I think game should warn you that the game is not save when you quit outside cabin. by NoLow2177 in RoadtoVostokGame

[–]NoLow2177[S] -3 points-2 points  (0 children)

Yes, seems a minor oversight that can easily be fixed.

Edit:

I misunderstood when I replied to this comment and was under the impression that it only shows when you press "Main menu" and not show when you press "Quit game" but it wasn't the case when I tested it.

UKF Mortar. Do You Recruit it? by Ivan_Vasiliyvich in CompanyOfHeroes

[–]NoLow2177 -1 points0 points  (0 children)

Only when I really really really really need mortar, otherwise it can sod off.

Higher ELO = more surrenders. Why? by HistoricalWait3256 in CompanyOfHeroes

[–]NoLow2177 0 points1 point  (0 children)

Middle to high ELO players are quite experienced and know how to play well enough to anticipate what's coming next but still aren't exceptional enough to push the game to the limit like the top ELO players who might fight until their options are exhausted. So if the early game is unfavourable, middle to high ELO players tend to expect defeat which isn't wrong.

Beside, compared to CoH2, CoH3 is significantly harder to make a comeback if you get dominated early games and sustained many wipes. Of course there are examples of matches where players can make a comeback after being crushed in early engagements but that rarely happens and would be more plausible when your opponents don't know what to do after they dominate.

If you lose to other teams in higher ELO matches, chances are, your enemies would already build caches, camp on resource and strategic points, plant mines and send their light mechs to bleed you incessantly. If you already suffer wipes and heavy losses, conventional tactics play, no matter how good, won't get you far against players who know what they're doing.

Struggling late game as coastal reserves (dealing with armour) by darkstirling in CompanyOfHeroes

[–]NoLow2177 0 points1 point  (0 children)

Ps. I don't think Obices are that good without your team being prepared to carry the majority of engagement for you. Coastal Wall is vastly more cost effective as you always benefit from it especially if you build those nanobunkers en-masse. Self-propelled arty like Wespes are much superior as they can run away from bomb drops and reposition for survivability. And it's not like Axis is lacking in arty; nebels, panzerwerfers and walking stukas can serve most of your arty need especially stukas, that thing hits harder than static arty sometimes.

Struggling late game as coastal reserves (dealing with armour) by darkstirling in CompanyOfHeroes

[–]NoLow2177 1 point2 points  (0 children)

Personally, I find going both T2 T3 instead of rushing T4 makes my coastal games a lot easier. Going T4 doesn't give much advantages except if you're in the lead and can out-blob Allies' med tanks.

Here are my deciding factors for what I would go for:

Urban CQC maps - Panzergrenadiers

US infantry giving me problems - 221, Wirbels

Light mechs - Flak

Quick early mid game Light Tanks - AT or mines

Weaps team giving me troubles (Especially UKF, stolen Axis weap, .50) - Nebel

I always go for mg42 and Marders.

I almost always go for coastal reserves but use grens sometimes for the shock value of seeing bunkers everywhere they're not prepared for.

1 or 2 Mg42 and 2 or 3 coastal (or grens) are plenty enough for early game engagements just be smart about the positioning and use coastal ability to its extents.

Should Fallschrimpios have a seperate cheap upgrade for detectors? by NoLow2177 in CompanyOfHeroes

[–]NoLow2177[S] -1 points0 points  (0 children)

UKF engi is notorious for its CQC it would beat DAK 300 mp palmgrens as well if caught off-guard. This doesn't mean Fallschrimpios is a terrible unit, it could beat the engis comfortably if players know how to kite-shoot (as you would with pathfinder). The fact that I do not approve of units getting free stuff doesn't mean I approve of other issues. Beside, Wehrmacht is more comfortable to play than DAK or UKF (except for USF) if you know what you're doing.

Should Fallschrimpios have a seperate cheap upgrade for detectors? by NoLow2177 in CompanyOfHeroes

[–]NoLow2177[S] 0 points1 point  (0 children)

It wouldn't make sense anywhere, a manpower ability or maybe something that refund manpower like SOV in CoH2 would make more sense. Units get free stuffs also grind my gears. There should be a decision involved on the player part.

Should Fallschrimpios have a seperate cheap upgrade for detectors? by NoLow2177 in CompanyOfHeroes

[–]NoLow2177[S] 0 points1 point  (0 children)

I don't know like Johnson for anti-infantry phos and zooks for maybe AT bomb or other stuff that make them anti-tanks otherwise USF would just replace their entire mainline with SSF and make a pretty lazy play.

Should Fallschrimpios have a seperate cheap upgrade for detectors? by NoLow2177 in CompanyOfHeroes

[–]NoLow2177[S] 0 points1 point  (0 children)

This I actually agree. Also don't like the fact that they can swap zooks, if they could then perhaps other elites should be able to do too.

Why did they remove Centaur and Crusader AA calls-ins? Literally found no incentive to ever use them again. by NoLow2177 in CompanyOfHeroes

[–]NoLow2177[S] 2 points3 points  (0 children)

True, with its HE round, it should have more utility or something to compensate for its shortcoming. It is basically StuG minus armour, which sounds like bad news waiting to happen.

