Long games are definitely possible even with new tickrate, as long as the match is actually balanced. I see it all the time. If a match lasts 20min, it means one side just played worse (or got cheesed by OP strats idk)
Did they improve the AI? Did they make the campaign not repetitive? Have they replaced the icons so they are not using CoH2 assets? Did they fix the sound balancing so where you can hear infantry fighting?
The most recent patch 1.4 apparently did a massive overhaul to the campaign experience, both the campaign map and the missions themselves, and they improved the AI as well. I'm not a PvE player but this is what I have seen in videos.
There's still some recycled CoH2 icons and audio is still a bit meh, but it's WAY better compared to launch. If I was a singleplayer enjoyer I'd definitely give CoH3 another shot right now
Yes, about unit preservation and few units on the field.
Not about big tanks and big explosions.
CoH2 late game tankspam and arty fest were utter cancer and I hope it will never re-emerges.
CoH3 mid-game heavy focus is awesome for pacing and variety.
As I wrote on the CoH3 server thread as well: If you love & enjoy teamgames how they are in CoH3, nobody stands in your way. But the poor playernumbers on top of the conversations I've had with dozens of my teamgame friends over the last 10 months speak for themselves.
Imagine you're playing CoH2's Ostheer but neither T4 nor strong tank call-ins exist, and that's the only option you have to play every match. Absolutely awful. And now imagine this on a map like Winter Line
What Aerafield said. People complained about heavy tanks (mostly super heavy) in CoH2. And with good reason. 70 range 400 penetration tanks with 400 armour. On maps which are lane-y as f***, was not a good experience. ISU152 was at least somewhat nerfed with the HE shells range.
So what did Relic big brains do? Light and medium tank spam. Heavy tanks super expensive. VP tickrate fast as f*** boy. Poor sound design on explosions. Explosion effects are also ... poor.
They also reworked tank ranges from 40-60 to 40-50. So now you have a Hellcat TANK DESTROYER that can't destroy tanks as it only "outranges" medium tanks by 5 range. And has low armor and HP. And they also made this silly change that tanks accelerating from a standstill, will accelerate instantly to 100% velocity. So it's looks like the Re-Volt game from 1990s. Also makes the 5 range advantage void.
Games last shorter. Are more dull and boring and revolve around the same old medium tank spam. Or light tank spam for fast victories.
If they made CoH3 heavies like CoH2, with the exception of 72.5 sight range KT. And if the tanks like ele, jagd, ISU152 actually had flaws, unlike CoH2 where they were without a single vulnerability (well, unless you're retarded and assault with them going first)... it would have been a better game and more people would play it. CoH is a game with the focus on teamgames. Not 1v1. 1v1 is for the e-sport type games
QUESTIONS FOR COH3 PLAYERS:
- Are a large number of buildings a problem?
At the moment, definitely. I like city maps personally but they're always controversial. And now in CoH3 it would likely lead to big gameplay issues, primarily for axis.
They rely a lot on units with a fixed turret such as the Marder and the StuGs, and those would be horrible on maps with many buildings
Last monday when i was playing in the evening coh2 got 4000 players and coh3 3000 so that means last patch actually change something. For me game is really cool right now. 4v4 is way more funny than coh2 - no more fast stuka zu fuss, no more bs heavy tank destroyers, doctrinal panther and less arty spam in general. That's true people blob medium tanks but that's why late game is so good. Finally its not about boring tank destroyer spam where sherman or panzer means shit now we got normal tank battles.
As I mentioned in the past, I think the "superheavy" tanks in CoH2 (ISU-152, Elefant, JT and maybe KT), those were BAD for the gameplay. They were frustrating af to play against or borderline unbeatable if you picked the wrong doc. And CoH2's tank destroyers needed to be buffed to insane levels in order to keep superheavies in check, and then those TDs made mediums and heavy tanks almost useless. I don't want that to return in CoH3.
However CoH3 needs way more beefy spearhead units like the Croc or Pershing and way more specialists like the Archer and Nashorn. I'll put my more detailed post from the CoH3 server on here too
command and conquer works like this and is successful
So? We are playing CoH here, not C&C. CoH always has been about unit preservation and few units on the field, not "spam many units and just charge in" rock paper scissors style like C&C
It's like releasing a new Battlefield or CoD but now the only gamemode has building enabled because "it works and is successful in Fortnite"
The "big tanks big explosions" formula worked perfectly in CoH1 & 2 teamgames, and fiddling with this was a bad mistake
Completely subjective ofc but I think the teamgame experience in CoH3 still isn't fun, that's the big problem, and teamgames are about >90% of the CoH2 online playerbase.
Teamgame players want big tanks & explosions, not this light & medium tank spam
CoH3 is always Marder blob, Wirbelwind spam, P4 or P3 spam, Sherman & Hellcat spam, Crusader spam.... you name it. But apparently Relic's faction designers think that this is what teamgame players want, especially in 4v4
OR maybe I know a little more about the stuff going on behind the scenes. Stay in your lane, expert And I guess by calling this a "filler expansion" I also commended Relic or what?
In the past I've made several posts already where I criticized Relic or CoH3's live service, not my fault you're oblivious
The problem is that the other option is not a great outlook either: They're not intentionally shrinking the DLC, but this is literally the best they can do with their current resources. Which would mean that not many people are working on CoH3 anymore, otherwise there would be way more content.
Or it means that their entire focus for this patch was (still) on "fix the game" rather than "add new content". I'm sure that Relic's resources are now much tighter compared to pre-launch, but it doesn't mean that their team is too small now to save CoH3
CoH2 had the "saving grace" march deployment patch 9 months post release.
Help me out here, what exactly was the great march 2014 update? I could have sworn that was the patch where they just released two new doctrines with Wehr Puma and Soviet M4C Sherman in order to promote the upcoming WFA DLC. And at that point CoH2 multiplayer was in a pretty "hated" & unpopular state because of the blatant pay2win crap going on