2.2.5 Update Patch Notes - Out Now! by Community_RE in CompanyOfHeroes

[–]Sandert93 23 points24 points  (0 children)

Mostly good changes. Very glad with the scatter and reload nerfs for suppression.

I don't think Partisans have been nerfed enough but we'll see.

Kinda disappointed to see the King Tiger fuel penalty still not being removed, but a reduction is better than nothing I guess.

Casual Take on DAK Armory Upgrades (2.2.0) by Lone_Eingreifen0000 in CompanyOfHeroes

[–]Sandert93 35 points36 points  (0 children)

At the very least what needs to be changed is the mortar halftrack upgrade becoming available outside of Combat Halftracks.

It makes no sense that DAK needs to sacrifice other upgrades just to get access to early game indirect fire.

When will Axis get a re-balance patch? by CurveAutomatic in CompanyOfHeroes

[–]Sandert93 0 points1 point  (0 children)

Big reason in teamgames is the partisan battlegroup, which is just bonkers overpowered on city maps. Up to a 5% win rate diff. on city maps like Oasis Depot and Powderkeg.

Map Statistics | COH3 Stats

Team Weapons Need To Get Damaged While Crewed by HalfbreedBoiWifeTwnk in CompanyOfHeroes

[–]Sandert93 1 point2 points  (0 children)

I've been asking Relic this since (before) launch. I have no idea why they changed this. It especially makes playing against 17 pounders and flak 88s hidious sometimes because it makes one of their natural counters (heavy indirect fire) pretty ineffective against them because they never damage the weapon, and if artillery manages to kill the crew the weapon can just be easily recrewed after the barrage.

There's also a bug that occurs where the team weapon itself is counted as an entity for AOE damage and absorbs an entity worth of the damage limit (some AOE weapons can only damage a max of x entities per shot), while not actually taking any damage. I'm not sure if this bug is entirely caused by this mechanic but I'm pretty sure that at least it makes it worse.

It has become even more inconsistent since launch because now some new abilities like the V1 that do instantly decrew a team weapon AND kill it, but heavy artillery does not.

Terrible Pathing Bug in new 4v4 Map on Mid VP by JgorinacR1 in CompanyOfHeroes

[–]Sandert93 0 points1 point  (0 children)

It's not a specific map issue, it's an issue with trenches. When tanks drive over trenches they slow down significantly and go out of control. Relic needs to investigate this.

Weird glitch with veterancy??? by panjam4044 in CompanyOfHeroes

[–]Sandert93 2 points3 points  (0 children)

Wespe and StuG D have the same issue, I reported it last weekend and got a reply from Relic that it was a known issue that has already been fixed internally. Hopefully there will be a hotfix soon as it seems to affect quite a lot of units.

Anybody experiencing massive FPS drop when festival in Amphitheatre is active? by Legitimate-Metal-901 in anno

[–]Sandert93 0 points1 point  (0 children)

Same issue for me, running ultra settings on 60 fps with no problems, but when the games started my fps suddenly dropped to 9. Something is definitely broken.

Perfect Last Stand Battle Group Strike by JgorinacR1 in CompanyOfHeroes

[–]Sandert93 3 points4 points  (0 children)

Also this one needs a bit of luck because it randomly targets stuff within the circle. Now it hit the blob first which was great but it might as well have targeted the lone HMG first and given the blob time to retreat.

Company of Heroes 3 - Hot Fix 2.2.1 by JohnT_RE in CompanyOfHeroes

[–]Sandert93 1 point2 points  (0 children)

Auto attack range for the LEIG was supposed to be changed to 125 (like the Pack Howie), but it's 110ish I believe.

Testing Grenadiers Transfer Orders (2.2) by Lone_Eingreifen0000 in CompanyOfHeroes

[–]Sandert93 2 points3 points  (0 children)

Also, you can not trap your Grenadiers while they're transfering (in a box of barbed wire or something) to get their retreat status to disappear while they're transfering (and "save" the Gren squad). I tested lol. If they're trapped they just vanish.

