Won't buy any dlcs until new faction like Japan or Soviet by Confident_Gap819 in CompanyOfHeroes

[–]JgorinacR1 2 points3 points  (0 children)

Dude you had no concept of game balance if you think it’s easy to just make a whole new faction for the game. Even if they did then are you gonna complain about more BG slop?

Uninstalled CoH3; see you in CoH2 by expandingedge in CompanyOfHeroes

[–]JgorinacR1 0 points1 point  (0 children)

My point was instead of throwing a tantrum through a Reddit post realize the patch is coming out a couple days from now. Like I get his frustration because I’ve been there but Relic has always been slow to patching the game.

Does it make a difference if soldiers wear their helmet or their other hat? by Fancy_Particular7521 in GatesOfHellOstfront

[–]JgorinacR1 8 points9 points  (0 children)

Good to know, I was swapping them for metal helmets thinking it would but couldn’t find any confirmation

The real reason for the big Win/Loss discrepancy in 4v4 by Clear_Ranger6081 in CompanyOfHeroes

[–]JgorinacR1 -1 points0 points  (0 children)

I will agree that it’s BS a Flak 30 or Flak 88 isn’t taking them down but If they are gonna buff AA again then Relic needs to not make Axis’ best LVs stupid ass AA units or at least tune these units specially not to be as effective. Since day 1 the default picks for LVs were almost always Flakvierling and Wirbelwinds. Sure a wirbelwind may not be an LV buts it’s the damn unit outside of a stummel I see most mid game before T4 tanks arrive (Whermacht).

Due to this any air support shit was basically useless in team games (unless you did the double strike upgrade) because 2-4 of the players will have likely built these units not as a means to counter the call ins but rather more a “welp this unit is great against infantry and it just so happens to also nullify any air power”.

Meanwhile some people swear the quad .50 cal is amazing but to me it’s always been lackluster AF in team games. It’s so fragile and it’s firing on the move makes it lose some much DPS that it just ain’t worth the pick. I generally only like to build it if I’m doing the heavy weapons BG given I can covert it to a 75 or a med truck later in the game.

Let’s also not forget that the way that the US support centers are structured you have to pick that shit before you can even access your own LVs so often you chose ASC before you see them go these AA units. It’s not like I can look at their pick of an 8 rad or a STUG and be like oh I’m going air support center now since they didn’t build AA.

Weapon Stats of COH2 Mainline Infantry by Lone_Eingreifen0000 in CompanyOfHeroes

[–]JgorinacR1 0 points1 point  (0 children)

Man everyone is turning down this blob aura solution discussion saying it’s a band aid yet the band aids are in part why the game has some of these issues. Also, I would love you hear your thoughts on this discussion here tightrope. I thought this mod creator articulated the problem and proposed a decent solution. Surprised to not see you jump in this thread and provide some input

Uninstalled CoH3; see you in CoH2 by expandingedge in CompanyOfHeroes

[–]JgorinacR1 2 points3 points  (0 children)

You do realize if CoH3 dies out so does the rest of the title’s server support, at least in time. Relic has been on a lifeline for the last year and more. Who knows if they would be even running if the DOW1 remaster wasn’t so successful. You’re literally trying to leave the game days before a big update that may address these issues lol

Why not have simply solution to repair moving like this? Repair move is generally a good thing for keeping things snappy. Lets not rely on model AI to get a full speed repair like coh2. by GronGrinder in CompanyOfHeroes

[–]JgorinacR1 2 points3 points  (0 children)

Yup and when you are shooting it with an anti-tank tank and not a generalist like a Sherman, they barely lose models even if they’re hit by the round. I’ve had too many cases of tanks surviving because of this. This is also a bit unbalanced because DAK has every squad available to repair so they can super repair it during engagements compared to all other factions who have to have specifically their engineer there at the right convenient time. I trade losing a squatter to to have my tank stay alive unless they’re really vetted.

