As a teamgame player, I just don't enjoy the gameplay nearly as much as I did in CoH2
1) Everything is too spammy, I hate when I can spam nothing but 2 or 3 different units and still be competitive at the highest level, which is the case in CoH3. Think about the Jägerschreck spam or old BOIS AT rifle blobs. Or Stug/8-Rad spam and Marder spam from DAK
2) Blobbing near a forward ambulance playstyle STILL completely overpowered 1 year later. CoH3's anti-blob tools are lackluster overall and ambulances themselves are super overtuned. They are fast, hard to destroy, have insane AoE healing speed and they can be used in enemy territory...
3) Has anyone seen heavy tanks in CoH3? For a long time I haven't, now the Tiger apparently is back on the menu, can't wait until it's hard-nerfed again because according to some CoH3 streamers it's completely unacceptable that two A-move AT guns can't stop the Tiger.
Relic wants me to spam medium tanks instead? No thanks, boring af
It got nerfed today. The game is just garbage, they finally managed to balance it in a correct way with last patch but today the hot fix just made it the same crap again. Brits in this game are even worse than Brits in COH1. |
I think this replay deserves some casting, it was a very intense match and 110% losing on our side with a comeback:
https://cohdb.com/replays/1460
Enjoy! |
Hey man. I'll bite.
What is exactly the point you are trying to make? Is this good, not good? Should there be a change? and if yes, what kinda change?
also please give your detailed opinion for us to understand your issue better. We are here to understand, discuss and, most importantly, help!
Rapid deployment time for vehicles in COH1 for armour doc and in COH3 for US armour doc reduce the vehilce production time to around 30 seconds. What you see here is a 10 Second P4. |
This is my own playback and as you see speed is set to 1x so no fast forward or anything:
https://youtu.be/lp6GBje7P0U
P4 build time is equal as reinforcing a SINGEL MAN of your airborn/sff/commandos squad. Not full squad, SINGLE MAN! |
DAK is just designed in a very wrong way that doesn't fit this game. First they need to give DAK a normal cheap barracks at the start and move the PGs and motorbike to that building.
PGs should have 5 man population instead of 8 and they should cost 270-280 instead of 300. The LMG upgrade should reduce cost to 75 and should not be able to be fired while moving + they should additionally get access to Panzershrek upgrade as well and 2xSTG44 for 75 munition (just like COH1).
The grenade and +1 man upgrade should be available right from start after making the barracks and they should cost fuel and less manpower to balance it.
HQ that makes Panzerpioneers 3 man squad with MP34s and 140 manpower (All engineers for every team should be reduced to 3 men and lower cost). The HQ can be upgraded to heal so the need of medical truck should be removed which consumes popcap and manpower upkeep penalty.
T1 (the new barracks) should include these units: PGs + Bike + MG34 team + Mortar team + PanzerJaegers squad.
T2 building should include Pak 38 (Without needing to unlock it) + AA Truck (this unit should NOT be able to pin and surpress infantry) + 250 Halftrack (This unit should cost fuel and should be way more resistant to infantry small firearms and reinforce infantry) + Assault grenadiers costing 300 manpower instead of 340.
T3 should include Marder (without unlocking the tech) + 8Rad + StuG E + Panzer III (P3 needs a nerf it should be a light medium tank infantry support and also price reduction to 60 fuel 300Manpower) + 8tone recovery.
T4 should include Panzer IV + Stug III assault + Walking Stuka + an upgrade to choose between either Flak 88 or Tiger (they are not allowed to have both at the same time). Tiger should cost as much as a Wehrmacht tiger not more and Flak 88 should need some serious time to setup/packup and not being immediate relocation with 4 man crew.
Which means the entire non battlegroup "call-ins" on the left side of screen should be removed. They should make units like every other faction.
That being said DAK needs some upkeep penalty and pop cap adjustment as well, right now it is fairly unbalanced for DAK and after 3 squads they hardly get any manpower income. The upkeep sould be as much as rifles for all factions. With DAK you nearly get no manpower at all to even reinforce your only 2-3 squads.
