |