DAK is good, besides the fact that PGs are over-priced, but PGs being shit is more of a problem of their damage profile, which resembles shotgunts rather then bolt-rifles.
But aside from PGs and 250, almost every single stock DAK unit is usable and good. Ones you start getting upgrades they become even better, DAK has the most cost efficient units in the game. As for AT options, dak can just use upgraded Marders, which is by far the best TD in game.
On the other hand try to play non-meta Wehr to actually see what is miss-designed faction really is.
That's true, Wehr is pain. I have the feeling that a lot of these factions are not really thought-through at all. |
I think DAK is fundamentally miss-designed in certain areas. Namely that they don't have handheld at options. The Pjäger call-in is nice, but 4 men are squishy, you can't get them "on demand" and they struggle against anything that's not a light vehicle. The issue is that at is really hard to get for DAK. Just think about, you need to spend another 45 fuel just to be able to build AT guns, which suck anyways and are unusable on certain maps. The heal is another thing that is just mind-boggling stupid.
The only thing they have going for them are 8rads, Stugs and Carrot spam (for now at least). But the design is really limited. I think it's a fundamental weakness in the design philosophy of "units are weak but scale with upgrades". That still means you have to spend 300 MP for the weakest mainline, while 200mp paths, 260mp sections and riflemen rip you a new one from the get-go... |
+1
Broken call-ins, awful mainline inf balance (Grens are shit, Pgrens too expensive, Rifle require too much investment), Tiger call-in without fuel cost, similar units performe differently (USF sniper being better than wehr sniper for no reason, usf aa halftrack being way better than other aa vehicles for no reason), abilities without costs, double flamer unit (member penals), shreck blob (member volks), etc etc.
Its like nobody learned anything from the last 10 years coh2. The devs, who are resposible for mp balance, are either clueless or have some major learning resistance
Don't forget call-ins without teching (which they more or less completely removed in coh 2 but now it's back!). Or forward reinforcement even better than before (where they nerfed forward reinforce times quite heavily). Like they have all the knowledge, but they choose to ignore it... |
Most people don't seem to understand what makes Airbourne so op. It is not the paths on their own. Paths are incredibly strong because they don't cost much but are enough to hold the line and have tons of utility. But the real problem is the synergy in that BG. Everything leads to the next step. Paths, Sniper (already extremly good synergy because of the sight), into paras (against vehicles, which would naturally be the counter to snuper/paths) and into the Quad (which just comes way too early and shreds any LV that might sneak past your paras). It is the whole package which is problematic, not only the Pathfinders.
And please, nerf the stupid sniper. Whoever thought buffing the US sniper was necessary, deserves a bricking... |
I think the idea is that you can push faster for the last tier, but realistically, it is much better to use the LVs until you tech and to THEN refund them... |
Well, the units in T4 are really good. PIII itself sucks, but is more than decent with upgrades. At least it is a bit cheaper than other mediums (if it wasn't for the abhorrent teching cost). Stuka is the best indirect in the game, only Bishop might compete. The Flak is really strong AA/AT.
The issue is that the whole factions is (once more) badly thought-through. Having to go for Tier 1, which is mostly useless and doesn't even offer AT without paying another 45(!) fuel, is just too limiting. Then you need to go tier 2 as well, because you cannot really survive without getting something out of there (8rad + Marder, Stug D, whatever).
The lack of (mobile, handheld) AT and the bad timings (enemy infantry being stronger from the get-go and also getting out their tanks earlier) means that you cannot really rush T4. That's why the Carro is so prevalent, it fixes this gap while also being way too effective for its price. |
I don't know what's got into you or what idiots influenced you, but the tank explosions looked much nicer before.
it's darker, work better, more beautiful.
I don't understand why you removed these graphic effects present in the alpha mission to replace them with these explosions that we currently have (which I think are done in a hurry)
https://www.youtube.com/watch?v=a_GRMkCKPDw&ab_channel=Joliemarguerite
Someone who has Star Wars Sequel profile pics is NOT ALLOWED to talk about aesthetics. Useless poll and post. |
On top of that, (atleast the UKF one) the airstrikes are dirt cheap. 120 munis is nothing in coh3.
Edit: These loiters are always worth it, even for single vehicles
Exactly, I use them to even kill medtrucks. The MP is really hurtful and robs them of a very important tool to stay at the front |
UK Torpedo or Spitfire loiter I have used to also delete multiple tanks. All the AT loiters just wreck vehicles.
They are all equally cancerous, regardless of which faction they are from. No ability should be able to do so much damage without any immediate counter (and please spare me with AA, as long as AA is so unevenly distributed). It can deal lots of damage if you don't react, but give the player the ability to react... |
I feel like Grens are fine. They are not really good, but have a bit of utility and are good backup for a powerful MG. Don't want CoH2 levels back where MG would pin everything and Grens destroy every other mainline infantry. At least you can transform them into better units later.
DAK Pgrens on the other hand, holy crap, they are in a really bad spot.. |