It's fake, somebody seems like they just wanted a little bit of attention so he went into the files or saw the units from mods and cooked up these "up-coming" battlegroups
Hard to say. During first alpha, they've actually had those commanders in the game files. So while video is clearly a mod (guy just sorted out the abilities basically by name), concept of those commanders is legit.
Some points are valid, but video is full of Relic di... copium to say the least. No offence.
We still dont know what is happening with Relic, but since they didn't gave any official explanation, we are free to assume that they are, to put it lightly, morons, again no offence.
They are not an indie game studio, they have at very least around 30+ people working on the game, not a team on 10.
They false advertised the game, saying "we listen to the community", yet, ignored all the feedback, besides the one which probably was "in the scope" of their changes.
Relic did everything to piss people off, with their hands and management. So its not "game dev being bad in 2023", its studios who cant get their shit together.
And SEGA has nothing to do with it. Considering how painfully slow everything regarding CoH3 right now, no wonder they weren't able to finish it before shipping.
Best case scenario, Relic has like schedule list, and they just dont care about whats happening with they game, unless its somthing like man power exploits (which are still taking weeks to "hot fix")
1) US:
Either go pathspam with the idea in mind of staling with zooks until armor. Risky against dak.
Go full inf build with rifles. You coup a bit in early game, ones bars and grades start poping out, you have best blob in the game
2) UK:
Go full retard with inf and\or dingo, go indian artillery, put heavy mortar as close as possible and blob near your truck, shotgunning with heavy mortar. With 3 CP unlock reserves, and blob even more. After that either spam arty or go full crusader army.
Or go Armor battlegroup and forget about teching, get AA crusaders, stale until churchill.
Against DAK spam Boys against wehr you can spam recons. But full boys spam still works against both.
3) DAK
Go full bers or flame pios with bers, rush T1 get heal. Rush T2, get stug\8-rad\marders. Get your HP grades and start shitting out cheap armor.
4) Wehr
Go fallshpios into jaegers shreck blob
Or go MP40 grens into jaegers shreck blob
If you play other then that, you are wasting your time.
The easiest faction? Probably DAK.
The hardest faction? Probably Wehr.
My rating would be:
DAK
UK
US
Wehr
Wehr would be the last, mainly because how hard you depent on your commanders and how fucked up teching is in terms of unit accessibility. Also P4 is meh, being the most expensive medium, solely because you can somehow tech rush it.
**YES** That is EXACTLY why I am trying to CHANGE. Everyone here seems to dead set in reviving the rocket arty and indirect meta WHEN THERE IS ANOTHER WAY.
Then why should any one try to invent bicycle? CoH3 has plenty of ways to reduce effectiveness of blobing, without trying to mess up inf gameplay (because they already tried in CoH1 and it didnt quite work).
1) Nerf reinforcement platforms.
2) Increase time required to be unsuppresed.
3) Make suppression degrade slower if units are under fire by other units
4) Increase damage of indirect units, without increasing wipe potential
5) Increase AOE suppression
Non of these changes arguably will affect single unit gameplay, yet will make blobs much less effective.
If even the top players are playing in such a manner, something is off.
It has nothing to do with how effective or not blobs are.
Game has super early and super available forward reinforce, non of which were present in previous games. Aside from CoH2 USF ambulance, which is the fastest reinforcement unit up to date.
CoH3 economy encourages to get LVs and even rebuilding it, without hurting your economy that bad. At least in terms of fuel. In both CoH1\2 LVs were investment, which significantly delayed your tech, in CoH3 you can rebuild multiple healing units without hurting your economy over-all.
Loosing ambu\251 or M5 was a huge deal in CoH2, in CoH3 its a minor set back most of the time. It hurts your map presence more and MP, then your economy.
Because of the cheap damage units do (across the board, be it direct or the indirect damage) its impossible to outdamage reinforcements, let alone auto-reinforcements, most of the time. Which lead to a stalemate, which in return can be only broken by "big push big reward" gameplay, in which blobing usually the most effective tactic.
Even if you add some sort of "reverse zeal", it simply wont change anything, because the only counter to blobs in CoH3 - tanks, since they can one-shot bunched up models, everything else is basically soft-counters. Everything else is just aren't dealing sufficient damage, to punish bad play.
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.
Honestly its not the balance, but the content. I would say, if relic just made more maps to begin with, situation wouldn't have been so dire.
CoH2 was always repetitive, all RTSes are repetitive to some extend, but at least playing on different maps, with different layout and promotes new gameplay to some extend.
Right now, aside from 1v1, eveone else is basically playing on the same 3-4 maps all the time, and its not like they are super good maps to begin with.
4v4 is the most casual and popular gamemode (aside from 2v2), yet it has only 2 maps. 2v2 has 4 maps, 2 of them are just frustrating to play on, because they are just full of gimmics.
Best bike in COH history but also countered by A-moving Britblob. I'm all for full combined arms, bike, 2 Pzgrens, MG34 + ISG etc. going as far as WWI tactics, but this isn't for most people lol. Also forget about MG ambushes, due to recon flares, unless they get really sloppy. Speaking of flares, they'll see your camped StuG III D as well.
Bike is is needed just for its insane passive vision. Getting vet 1 on stug isnt that hard to begin with, ones you got it you just park it and use bike as a spotter.
Not to mention that MG on Stug is bugged, its shooting at like x2 range of the main gun, with vet1 ability.
Also just dont go for PGs, at least in team games, its basically x2 bers + 2x flamepios into mega fast med truck. If you play your cards right, UKF player wont really have much of breathing space early. After that you just rush T2. Even if he decides to go for early LV, you can always insta call panzerjaegers.
After you got T2 either go for 8rad+Marder or Stug+Marder, but against boys spammers its preferable to go for Stug. Just remember to get HP upgrade for your armor, it makes boys much less potent. From my experience, the only somewhat good counter for DAK as UKF is early well microwed Vekers. So ideally your set up would be like double graded bers, double flame pios, med track, MG (optionally), 1 marder, 1 stug. After that its up to you what to get. But again, HP and Ammunition upgrades are the must.
If at late game blobs become unbearable, just unlock pact of steel, and get stukas for 50 fuel.
Point being, DAK can fight really hard and there is nothing really you cant find an answer to. I would be more concerned about Wehr, since they are truly garbage.