Profile of YeltsinDeathBrigades
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Posts: 110
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Residence: Finland
Nationality: Finland
Residence: Finland
Nationality: Finland
Post History of YeltsinDeathBrigades
Thread: Taranto Coastline14 Aug 2023, 04:43 AM
The best strategy on Taranto Coastline is avoiding it entirely. There is a button to cancel a quickmatch and not losing ELO. In: Strategy Desk |
Thread: Your thought on wehrmarcht 1vs129 Apr 2023, 23:29 PM
Well, let me be honest, my axis winrate in 1v1 is much worse than as allies, but: Pretty much mecha abuse is a reason why I stick with wehr. I can get 8rad for 3 CP, I get pak earlier and it has better vet1 (imo) which is always avalaible after research. I get Stug G, which is almost all-rounder, I get rocket arty for MP without fuel investment (and again, earlier) And I get call-in panther against call-in ez8, so late game problem is solved easier than trying to defend myself with marders. And even if I go for mediums, I get PIV, not this joke of a "medium" pIIIL, which is even worse after tungsten nerf. In: COH3 Central |
Thread: Your thought on wehrmarcht 1vs126 Apr 2023, 21:39 PM
For me wehr's 1v1 and 2v2 is a LOT better that DAK's counterpart. U struggle a little bit at the start, but your mid/late game is superior. Pios are garbage, grens are ok-ish after patch but still lacking that offensive potential (but still better than DAK pgrens since you do not need to pay that much for unsuccesful engagement), HMG42 is nuts, mortar is non-existent (who builds a mortar except USF?) and sniper is OP being sniper. Really strong tier now is Pgren companie in every game mode imo, all 251 variants are good, stummel got a good buff, pgrens are very good inf, StugIII is solid, nebel is fine. Stossies are nice since the only squad they should fear is bren gurkhas (G-d, I hate bren gurkhas) PIV is meh, but it can do as support for Paks to deal with medium spam until Panther hits the field. For me with USF motorised and UKF Indian infantry/BP meta the only existing battlegroup is mechanised, since it gives me old CoH2 panther+brummbar combo. Stalling for tiger might be okay, but this is only 1 unit and battlegroup itself offers less other useful abilities. Luftwaffe gives you significant boost in early game especially against USF, but late game in current meta is nearly non-existent. In team games everything is fine with wehr since all your allies need from you is HMG, nebel until DAK gets their stuka and ocasionally some support against HMG in early game. But to maximize impact, again, mechanised has the best arty call-in in the game. So, in conclusion, If somebody would offer me which faction to play, I would In: COH3 Central |
Thread: Coh3 Feedback and Enjoyment24 Apr 2023, 21:26 PM
I actually enjoyed the sound part. Maybe it is a reason why I still playing CoH3. Yeah, garand sounds like a peashooter in CoH3, but mp40 sounds like a real smg, and FG42 is scary as fuck. Enfield and Bren are better, BAR sounds better. Ticking sound while capturing point is nice. Voice action on some units could be less edgy and more informative: for example fallpios and falls scream "Shit!" and then "Grenade" or "Enemy infantry" While contact with enemy infantry do not require immediate attention, grenade does. It is confusing and stressful in micro-management if you are fighting more than on 1 side of the map. In: COH3 Central |
Thread: Cannot Fix the Bloody Base19 Apr 2023, 21:57 PM
Now I also remembered that once a guy in 1v1 was spamming AT rifles + bishops and shelled my base on Taranto coasline. No surprise, he eventually destroyed my main HQ (thank G-d I was playing DAK and self-repair carried me a lot) Still won. But this is not a point. There is no excuse for such BS in a first place: you don't literally burn your opponents money in Monopoly, this is not how game works. CoH2 mechanic was more than fine. In: COH3 Central |
Thread: Cannot Fix the Bloody Base19 Apr 2023, 19:55 PM
If someone managed to destroy your main HQ, I would say the game was over anyway Had my main HQ destroyed twice, both times game was won by my team. In: COH3 Central |
Thread: COH3 April 18 Q&A discussion19 Apr 2023, 10:20 AM
In this void we will disappear Sail is ripped, sea is merciless Compass broken, our ship is sinking Gold is towing us into the bottom In: COH3 Central |
Thread: CoH3 mod - reBALANCE Tuning Pack12 Apr 2023, 19:35 PM
Very nice changes, but why is m8 scott got it's range increase and stummel still having it's poor range while being glass canon? In: COH3 Central |
Thread: When BRIT will be nerf ???12 Apr 2023, 16:58 PM