ALSO: All CP0 unlocks from battlegroup trees for ALL factions should be moved to CP1. That includes the stupid MG para drops and Fallshrimpio paradroping and bombing weapon crews with 2second satchels. |
Relic needs to face a fact that COH1 and COH2 players are two complete different fanbases and there is no way these two can find a "common game" which is what Relic tried to do with COH3.
The skill trees are back + capture resource points are COH1 style + base building is back + RNG is heavily reduced and some other stuff which are more "COH1" stuff.
But again we have capturing system staying in circle while fighting and capture without taking any risks like COH2 + We have 100 pop cap right at start (this is my biggest problem) while a game that offers territory expansion should always let pop cap to be bound to sectors + auto target abilities like loiters which are heavily COH2 inspired are back even worse than COH2 + Crew shock stupid effects are here + useless snipers + cheap and cheesy meta being heavily rewarded spam and blobs always winning specially for axis cause allies don't have a proper MG.
These two don't work together, COH2 is targeted for non RTS players, it is a game made for anyone to be able to learn and play while COH1 is incredibly skill needed and only passionate RTS players can get to it. What relic is doing with COH3 is like what DICE did with BF2042, you cannot make a game that appeals to both COD and BF players because they are two complete different player base.
I have a lot of issues with COH3 although it had better start than COH2 (at least we didn't get pay to win day 1 DLCs) but the game is just a student project. I hate it that the pop cap and manpower upkeep system is exactly like COH2, the call in tanks require both MP and fuel is just stupid, it forces me to choose between making my own tanks or call ins. The great tank battles of COH1 never happens in COH2 and COH3 specially if you are playing axis, cause you cannot get Tiger and other tanks at same time. The manpower and fuel requirement for Tiger is incredibly high that you need to give up on making P4s.
Why does Easy8 come with a squad? I do not want an engineer squad that takes my Popcap! There was a reason stormtroops escorsts were removed from COH1 by calling StuH and Tigers.
Why do infantry with LMGs can fire them on the move? Like Stusstrupen and US paras. These things are incredibly deadly and if they are suppose to move and run and shoot and have ELITE armour at same time then what's the point of microing or taking cover?
Why DAK MG is locked in T2? Just give DAK a normal barracks and remove PGs from HQ and move them to the barracks that requires littel fuel to be built and put MG + PG + tank hunters there. DAK starrts the game with "mid game".
CP0 unlocks which are the MAIN reason that I quit playing is another thing, almost EVERY player is playing the battle group that gives the best CP0 unlocks.
The list can go on but I guess it is stupid to rant on a dead game... |
All CP0 unlocks should be moved to CP1 or CP2 just like COH1. It is forcing 99% of player base to choose the battlegroups with CP0 advantage. You never ever see anyone picking any other battlegroup that does not come with CP0 unlocks...
My biggest problem with this game is the CP0s. |
In my opinion it is the second worst map but the first one is Torrente, the VP placement in Torrente is just so stupid. |
I love COH3 I am gonna be honest I honestly was not expecting to even look at this game after what I have been seeing from Relic since Opposing Fronts. But CoH3 is just fantastic or should I say "for now".
Lately I noticed you disabled off map artillery and air strikes on enemy main base just like COH2... WHY??????? We could do this in the beta and I am pretty sure even on early days of release...
Some of these abilities are only useful against stationary situations such as Base Rush, are you expecting me to lunch V1 in COH1 on field units???? They have almost 10 seconds to bail out. Just like the typical useless heavy railway artillery abilities from COH2 that NONE of them are useful because they cannot be done on buildings in enemy base and each take 5 seconds to deploy a second shot and after the first shot enemy has already bailed out from the battlefield.
Now I see I base rush my opponent and I cannot run the delayed Carpet Bomb on his base, are you expecting me to spend that much of munition on a field unit that can retreat?
COH2 is the best example of Disaster game the best example of a total failure PLEASE DO NOT IMPORT ONE SINGEL THING from that game to COH3. |
I got this blackscreen in middle of my match just like this:
https://imgur.com/a/0QYXNtx |