Who me? Or DAK players in general?
I used to play a lot of OKW, but I've not really had too much trouble with paths/snipers in COH 3 yet. Snipers seem to be noticibly easier to kill with vehicles than they were in COH 2.
Well, DAK has no answer to snipers except yolo vehicle pushes. But more likely than not, you will lose your vehicles but they won't lose the sniper. |
Have fun getting bled to death by Paths + Sniper combo |
Yeah don't judge the ISG by its CoH2 performance (not that it was bad in CoH2), but now it's like a packhowitzer that fires mini nukes across the entire map
And sadly I have no idea about an upcoming ingame wiki
The range on that thing is also insane, it's basically a full-blown arty piece in all but name... |
Thread: Jaegers9 Mar 2023, 13:58 PM
Riflemen honestly work fine, you should have more infantry than him in total if he's spamming jaegers and they should hold you out until 76mm sherman spam. Mixing a sniper in can work well too, provided you don't hit a mine with it. Just make sure to always have other things moving in front of it. I've been having a lot of fun with USF lately since the patch
Jäger Schreck blob when a lone Sherman wanders off into their territory: (͡• ͜໒ ͡• ) |
On many maps are fuel sectors adjacted to HQ, or in safe corner position.
The idea of the AT gun droping down near enemy HQ is ridiculous. A gift for the enemy.
He always comes up with the dumbest solutions possible...
However, I don't really think that Krad is sooo op anymore. I don't think that the idea in principle is good, but at least it will delay your early capping significantly or you won't get much out of it. |
Thread: Strafes8 Mar 2023, 03:36 AM
Wait... a strafe and a loiter are different things.
Strafes are when you call in an airplane and it makes a single (strafing) run. They are more powerful in 3 than 2 but can still be dodged, they're fine and that's a valid game decision.
Loiters are when planes stay around (i.e. ... loiter) over a large area and make multiple attacks.
And yea, loiters are the worst thing in CoH and literally ruin the game. They said on some interviews there won't be any, guess they caved in on that one.
Yes, you are right. I just noticed the mistake so late and I don't think you can edit the title of a post. I was talking about loiters of course, strafes are fine. |
Back in vanilla CoH2 Wehrmacht had the Opel Blitz which could set up at a fuel point for example to give more fuel for the whole team, this could be combined with reinforcing the point to gain more fuel. Soviets only had the latter option. This lead to a big fuel advantage in the long term 3vs3 and 4vs4 games for Wehrmacht at least at the maps that hadn't fuel at the centre. After a full year they made it player specific, which was somehow fair, because a single player got a longterm fuel advantage for investing manpower and for choosing a doctrine.
They made it even worse now. Did they learn anything? Now you have the doctrinal Opel Blitz with a ressource bonus for the whole team and the nondoctrinal Kettenkrad with its upgrade that gives the bonus for the whole team too. Combine this to double the fuel amount a fuel point gives to the whole team. That is ridiculous at the bigger game modes, especially if your fuel points are near to your base. And thats the case in a lot more maps than at CoH2.
On the other side USF ha a doctrinal ability similar to the Kettenkrad. But the Weasel has to reach Vet1 first, which makes backcapping from the start pointless like you can do with Kettenkrad, because the whole thing takes too long. On top there is no thing like a Opel Blitz.
What is this nonsense? I really don't get how they could do the same mistakes again and exaggerate it even more.
Edit: Please read unequal in the title instead of unegual
But the Krad is not really good for this anymore since it requires 35 ammo now. So you need to cap points before even upgrading, which takes a while. So eventually, you will only cap front line points that then give extra resources. |
Tbh, your own fault for not using sweepers after 1st one.
It's still stupid. That's the same argument that people brought up when Soviet demos were so op. But reality is that you rarely will have more than one sweeper, so good luck with that. Booby traps in CoH2 were decently balanced. Not too weak, did good damage but you didn't lose a full life squad. |
Yea, I noticed this as well. I couldn't believe it when I saw it the first time. The enemy 5-man Ghurka squad walked in an evaporated. Most players go for bunkers by default, but these things are just ridiculous... |
Feels like they don't want another Calliope that sits in the back and comfortable denies a whole area or being able to wipe too many squads. So now, the unit is supposed to be a high risk (due to lack of range), high reward unit. I guess time will tell if the patch actually worked and increased the reward aspect of it. Because that was certainly where this would fall short in the past. I mean it is still super risky to use when enemy Jägers can just walk like a meter forward and shoot it with Schrecks, but yeah... |