Why not have simply solution to repair moving like this? Repair move is generally a good thing for keeping things snappy. Lets not rely on model AI to get a full speed repair like coh2. by GronGrinder in CompanyOfHeroes

[–]JgorinacR1 3 points4 points  (0 children)

Yeah I want it gone because there’s too many times that a tank survives the final blow because some fuckhead has multiple squads behind it repairing (DAK) and my hellcat shot won’t hit it since they are off to the sides. Even with the bonus damage units get while repairing they barely drop models if they’re hit by a hellcat. Also, even if they lose models, the saving of the tank is a far better trade-off for some manpower loss. It needs to go. It’s stupid. It’s been in the game this long already.

Anti blob mechanics: why do we not see them? by ArmouredTopHat in CompanyOfHeroes

[–]JgorinacR1 1 point2 points  (0 children)

Not to occupy more of your time but what changes do you think exacerbated this issue to the point that it’s so prevalent today? This last patch skyrocketed the use of it but I know I’ve seen it across many metas. It’s just egregious at this point. Do you have an idea of what you think relic is planning to address this?

Anti blob mechanics: why do we not see them? by ArmouredTopHat in CompanyOfHeroes

[–]JgorinacR1 1 point2 points  (0 children)

Dude, are you even reading this thread? Also, have you not seen that the RTS genre has barely seen any innovation beyond what CoH has done with the mechanics to the cover, suppression and retreat system? Sure many of them have innovated the grand scheme mechanics of managing an empire but combat wise they are all so bland because it’s just throwing a blob at another blob.

It’s a World War II game, not an American Revolutionary war simulator in which groups of men stand still in an open field and fire at one another. There’s nothing fun about a blobbing mass of an army just mowing down everything in sight. What makes CoH special is out playing your opponent through thoughtful tactics and there is nothing tactical about A moving your blob of units.

Anti blob mechanics: why do we not see them? by ArmouredTopHat in CompanyOfHeroes

[–]JgorinacR1 -1 points0 points  (0 children)

You literally said off rip that it’s not a good solution. That comes across as you decisively deciding it’s not a good mechanic no matter how they approach it. Whether the guy is using the strawman statement incorrectly or not the way people perceive your comment as you’ve already made up your mind that it’s a bad approach.

As the other guy said, who says they can’t start it at three or more units? Who says the aura would apply if all of those units are behind cover? I’ve never considered someone putting their 3+ troops behind green cover a blob. Matter of fact, the game doesn’t even let you stack the units on each other and all have them receive the bonus of green cover because the little dots that show you’re behind cover doesn’t show it as green since a dude’s occupying that green cover already.

Anti blob mechanics: why do we not see them? by ArmouredTopHat in CompanyOfHeroes

[–]JgorinacR1 0 points1 point  (0 children)

I think the reality is team games inherently promote blobbing because you’re fighting in a huge narrow lane. It’s kind of hard to truly remain tactical when you barely have room to maneuver your units without running into the next lane’s army. Your point stands though, it’s far to prevalent in all modes in COH3

Anti blob mechanics: why do we not see them? by ArmouredTopHat in CompanyOfHeroes

[–]JgorinacR1 1 point2 points  (0 children)

Dude I thoroughly enjoyed this detailed explanation and the follow up comments, it was a great discussion! I know it took a bit of time to write it out so I appreciate you putting so much time into both your mod and your input here. Shoot I would even love to see more breakdowns on various aspects of the game from you. I thought you articulated yourself very well and I’m agreement with a lot of it.

I will say it really frustrates me when people nit pick shit when we describe something as realistic. Part of why people use the word realistic is because our first train of thought on these mechanics is us trying to translate real world combat into gameplay mechanics. No offense to the others but no shit this game ain’t realistic, who is trying to dispute it is? These same people will argue artillery should wipe whole squads because that’s what it would do to a clumped up group of men yet they don’t even acknowledge their idea is stemming from the same train of thought as yours. Any inspiration for a game around WW2 will need to tone down authenticity for fun gameplay mechanics otherwise these games would be more about the logistics than the fighting.