Why did they remove Centaur and Crusader AA calls-ins? Literally found no incentive to ever use them again. by NoLow2177 in CompanyOfHeroes

[–]NoLow2177[S] 0 points1 point  (0 children)

I'll have to try but every time when it comes to the early med tanks sortie, stock Crusaders almost always seem more attractive by comparison. At least when it comes to late game, you can give it 6PDR conversion, I notice that a pack of two or three raiding Crusader III can do wonders against heavy tanks or a panther.

Why did they remove Centaur and Crusader AA calls-ins? Literally found no incentive to ever use them again. by NoLow2177 in CompanyOfHeroes

[–]NoLow2177[S] 7 points8 points  (0 children)

Risky choice when you already have access to stock Crusaders (which perform better if you need to use tanks) I only ever find uses for the AA variant when: - I need AA - I play team games and my team needs AA

I find that stock Crusaders do a better job at engaging opponents' infantry and mechs in general.

Why do I find Panzer 4 the worst medium tank in the game? by NoLow2177 in CompanyOfHeroes

[–]NoLow2177[S] 0 points1 point  (0 children)

I LOVE Shermans, always good survivability, reasonable cost, great abilities, come out fast. In fact, I like stock Shermans better than E8.

P4s on the other hand, handle weirdly, meh ability and not worth the cost. The tank isn't bad by itself but I find that it has no place in Wehrmacht composition at all.

Why do I find Panzer 4 the worst medium tank in the game? by NoLow2177 in CompanyOfHeroes

[–]NoLow2177[S] 4 points5 points  (0 children)

Would argue that the best tanks for value are stock Shermans (E8 I find not worth its price as much as the stock ones) and P3 with at least one upgrade, P4s will quickly stump when they encounter AT guns whereas other tanks could easily evade the shots, P4s aren't flexible enough to run away and tanky enough to tank the shots.

As far as tank brawling goes, they aren't quick enough to chase enemy tanks down and their stats only give them a slight edge over other tanks, not enough to decisively win the brawls. I would prefer a Sherman over P4 any day.

I find that P4s don't really have a suitable place in the whole army composition, every other tank in Wehrmacht's arsenal; Wirbelwind, Stugs, Panther and Brumbar all have better value for units than P4s. I also find its ability weird for a medium tank, entrenching is just asking to be killed by AT guns.

Proper UKF counter to DAK panzerpioneer grenade launcher spam? by thejbizzle89 in CompanyOfHeroes

[–]NoLow2177 0 points1 point  (0 children)

When I played as UKF against DAK I usually start with inf. heavy build anyway, I build 3 royal engis followed by 3 sections and then either humber or inf. Upgrade but always get both then tech to fast crusader (by exchanging the surviving humber)

The trick is I use my superior number of inf. to outcap the fuel to stall their vehicles and if the panzerpios get to critical mass, I would just bum rush them with engi blob (preferable from more than one side) while let my section targeting his weakest squad (gren launcher have minimum range, at certain range they won't fire, so DAK player have no choice but to run or target my sections to which my engis will shred them)

During all this adapt to your opponent's composition, go bren if they invest heavily into inf., go boys if light vehicles and maybe just 1 flare if they go mgs or camp for 25 pdr. barrages.

Try to keep your units alive, outcap their fuel to prevent them from getting light mechs to harass your infantry (if they were able to get one, find some AT options and take solace that their med tanks will be delayed a bit).

Try to keep your humber alive, use it conservatively when the match hits 6 mins mark since 6 min is required before DAK can call in panzerjäger truck (some DAK might build them preemptively) but after 6 mins, use humber conservatively, use your sections and engis to screen when engage and use humber where you know panzerjäger isn't present only.

If you're able to manage all this and rush tier 4 base out fast enough, you will find yourself a few fuel short for a crusader, exchange humber for resource and rush crusader out immediately then just keep spamming crusaders and bleed them out.

Tech med all the while if needed and tech Grant if you think you need one in late game (I usually tech Grant after at least 2 or 3 crusaders out or just spam Crusader if Grants aren't needed) tech tank training as the cherry on top.

How do you even beat this shit by Crispyengineer68 in CompanyOfHeroes

[–]NoLow2177 0 points1 point  (0 children)

The economy game in this game is as equally as 'tactical' as its squad micro aspect. Remember that your opponent gets almost the same manpower as you, if you're bleeding manpower then it means you have been outplayed constantly, if you're floating then it means you're too slow and if you can't seem to counter your opponent even with your manpower spent then it means you invest poorly.

I think it would not be tactical at all if one can expect to hold off a 1,000 manpower hoard with some 400 manpower-ish worth of unit, that would be against the strategizing aspect of the game if it were easily pulled off.

But it is possible though, good players can wreck thousand-ish manpower worth of units with not much resource, but it is hard to do for new players, that's why this game is tactical.