Yes Gdot we got it, CoH3 is in a rough state because Relic is a bunch of woke socialist far-left liberal radicals Because they made one post about the U.S. abortion law 11 months ago
the only way coh3 would have not been in a rough state is if Relic could grab us by the pussies with no objection |
Too bad when there is abilities in CoH3 that drastically slow down your vehicles but use the Blitzkrieg icon
For sure the first time I clicked that button and my vehicles went slower I was like WTF |
He is retarded
You mean nerfed from birth.
We must be appropriate about these things! |
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People always played axis because of german tanks. Especially in "for fun" matches. Panther, Tiger, Königstiger, Elefant... and so on. It is not about tactis or viability
Nice, I didn't realize you were my spokesperson. |
Tbh the bar meta that's coming about is far tougher deal with than brit blobs.
Forward retreat point+ constant pressure on a critical fuel point degrade your army composition even if you trade p4s for shermans.
4-5 bar squads attacking and driving off a squad or two eventually cause the line to crumble, especially when their retreat is shorter than yours towards the fuel.
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Problem if blobing in CoH3 mostly comes from forward healing\reinforcement.
All factions have access to those units super early into the game, by 3-4min mark.
Auto-reinforcement, reduces player impact needed. Sure we can say that any decent player will be able to circle thro units and reinforce them, but mechanical auto-reinforce is still faster then any human input.
On top of that damage model of CoH3 is different to CoH1\2. In CoH3 squads are dealing cheap, but consistent damage, while in 1\2 it was the opposite. Meaning that more often then not, you can reinforce faster then your models get killed.
On top of that, as a matter of fact, CoH always had this discussions about "blobing" being wrong way to play the game. I honestly believe, that blobing is a viable strategy. If one player is blobing and you cant deal with it, it means that enemy simply has more unit concentration then you.
Why would you want to punish player, if he has numerical advantage over you? Sure you can introduce reverse zeal and why not, but isnt it easier to find a problem why its effective?
MGs in CoH3 are fully capable of stoping blobs, but they are almost worthless without support and out of cover (which is a good change from CoH1\2). But units get un-suppressed super fast, as well as they are still having survivability buffs from being suppressed (like in previous games). Maybe this can be ajusted?
As it is right now, first smart step would be, doing something with forward reinforcement.
Second step would be adjusting indirect fire units, because they were clearly balanced with the idea in mind, that they shouldn't wipe squads with lucky hits and rather deal more consistent non-lethal damage if the squad has full HP. Its a great change, but it also made them much more less effective against blobs.
Problem here is not the whole idea of blobing, but how its easy to sustain it and how counter measures for blobing being a bit lackluster.
Forward reinforcing units should probably get a penalty for reinforcing while in combat. Units in combat should also probably recover from suppression a bit slower as well. |
There were few balance changes but imo they did nail some really important ones. COH2 had huge, sweeping balance passes that often had weird knock-on effects. |
Snip
How many vet 5 221s did you get before the veterancy buffs? If your answer is zero because you're a USF fanboy, don't be ashamed. Even omw fanboys like myself couldn't achieve it either |
Strawman spotted.
"If anything should be done with the USF mortar it would be to make it more like the Leig, firing no more than 3 shells on its barrage but deadly accurate. "
Thank fuck you're not on the balance team |