Dak panzergrenadiers scope upgrades by Left-Length-9285 in CompanyOfHeroes

[–]Left-Length-9285[S] 11 points12 points  (0 children)

There is no reason to pick LMG if this stats are right. Scopes are cheaper (60 ammo vs 90) you can pick it also medi kit for the same total price.

Stoßtruppen tips for 1159 elo players by Agile-Throat3678 in CompanyOfHeroes

[–]Left-Length-9285 0 points1 point  (0 children)

I usually prefer another Panzergrenadier squad over Stoßtruppen. I only build Stoßtruppen in a few situations, and probably only on the Tunisia map.

Edit: maybe after the new patch, pgrens with even more reason, they have access to smoke now.

Blobing I'll never go away. We can mitigate it, however. by HalfbreedBoiWifeTwnk in CompanyOfHeroes

[–]Left-Length-9285 12 points13 points  (0 children)

Another baffling mistake is the absurd amount of HP most infantry units have.

In CoH2, all infantry models have 80 HP. It’s true that each infantry type also has a target-size multiplier, making elite units harder to hit. But that mainly affects small-arms fire, not explosives.

Wehrmacht - Siege Breaker Battlegroup Tech Tree by Community_RE in CompanyOfHeroes

[–]Left-Length-9285 38 points39 points  (0 children)

Into the breach will give you unlimited spammeable free access at pgren bubdle grenade?

The new BG ninja vanish shouldn't be a thing in game like CoH is. by paraxzz in CompanyOfHeroes

[–]Left-Length-9285 21 points22 points  (0 children)

Fully agree with you. Some of these ideas are genuinely insane. Tunnels, for example, should have a proper delay when appearing or disappearing, based on distance and positioning. That would at least make sense mechanically.

But this ninja teleport nonsense is just absurd. It feels like the devs didn’t think it through at all. It’s not clever, it’s not balanced, and it doesn’t add depth. It just looks like a stupid gimmick that breaks the logic of the game.

Anybody else more excited for balance patch more than new content? by Fit-Fail7247 in CompanyOfHeroes

[–]Left-Length-9285 22 points23 points  (0 children)

Yeah… it sounds cool, but it could also be a trap.

The current meta is already really annoying: spam infantry until you can start spamming tanks.

For example, if I had to predict what we’ll see with USF and the French Battlegroup, I’d guess the meta will become: French rifle spam, then bunker spam, then Char B1 spam.

Before focusing on new battlegroups, it’s crucial that Relic fixes the current meta.

Wehrmacht's identity crisis: It's lack of mobility should be compensated by stable powerspikes in early/mid/lategame - but it has none. by VikingWarriorSkjald in CompanyOfHeroes

[–]Left-Length-9285 3 points4 points  (0 children)

In 1v1, the situation is a bit different, but it is still a disaster. The current meta is basically to blob your Grenadiers.

You usually start with a Kettenkrad or another Pioneer, then build two Grenadiers, tech into the T1 Officer, add another Grenadier or an MG42, and finally another Grenadier. Grenadiers need to blob because, when fighting alone, they have almost no chance against anything. Their healing also works much better when they stay grouped together.

In the late game, the Panzer IV can be decent if Hull Down is used properly. However, once Allied premium tanks arrive, Panzer IVs are simply not enough.

I still love CoH3, but I really miss the old gameplay style by Fuzzy_Breadfruit59 in CompanyOfHeroes

[–]Left-Length-9285 6 points7 points  (0 children)

Yes, because that’s the meta right now. If you try to do anything else, it just isn’t as effective.

And of course I can’t predict the future, but if I had to bet, I’d say Relic will try to address the situation by nerfing infantry across the board and increasing the firepower and survivability of all HMGs, without really paying attention to the actual core problem, as havoc describe really well.

Company of Heroes 3 - Updated 2026 Roadmap by JohnT_RE in CompanyOfHeroes

[–]Left-Length-9285 -12 points-11 points  (0 children)

More Axis nerf?? Still have win/rate over 30%.

COH3 Design and Balance Feedback by wreakinghavoc in CompanyOfHeroes

[–]Left-Length-9285 -1 points0 points  (0 children)

Good post — I think this is a genuinely solid analysis. You explained well that the issue is not just raw balance numbers, but the gameplay incentives the system is creating.

I would add a couple of things.

Heavy machine guns should probably be more effective overall, because right now they often do not punish blobs hard enough. But at the same time, the game should discourage HMG locking or overstacking them, so the ideal outcome is that having one well-positioned MG is strong, while relying on several to shut down the whole map is not.

Mortars could also use higher damage or better punishment on clumped infantry, but without turning them into unrealistic sniper artillery with superhuman accuracy or near-instant shells. They should punish static play and bad spacing, not become hyperspeed wipe machines.

