Still playing, but busy last month of the year stuff is taking my time.
Ehhh 3-4 mins for a match is nothing really, you can just alt-tab in the meanwhile.
USF is blobbing huge armies as usual (Rangers) and WM is kinda spamming the Artillery Officer + Coastals + Bunkers at the moment. Guastatori flamers are cooking up extra crispy Allies  . |
I'm certain there is an aspect of "learn to play" here. Really looking forward to replay coming. In previous COH games that helped us troubleshoot a lot. We've clearly fallen into a rut and it's hard to figure out what to do without being able to go back and look at how the game played out.
There are replays but it needs a bit of a workaround. The last replay is still stored in the filepath (or equivalent) C:\Users\[Username]\OneDrive\Documents\My Games\Company of Heroes 3\playback and you can copy + paste + rename them just like in COH2. temp.rec is still the last played game. Make sure to copy and save any replays you want to keep. Future games will overwrite the temp.rec file.
Here is a walkthrough of the method to see replays: https://www.reddit.com/r/CompanyOfHeroes/comments/11midvt/how_to_watch_coh3_replays_without_fow/
NB: To do playback on replays, replay filenames must be in a format with zero spaces
"USF replay.rec" is not fine
"USFreplay.rec" is fine
"USF_replay.rec" is fine
Also may need to look at using the US M1 Quad more. We seem to have moved away from using that unit much for some reason.
Use of the Quad went off a cliff after the big 76mm Sherman nerfs and ppl migrated to the EZ8s. No longer was the MSC a meta pick and ppl could use ISC or ASC instead. |
A properly supported M1 57mm will still give DAK LVs (yes even the Flakvierling) extremely serious problems unless they just ridiculously outmass you or negate its fire arcs somehow.
Chaffee is still great, just don't fall behind on map control (very doable as USF, UKF is so-so).
BARs are still very good, just can't expect Fire Superiority to walk over Pzgrens any more.
Brief reminder that Pzgrens are 300MP (elite pricing) vs Riflemen 260MP. Throw in the 200 MP VSL and there's a slight MP rebate of 1 model (28? MP) per pzgren squad. My point being that they are dangerous and durable infantry overall and thus require to be treated as such. |
Yes, they can "dodge" it by retreating instantly. In a team game, that's good enough for me. Decrewed, back at base, as long as it isn't set up it might as well not even exist.
A right click would suffice. It's not pre-nerf ASC strafing runs. Plenty of time to escape the barrage zone. Certainly more time than I ever had vs I&R/Recon Support Company
Yeah the barrage itself is okay, nothing super special. Its the spotting for other offmaps from yourself or a tm8 that its truly good for
Yeah i would never go for it in a 1v1, but t3 isnt a death sentence in team games
Tbh I find the battlefield to be rarely so static that the traktor actually is of any use. COH3 is much more fast paced and fluid to have these old grinding battles usually. ISG (so T2+) is just better for most situations and I say that as someone who specialised in siege situations (featuring many many off-maps) in COH2. |
I could be wrong about this being broken. Willing to admit that. Can someone actually expalin why it was needed in the first place tho?
The recon tractor is stock. Feels like mostly a team game unit, but so does this upgrade
I will offer a counter-suggestion. DAK lacks in the recon department (unless you're a kubelbike fanatic or using vehicle awareness (BG locked)). USF has the scout/pathfinder, UKF have recon IS/flares and WM have mortar flares + ketten sight. Recon tractor is locked to T3 builds, which tbh aren't that good any more, not after they nerfed the Marder and buffed T2 via AT gun improvements. Ppl with brains, contrary to my usual mocking of USF mains, can dodge the traktor barrage by being awake.
DAK's armoury is all about global improvements to their units and the sight increase is consistent with their ongoing themes. |
AO WOULD be a serious problem if DAK had something analogous to the old range 70 tank destroyers, but it doesn't have that. Marder IIIs are a sluggish shadow of what they once were, so not really an issue IMHO. Additionally, range 45 assault guns/TDs are a far cry from the range 60 TD meta of COH2, nvm after the vehicle manoeuvrability changes across-the-board.
I will say that there is a possible exception, where the Tiger is now self-spotting and can camp VPs.....but these are very old and well known tactics.
|
I think you're underestimating the (Vet I+) M1 mortar here a bit. Delayed fuse HE shells which are very good at knocking out team weapons and damaging structures. Alternatively, the airburst can wipe models/cripple squads too. These options, albeit at the cost of 20(?) muni, give it temporarily more firepower than heavier guns like the ISG and Pack Howie. Of course the range is a lot less, but it's still a mortar.
but man it hurts to see the wizbang not do antying, at lest make it comparable to the calliope
The Whizzbang has a whopping 720HP and Sherman armour stats. IMHO its intended use is to drive fairly close to the enemy, potentially risking AT shots and then barraging. Used like that, team weapons are consistently wiped out. It has a survivability ppl would have killed for in COH2. I believe the devs were very careful to not have a Calliope 2.0 and that pure shotgun potential.
Perhaps the Dec xpac will have a BG with USF arty option(s)? |
Anyone else feeling a bit underwhelmed by these units ? I've gone toe to toe across open ground with engis and still had a difficult time. They don't really dish out much damage.
I would suggest you use upgraded Gurkhas if you want an elite anti-inf specialist which can fight toe-to-toe with Axis squads. They will consistently beat everything short of Stosstruppen (don't try it), upgraded Guastatori (I don't need to explain this) or Pzgrens with Combined Arms + Veteran Squad Leader + vet advantage + Focused fire (at best a draw for the pzgrens). |
Oh hell no. They are totally fine now but having any snare on that squad is absurd
If u think its okay for a squad to 1v2 other squads (which i agree is okay in the current situation) i dont see how u can ever justify that squad having a snare. Even with the cancellation aspect/short range
Shocks or Obers having a snare? Sure coh2 was a different game, but i think its even less okay in coh3 with the increased reliance on vehicles. Hell even penals were OP with their snare before they moved it to ptrs only
Ehh, the HP values of armour and snare mechanics are different from COH2 to COH3. IIRC getting an AT satchel in your face won't result in the engine damage status for a tank with >50% HP after the explosion, only a slow effect. Getting an AT satchel in COH2 was usually a death sentence however. You have to be seriously not paying attention to get one in either case anyway.
Obers were the highly feared ultra efficient long range LMG squad mowing down people, as I keep getting told by various people. No one would seriously believe giving them an AT satchel or nade is a good idea. Shocks had other things going for them anyway.
But yes, I don't believe they'll bring it back for Guastatori.
|
Their armour (1.25) is auto-penned by LMGs (eg: BAR with 1.75 pen). Otherwise don't expect a starting availability, 260ish MP squad to beat a 2CP, 400MP squad, it just won't happen. With those costs, going even 2v1 isn't really surprising. Getting close range is also suicidal vet-for-vet as they are the deadliest CQC squad in COH history and rightfully so at that price tag for a BG-only unit.
I am honestly of the opinion that they were fine in their Day 1 iteration, esp given that the (~7 range) AT satchel would get cancelled if the target didn't stay in range for the entirety of the extremely lengthy throw animation, but Relic disagrees. |