When engineer units target things they can garrison like bunker/fighting position/emplacements the repair ability comes up that means that if the structure is not in full heath they will try to repair. That create an issue because one can not man these structure with these units. Priority should to garrison and to repair, if one want to repair before garrisoning one can simply use the repair button.
This was solved by the devs adding a mechanic -> holding CTRL as your cursor hovers over said emplacement/building. It will shift into a garrison function.
The Grant is completely overtuned, just like several other units from axis & allies, so your point is?
But out of all the medium spam, the p3 with all the armory upgrades HAS to be on the top 1 or 2 of the list
Yes yes yes I know it costs over a 1000 manpower, but in larger modes it's not hard to snowball like that
Well there's overtuned and then there's 'Obliterate everything in a spammable 90+ FU tank.'
Really? DAK isn't OKW, better named, "Deutsches Arbeitskräfte Keine." Discounting 4v4 for obvious reasons, IDK what kind of 3v3s you're referring to because I was starving for MP even with a bike/2x Pzgren build.
Maybe Transfer Depots can get you the MP needed but at what cost?
For Allies, the Croc comes to my mind. It's already in the game so implementing it won't be much more work in theory. I'm hoping we don't see USF getting Pershing, as that will most likely end in another 8 yrs of ppl complaining it's only matching Panther in AT performance etc. Nor are they likely to get a Tiger equivalent either IMHO. I've heard from ppl wanting the Sherman Jumbo, which might be more appropriate for a faction lacking durable tanks outside of the EZ8. Bulldozer's durable but won't be taking on meds well.
For Axis, I am wary of the KT being added. Part of me wants it, but the other parts question how it can be implemented in a balanced way. It'll outclass everything including most likely the BP.
What I USED to do against this was hug green cover with the double Pgren and keep 250 in the background for combined arms bonus + medical supplies. If the map has no green cover, you send Panzerpio early to the front and build a sandbag on the best spot.
What is he gonna do besides sit there & repair forever with the Dingo and feed you vet. This should buy enough time until you can upgun the 250 and get Panzerjägers. Unless I missed some crazy Dingo buff, this should still be viable. And if he is one of these people who put the sappers inside the Dingo and drive into you, the double pgren + pio + 250 will focus-fire the sappers instantly
I try to keep up with all CoH3 patches but again, I haven't played CoH3 very actively for a about a year now so take this with a grain of salt
Those were indeed solid tactics back then, but they do not work any more. Even if the sandbags get built, the Dingo can simply drive up point blank and mow your pzpios down far quicker than they can it.
I used to think Panzerjaegers would also deal with Dingoes easily, but that's behind the 6 min timer or after teching up and clashing with your MG choice. Get a fast Pzjaeger and their inf/MG will walk over you.
250 is xp food for Dingoes at the moment, no exaggeration. The armour nerfs have made it an easy matchup. Don't get me started on the bike vs Dingo matchup. I've had easier times with a Kubel in COH2.
By the time you have spent 150MP on the Combat Half-Tracks and grabbed 250 autocannons @60 muni, they'll have AT boys easily and have been dominating you on the field with their own inf meanwhile. Perhaps on Gazala this will work, everywhere else...not so much. And even if you keep them at bay, the Humbers/Stuarts will come and hardcounter your 250s with ease....and any other LV you put out.
Personally I've only been able to make a steady creeping advance work, focused around a full combined arms build (Bike + Inf + MG + ISG + PaK), but this is more difficult than simply 2 x Dingoes + Inf + MG = Ez map control.
Inevitably, when this thing does get nerfed, a lot of UKF players are going to see their WRs crash through the floor, just like AT boys.
That's true, however the variety of viable strats at the highest level is extra sparse usually. And if Flakvierling is not 100% mandatory at top level, I just can't see why it would suddenly be mandatory at the lower levels where your opponent makes more mistakes too
I am genuinely curious - what is your solution to double Dingo as DAK? Usually this goes into double Humber or Stuarts.
I know this forum is dead anyway, but can <50% winrate one-faction heroes please stop sharing their opinion on balance? thanks
I think the OP's high on something, but playing as DAK is indeed awful unless you go Flakvierling (predictable by you and opponents!!! ) or some really off-meta strat with its own risks.