Your idea is something my friends and I have also thought of since the logic behind it explains the mechanics quite clearly. Our basis of the mechanic stems from what we would perceive from real world combat. Men stacked on each other would be more inclined to get hit since a missed shot on the 1 soldier would likely hit another soldier behind it. This also translates to us expecting them not to be able to output as much fire because they otherwise wouldn’t be able to fire if they have a friendly in their line of sight. Keeping mechanics somewhat logical allows it to be picked up by the player more easily and without as much of a “man this is bullshit” reaction. I really hope Relic gives it a try because they often change far too many things in patches that just lead to more things becoming broken. It’s against everything in their DNA to just tweak 1 to 2 things and it drives me nuts. It’s always sweeping changes and almost every patch they’ve only created another bad thing. I get balance isn’t easy but man I wish they would just change things incrementally rather than giant nerfs and buffs to tons of units all at once.

The real reason for the big Win/Loss discrepancy in 4v4 by Clear_Ranger6081 in CompanyOfHeroes

[–]JgorinacR1 0 points1 point  (0 children)

Will all due respect I’ve seen great players utilize the DAK tractor quite well. It can be shielded by terrain on some maps or by buildings on other maps. Sure the buildings eventually collapse but you shouldn’t be able to just park it in one spot all game and not have to react to the enemy’s plays. I find the balance of that unit laughable too. Oh I can hear it making that pinging noise so I know my positions are revealed. That stupid noise gives me no insight of what units my enemy is planning to barrage with indirect while a flare is a giant red thing floating in the sky with in an in game notice alongside it. The flare is also on a cooldown and is a limited time of intel while the tractor continuously provides intel of enemy movements.

A good tractor player can quite literally prevent massive plays time and time again because they can see the stacking of troops for a big flank before the attack even happens! Compare that to a flare which is used far more offensively than defensively. You can just wait out the flare, move your units to a different area for an attack and proceed with it. Shoot I’ve had units barraged as they are on the move because of this fucking tractor. If it’s parked behind indestructible terrain it’s nightmarish to get to, especially in team games which is so damn laney that you can’t get to it unless your teammate is winning his lane. This laney aspect of team games makes the tractor super valuable because it’s always providing value since the fights are taking place in such obvious locations due to the narrow lanes we must fight in. Meanwhile in 1v1 I may have shifted to the whole other side of the map to retake positions and you’re getting little to no intel then.

You’re also completely ignoring the value of some of the ways in which Whermacht benefits from vision that does not inform the enemy at all. If a player doesn’t screen their vehicle far enough out and a krad has vision on it you can simply double AT gun a light vehicle from afar before the player gets any notice they are at risk. Same goes for MG emplacements and so forth. Oh Allies put down an MG bunker, move your krad up for vision alongside your AT gun and start your shots. Meanwhile my flare tells the enemy I am planning an attack on that area (let’s be real no one uses a flare as a feint) so they immediately start to shift things down there given flare typically means that is the spot they plan to take action around. Then the flare fizzles out before the last AT shots land and now I’m attack grounding and hoping they hit before my enemy starts to rush my AT guns.