I accepted your own played games as the basic of your arguments. Why are you asking me that? My played games are the basic for my arguments. I didn't recorded a single one. You are free to stop talking with me if that is not enough for you. Don't feel insulted. I am asking out of curiosity to see such games, not especially your but games with a lot of late-game tanks involved in general. In: COH3 Central |
Thread: When BRIT will be nerf ???12 Apr 2023, 14:25 PM
Regarding Crusader Spam: I played it myself and I do not underestimating it. I won games with it. There is a point though were it reaches the end of its lifespan. It's lifespan is nearly eternal, problem is that yeah, in case of armour fight UKF can rely only on crusader massing since Grant cannot be effectively spammed during to it's main gun being Imperial Dane'd. Matilda is too slow so it's very difficult to move it from line to line and churchills are locked behind the doc. Last one is hardly an excuse since brits are most comfortable faction to play without BG in team games. I don't think I play on your level. Not everybody has the time to play so many games in this short release phase. This is completely understandable. "Skill issue" like you said in your first sentence was always a lazy excuse in CoH to not balance learning curves properly. Struggling always were majorly a skill issue. This is why I so hardly put this sentence here for those who are speaking about underperforming allies: tools are there. When there are tools and someone cannot use them, it is a skill issue. When dingo is 250mp and can drastically damage 280 mp 30fuel unit locked behind 50 fuel tech it is a balance issue. When USF player says that teching into BARs puts him into disadvantage because axis are fielding vehicles earlier it is a skill issue, because investment was wasted and ground was not taken. Sometimes my ability to explain things lacks in simplicity and being understandable, hope you get what I mean. Balancing the game to whole ladder is simply impossible. I don't know why you want to disagree. You don't contradict my argument but yeah your explanation is way more detailed and better overall. I agree with your statements completely. The only thing I want to add: Its worth nothing that you gave the best mainline infantry if everybody plays with better doctrinal infantry as their mainline (because their own nondoctrinal mainlines are weak). I disagree with a word "struggle" or "has hard time to deal with" since both are, again, skill issues, because tools are clearly there.
Any example of such games like someones video or cast? I just brought up two examples of units that are no problem in 1vs1 but a problem in bigger game modes. I gave a solution. Regular grenadiers have to be buffed in return, all HMGs anyways. That is out of question if you ask me. Actually fpios are a bit of a problem in 1v1 but there are bigger problems at the moment so people do not complain about those as loudly. Regarding Kettenkrad and Opel Blitz: Its always more than worth it that one players sacrifices a little bit of ressources or fighting power to give the whole team a bonus of a critical ressource. In a 1vs1 you fall behind by doing so (risk vs reward), in a 4vs4 your teammates can offset it. You are playing so many games, don't tell me you really believe this mechanic is okay please. When I play wehr in 3v3 or 4v4 I need every combat unit on the field asap, I cannot afford to invest into non-combat vehicle in start of the game, there is tommies, sappers, dingo, weasel, rifles to deal with. My units are in disadvantage at the start, I need everything I can bring to hold the ground until my meta units like jaegers, stugs, halftracks come into play. I might afford to spare manpower for cache in the midgame, but in the start I would never put myself into such disadvantage, my teammates cannot get me more manpower because I fielded ketten. If I field ketten at the start of the game and somehow hold the ground this is my opponents missplay. There was a reason they patched Opel Blitz in CoH2 after the first year from giving the bonus to the whole team to the controlling player only. Because Opel blitz costs 200 mp and has no popcap while CoH3 opel costs fuel, manpower and popcap. This mechanic is completely fine. And I was never challenging the game value of the weasel, so you don't need to list its advantages. For the sake of completeness I was just saying there is a fiddly ressource mechanic on allied side too. Fiddly because you have to reach Vet1 first. It's not fiddly, it's working pretty well. Point decap is typical for games, those are rarely kept in one hands until the end of the game so you just recap decapped point with vet1 weasel. Not capturing fuel points and waiting for Vet1 can backfire pretty hard if it takes too long or your weasel gets destroyed somehow. Nobody does like that, they just recap decapped points. About suicidal idea of fielding early ketten I told already, why it is not an issue. In: COH3 Central |
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