I would like to use this thread to gather some opinions about the new Auto-vaulting mechanic in CoH3. For those who don't know, squads in CoH3 now always jump over obstacles like fences automatically, you cannot do it manually anymore.
I will start by saying that I dislike this new feature. Here is why:
Auto-vaulting sucks in combat
In a gunfight, you want to maximize your dps by shooting as long as possible of course. However, (unintended) vaulting interrupts this action and therefore decreases your damage output. There is also the terrible issue where some squadmembers vault over cover instead of using it. I think autovault during combat does nothing apart from being extremely annoying
Auto-vaulting takes control away from the player
Being able to select a tiny chunk of fence to vault over with pinpoint accuracy is extremely important in order to execute precise movement, necessary to avoid HMG arcs, mines or the line of sight of your enemy. It also plays a minor role in the control over how much you want to space your squad out which can be important. Auto-vaulting hurts this aspect of CoH.
Auto-vaulting on retreat is overpowered
You want to make a risky play and wipe a squad on retreat? Good luck with that when your vehicles need to drive all the way around a stonewall while your enemy just vaults over it with high running speed.
"Necessary vs unnecessary micro"
Precision-Vaulting like in CoH2 is a prime example for necessary micro, as explained above. It gives you access to precise movement required to play the game how you want. It also is mostly un-intended during combat, therefore should require player input! Not to mention how auto-vaulting nullifies the map balance where mapmakers create fences in a certain way so one side can reach the area faster than the other, unless you do the input like in CoH2.
A good example for "unnecessary" micro was the spam-clicking in CoH1 when you wanted a vehicle to reverse long distances, which is why the reverse hotkey got added to CoH2. A massive QoL improvement and stark contrast to auto vaulting in my opinion. This whole auto-vault feature feels like something you would expect from a RTS that you play on Console with a Gamepad, but not in a CoH PC game!
Conclusion: I am not asking to completely scrap this feature, but to give us the ability to make it an optional choice. Make it so you have to press a new hotkey for auto-vault (similar to attack-move but now the name is "vault move" ) or give us the option to disable it completely in the menu or something.
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Steam: 76561198062101687
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: [NS] aerafield
Steam: 76561198062101687
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: [NS] aerafield
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Post History of aerafield
Thread: [CoH3] Auto-vaulting18 Apr 2022, 14:01 PM
In: COH3 Central |
Thread: Greyhound question10 Apr 2022, 15:43 PM
Greyhound is 222 with enough AT power I would compare it more with the T-70. Also I think with the Greyhound and when it's useful, it's the exact same with the Puma from Wehrmacht. If you managed to farm 4/5cps extremely fast (talking 8-9 minutes or even faster) in 1v1 and maybe 2v2, then go for it to keep up the snowballing. If your cp gain is slow or you play 3v3/4v4 then dont use it |
Thread: USF Pathfinder spam is too efficient (2v2)6 Apr 2022, 22:53 PM
Grenadier A-move blobs with double pak40, 222 and spotting scope brummbar is also too efficient in 2v2 and what 95% of the wehr one-trick players are doing, but I'm not making a thread about that This pathfinder meta is annoying cancer but some people rly need to stop pretending like axis don't have some absolute cancer strats as well. And there is counters available for both OKW and Wehrmacht against this. This whole 2v2 USF situation is the result you get with a map pool & meta that are too hostile for Riflemen. In: COH2 Balance |
Thread: Relics Legendary Team Game Matchups3 Apr 2022, 00:27 AM
In: Scrap Yard |
Thread: Relics Legendary Team Game Matchups2 Apr 2022, 23:00 PM
There is only 12200 ranked wehr 4v4 players btw In: Scrap Yard |
Thread: Is the British AI total Brocken NOW ? 1 Apr 2022, 23:25 PM
lol that would mean that in many scenarios you would WANT a teammate to drop to increase your chances of winning, especially at the super low ELO. replacing dropped players with a standard cpu like in coh2 is fine. But the brit AI rly is a complete other level of trash, the soviet and wehr AI's are actually decent. OKW is 3rd best and USF 4th In: COH2 Bugs |
Thread: Surrender Bug31 Mar 2022, 11:27 AM
Sorry i meant the situation where there's two players on 1 team vs 4 on the other.
Could have been this ultra rare bug where the enemy team surrenders but your team gets the loss instead: It can only happen if your team tried to surrender as well in the past (and voted no) In: COH2 Bugs |
Thread: Surrender Bug30 Mar 2022, 20:50 PM
That makes sense, doesn't seem to work when there's two of you left in a 4v4 though I think the rule I mentioned above only applies if all people are still in the game, and gets disabled as soon as someone disconnects/leaves In: COH2 Bugs |
Thread: Surrender Bug30 Mar 2022, 11:40 AM
What causes that stupid situation where one team mate chooses to surrender because they took 1% of damage and before you can even vote, apparently everyone has surrendered? After 20 minutes or so, only 3 people are required to surrender a 4v4 match. I think same situation with 3v3 and 2 people after 20min but not entirely sure In: COH2 Bugs |
Thread: axies rekt in 4v426 Mar 2022, 02:08 AM
Yeah ok I'm pretty sure you made this thread after losing 1 or 2 games vs a sweaty arranged team or something, because nothing of what you say here makes any sense outside of the scenario of playing against a sweat team on a select few allies favored 3v3/4v4 maps like Whiteball. I play OKW 4v4 regularly (currently rank 3) and 80% of my games are chill as hell. Maybe one in twenty games is vs abusers that know what they are doing. Fact checks: 1) the average allies random in 3v3/4v4 is a drooling doofus who goes penals or Lieutenant against blobs/p4 rush followed by a /Q. Or who can't beat a single gren + MG42 camping the lane on redball etc. Don't even get me started on the average brit player who has the brain size of a peanut 2) axis have higher winrate in 3v3 and 4v4 3) Axis is way more straight forward and easier to play than allies for the average player, because you always have upgraded inf, MGs, AT guns and indirect fire no matter how you tech. The more durable axis tanks are also a lot easier to handle if micro is not on point. If your average ape allies teammate spams t34 or shermans against panthers and Tigers it's already over basically 4) Axis have access to rancid cancer strats as well and dominate easily on urban maps (of which there are plenty in 3v3/4v4) with metas like the Feuersturm blobbing near an Opel blitz 5) I am also gonna put an older post of me here, just because it's too good: Oh and there is also the 4v4 matchmaking. We (a lot of 4v4 players that I know & myself) have a saying "Do not search allies 4v4 in dead timezones, only in EU afternoon time. You will always get unwinable games." In: COH2 Gameplay |
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