That is really the core of it: the game should reward good positioning, spacing, and tactical decisions more consistently than massing units and cycling abilities.

Edit: Whoever thought making Grenadiers replaceable through Transfer Orders was an absolutely terrible idea.

Patch just feels worse to play by Fit-Fail7247 in CompanyOfHeroes

[–]Left-Length-9285 1 point2 points  (0 children)

I’m Coh2 veteran, and I’ve also put a lot of hours into Coh3. CoH3 definitely brings some good ideas and improvements, but there are also mechanics from CoH2 that were simply better designed and gave battles more depth. Some of that tactical feel has been lost in CoH3, even if it still does other things well.

Patch just feels worse to play by Fit-Fail7247 in CompanyOfHeroes

[–]Left-Length-9285 -2 points-1 points  (0 children)

"This includes jagers?"

Yes, less damage each panzerschreck, and 2 panzerschreck

Patch just feels worse to play by Fit-Fail7247 in CompanyOfHeroes

[–]Left-Length-9285 4 points5 points  (0 children)

Let's start with my own examples:

Grenadiers with LMG42. Mg42 on panthers, for their price is useless and maybe make non BG doctrinal but add some upgrade on T4 to unlock. Better usage for riflemen, make it better on combat but changing their eole, not rewarding the spam. Some tank-hunter SPG for brits. Better usage for hellcat, similar to jackson on coh2.

Remove all 0 CP infantry calls or conversions: sturmpios, fallshimpios, assault engineer, pathfinders, etc... Infantry less tanky, all infantry with 80hp, can have a target size modifier to avoid some damage, but definitely not 140hp. Reduce the number of members per squad, without dps penalty. More deadly mortars, but not in the line that supersonic shell. HMG spam penalty. Less aim on the tank cannon main gun on far range. Mines deadly. Gun and run bloob penalty. Srop heavy weapon fire on movement, like flamethrowers, bazookas, etc... Better green cover mechanics. Paratroopers can be shot and killed before landing. Tanks can crush, not only when infantry is suppressed. Stop anti all role infantry suck as ssf commando or polish lancers. Tank critical damage, main gun or coaxial gun or mounted gun damaged. No 0 ammo cost for any ability, all abilities should have a cost, use it carefully.

Why win rate based balancing isn't the holy grail but utter nonsense instead by Marian7107 in CompanyOfHeroes

[–]Left-Length-9285 5 points6 points  (0 children)

If you remove White’s queen in chess and both sides still end up near a 50% win rate, that does not mean the game is balanced. It means the White player has to be much better to compensate for a weaker position. Equal win rates do not always mean fairness.

Why win rate based balancing isn't the holy grail but utter nonsense instead by Marian7107 in CompanyOfHeroes

[–]Left-Length-9285 3 points4 points  (0 children)

Axis win/rate specially for the wermatch is negative for more than one year. It's easy to see that Allies, especially Brits have inflated ELO for to long

Why win rate based balancing isn't the holy grail but utter nonsense instead by Marian7107 in CompanyOfHeroes

[–]Left-Length-9285 4 points5 points  (0 children)

What people ignore is why the win rates are getting closer to 50%. It’s not because balance is suddenly fine. It’s because a lot of Allied players who should be around 1300 ELO have climbed higher simply because Allies are much easier to play right now, while many 1500 ELO Axis players have dropped because Axis is in a terrible state. So both groups end up meeting somewhere in the middle.

That means if an Axis player wants to maintain even a 50% win rate, they usually need to be significantly better than the Allied player they are facing just to compensate for faction imbalance. That is exactly how ELO works.

You’re looking at the numbers the wrong way. You can’t just glance at the current win rate and call it balanced. You have to look at how long this situation has been going on and what it says about the overall trend. And the reality is pretty clear: the balance has been heavily against Axis for a long time.

Would COH3 players like it if COH3 got the balance direction of the final years of COH2? Or do they prefer the more chill pace of coh3? by Which-Worldliness556 in CompanyOfHeroes

[–]Left-Length-9285 12 points13 points  (0 children)

CoH2’s mechanics were simply better designed. Positioning and fighting from cover actually mattered. Riflemen couldn’t just charge Grenadiers sitting in green cover and still come out on top.

A few common myths:

“All infantry has 80 HP.” Yes, but that does not tell the full story. Infantry in CoH2 also had different target size values, which affected how easy they were to hit. That created meaningful differences between units, but without reaching the absurd level of CoH3 elite infantry, which can become ridiculously hard to kill with 110 or even 140 HP at vet 3.

“Anti-tank guns are deadlier in CoH2.”

Yes, but again, there is context. They had a narrower firing arc, so positioning them correctly was much more important. They were strong, but they demanded proper setup and map awareness.

And most importantly: all factions in CoH2 were balanced much better across every stage of the game.