Whats even the point of that muni conversion? Thats completely meaningless and just looks like you framing things
Riflemen are easily the best mainline, no disagreement. But they damn well better be for that fuel being invested that early
I'm not counting nades in this analysis of the unit. That's another matter entirely and tbh way beyond my skills as this has more impact in 1v1 IMHO.
Well one does not get a BAR by clicking '60 muni for one BAR on Rifleman.' It's behind a global upgrade that also gives a BAR per rifle/Ranger. It's the best comparison I could think of.
I used to think riflemen sucked until someone showed me how to actually play the game (Greyhound rush -> Grenades -> BARs). You really have to play like a caveman in the early game to get the most out of your riflemen, which was my mistake (I tried using support weapons in the early game. Whoops). I wish there was some kind of sidegrade that riflemen could buy without teching BARs like a shotgun or something lol.
That is certainly a viable playstyle though not to my taste personally. I went Grenades -> Quad mount -> BARs. Yes, Riflemen DPS curves favour close range shootouts and there isn't a Sturmpioneer to worry about in this game. Later on, I've used Riflemen more defensively, shooting from cover they're a pretty difficult squad to dislodge without heavy firepower. And nobody in their right mind charges BARs, unless they have flamers.
INB4 future USF BG has shotguns (NOT flamers ugh).
I haven't played CoH3 in a while so please correct me (with some details) if I'm wrong, but whenever I played axis in 2v2-4v4 I was beyond happy when I noticed my opponent went early BAR upgrade, because it means I baselock my side by just rushing a Wirbel or Flakvierling/8-Rad.
And a late BAR upgrade is no real threat either, it's a stage of the match where non-elite infantry in CoH3 is almost irrelevant in terms of raw fighting power & dps, they're just here for snares & capping at that point it felt like.
This stage of the match in CoH3 is fully decided by Vehicle warfare, elites & anti-tank infantry and 1 or 2 BAR LMGs on each rifle squad does not change this at all
Wirbel got nerfed overall as the patches passed by. It is pretty expensive and okay anti-inf for its cost and timing IMHO. 8rad is still good at anti-inf but now a single zook squad () can consistently force it away (160dmg per salvo with the upgrade). Flakvierling is still a major problem, but T2 DAK without it is an exercise in masochism and fanaticism. AKA old school OKW. You outrange a zook squad slightly with the Flakvierling, but it's not enough to stop the USF player getting shots off on it. Just don't chase. You won't be baselocking anyone with any of them any more, not above 1k MMR anyway.
Nobody gets late BARs in my experience, if things have been that bad for the USF player they're dead already or going some SSF squad stall in my experience.
Well the only Axis elites that they have to worry about are Stosstruppen (T4) and Guastatori.....neither of which they should stand a chance against anyway. My point has been that's a long time to get to the late game and there is plenty of room/time for BARs to make a difference on the map control/VPs. Until then, their main opponents are grenadiers (walkover), Coastal (more of a problem) and expensive DAKgrens (MP bleed a DAK player can ill afford). You have Fire Superiority at vet I that trivialises the aforementioned 3.
Panzergrens can be an issue, they love to give you a free gift basket when doing Fire Superiority, but they come later and without vet.
Ranger will probably need a nerf but I still think USF players will avoid building Riflemen wherever possible. The fuel and munitions needed to make them relevant beyond the opening moments of the match is eyewatering compared to holding out for elite infantry or building pathfinders etc.
You know, I do not understand why people dislike using Rifles so much. I've been using them since the beta and times where they were considered 'DOA' or 'USF on life support.' I almost never had problems unless I made mistakes or got surprised by new tactics. BARs are one of the best all-round upgrades in the game and affect all riflemen. 150MP, 40 FU spread across 2 or 3 squads. What's the muni conversion shall we say? 60 muni per squad of 3 squads? Another 60 muni per squad for a 2nd BAR. Hardly egregious costs, unless you've been throwing nades around all game.
You have delayed LVs/armour yes, but there isn't an Axis inf who can stand up to them 1v1 until maybe pzgrens or of course Guastatori. Usually this translates to more map control and resources. DAKgrens eventually outscale with CA and VSL and their own 100 muni LMG upgrade, but that's some extreme circumstances there.
Does anyone know here I can find a coh3 cheat sheet, with unit stats.
I have found some Websites, but it seems like they either outdated or does not explain the units properly.
They update it automatically with each new patch. Prob the best info you can get without digging into the files themselves. Also comes with a DPS comparison so you can see how many inf matchups go.