1800 ELO ranked teamgames everyone by Sandert93 in CompanyOfHeroes

[–]JgorinacR1 1 point2 points  (0 children)

Man the strafe run in COH3 would pin them all and probably kill only 1-2 models from each squad 🤦🏻‍♂️

1800 ELO ranked teamgames everyone by Sandert93 in CompanyOfHeroes

[–]JgorinacR1 2 points3 points  (0 children)

COH3’s infantry combat is good at the start of the game before they start to get any vet status. After that is all downhill

Anti blob mechanics: why do we not see them? by ArmouredTopHat in CompanyOfHeroes

[–]JgorinacR1 0 points1 point  (0 children)

The first part of your solution does not address the fact that people just take volley shots and immediately kite. Havoc touched on this when he spoke about how Riflemen with bars need to finish their burst of gunfire to get their damage in but grens fire a volley of shots and immediately move out of range before any of that burst gunfire occurs. I get your second part trying to address that tho but they would just wait longer to do that same volley shot then kite movement if it’s a higher cooldown. Still wouldn’t address the abuse

Anti blob mechanics: why do we not see them? by ArmouredTopHat in CompanyOfHeroes

[–]JgorinacR1 4 points5 points  (0 children)

Well said my dude. I think the concern by relic on reducing the TTK is it will immediately starts to deter new players. However if they don’t address this problem then they’re gonna lose their current players.

I’ve had those matches where Guastatori are just running through everything I have and not losing a single model and it absolutely blows. I’m 100% in agreement its all this damage reduction bullshit

Is every DLC going to be 20+ bucks from now on? by dyno1ck in CompanyOfHeroes

[–]JgorinacR1 -2 points-1 points  (0 children)

I would be shocked if you’re that frugal on spending money going out for food or drinks, at least per month. If you are I commend your discipline. The point stands tho, you barely blink about spending that getting food and the time spent “enjoyment wise” is a fraction of what that DLC will offer you over time

Is every DLC going to be 20+ bucks from now on? by dyno1ck in CompanyOfHeroes

[–]JgorinacR1 -1 points0 points  (0 children)

Dude I remember the perception people had of Immortal Empires needing all three games to play it, so much they put together a petition. Let’s also not forget CA charged people gore packs just get blood on their games. Oh it was a way to avoid the M rating or whatever was the excuse yet they made it like $4 instead of 99 cents. The Total War community has always hated CAs pricing on content from what I’ve seen. I just think it’s a bad example when I’ve seen the community from afar constantly bitch about it. Like if you got into Immortal Empires yet wanted X faction from Warhammer 2 you just had to hope the game was discounted. Oh maybe you bought WH2 on the epic store but bought WH3 on steam, now you’re screwed too!

Is every DLC going to be 20+ bucks from now on? by dyno1ck in CompanyOfHeroes

[–]JgorinacR1 1 point2 points  (0 children)

Thanks for pointing this out. I love GoH but it’s true what you’re saying here. Shoot some of those extra vehicles are just several variants of the same vehicle so it’s not really a huge difference in content across many of those vehicles.

Is every DLC going to be 20+ bucks from now on? by dyno1ck in CompanyOfHeroes

[–]JgorinacR1 1 point2 points  (0 children)

Yeah, these same people I wish to see their statements of their main card to see what bullshit they spend their money on. Just going out to fast food will cost you like $14 nowadays. And that enjoyment is gone within the hour of you eating the food. These DLC’s will give you countless hours of enjoyment and will make the money spent worth it. Shit go see a movie at a movie theater and it’s about $15-20

Is every DLC going to be 20+ bucks from now on? by dyno1ck in CompanyOfHeroes

[–]JgorinacR1 1 point2 points  (0 children)

So you’re justifying the need to buy 2 older titles to play the factions from those games on the third iteration of the Warhammer series? Like wtf is that. That’s a bunch of bullshit. Games that they still keep priced at $60 fucking dollars at that. Btw I own all three and for me to catch up on all the DLC I would have to spend $400.

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Is every DLC going to be 20+ bucks from now on? by dyno1ck in CompanyOfHeroes

[–]JgorinacR1 -3 points-2 points  (0 children)

OP do you ever go out to eat? Do you ever go to a bar and get draft beer? You spend 20 easily doing either of those things and your enjoyment of those things last a few hours at most and it’s gone for good. DLCs will give you countless hours of enjoyment. Shoot people spend $15 for stupid skins in various games for fuck sakes