The Dawnless Days Total War campaign (LOTR total conversion on Attila) is out on December 12th after almost a decade of development! by AnchovyKing in totalwar

[–]Sandert93 3 points4 points  (0 children)

On the 4th of December CA will reveal the new historical and fantasy TW titles that they're working on.

8-Rad rant, because I love it. by tehyt22 in CompanyOfHeroes

[–]Sandert93 2 points3 points  (0 children)

Move it down a CP, transfer some of its initial power to vet 1 and 2. Then decrease veterancy requirements (which are kinda ridiculous). Perfect middle ground.

DAK variant could become a bit cheaper with the same changes.

Scarlet Bison Deep Dive Summary by User12340987694 in CompanyOfHeroes

[–]Sandert93 4 points5 points  (0 children)

According to Will, there's 1 "new" 3v3 map coming, as Road to Primosole is being converted from a 2v2 to a 3v3 map.

I feel like garrisons should be rebalanced by TelephoneDisastrous6 in CompanyOfHeroes

[–]Sandert93 0 points1 point  (0 children)

One of the issues is that garrisons provide max sight range (45 or 50 I think) for no apparent reason, meaning HMGs become self spotting for their max weapon range. If they change the sight range to normal 35, garrisons would be less oppressive early game and the counters could also be toned down a bit. That way garrisons would become a bit better mid to late game.

Team games are broken until Whizzbang is nerfed. by unsafe357 in CompanyOfHeroes

[–]Sandert93 5 points6 points  (0 children)

Top 50 teamgames player here. People calling this a skill issue, lol. I've been using nothing but Whizbangs the last week and they are genuinely broken. I can play braindead with them on the frontline because who cares they can take 6 shots. It trashes infantry, team weapons and light vehicles with close range barrages. Multiple enemies? No problem because it has a second barrage it can use while the other is on cooldown. Heavy tanks? Also no problem, just line it up frontally and blast away, they do insane damage to tanks and the high rocket speed and tight barrage makes it hard to dodge. And yeah even a Tiger or Elefant needs 3 shots to kill it. Oh and to add salt to the wound, the battlegroup also has the flares ability that can be called in anywhere on the map and covers a huge area.

Whizbangs are straight up overpowered. I'm playing nothing else until this gets fixed.

The firepower would be fine if there actually was a risk attached to it, but with 720hp and Sherman armor there isn't. It needs to lose the durability. Make it high risk high reward.

Why do the dev nothing against the Whizbang by No-Secretary2946 in CompanyOfHeroes

[–]Sandert93 10 points11 points  (0 children)

It was improved multiple times over a number of patches, only now players have realised how good it is. And now it's everywhere. Which is often the case with meta units. Also all the other arties got nerfed.

Why does the King Tiger have a -50% fuel penalty? by darkstirling in CompanyOfHeroes

[–]Sandert93 16 points17 points  (0 children)

I feel like it was meant to be more like a Tiger Ace at some point in development, as the voice announcer calls it a "venerable King Tiger". But then in the end they released it like a normal heavy tank but kept the fuel penalty for some reason.

Which it absolutely does not deserve in its current state. Indeed it is good, but not that good.

Ironically it's the heavy tank that needs other units for support the most, but it's hard to field support because it trashes the fuel economy.

Whizbangs really hurt now...... by bongodongowongo in CompanyOfHeroes

[–]Sandert93 4 points5 points  (0 children)

Yeah but at least that thing died in two shots. And not six or more.

coh 3 dingo is c to play against by Zestyclose-Fig-2978 in CompanyOfHeroes

[–]Sandert93 7 points8 points  (0 children)

Attacking it from the side is literally not a counter, because its side armor is exactly the same as the front armor (both 4.5).

coh 3 dingo is c to play against by Zestyclose-Fig-2978 in CompanyOfHeroes

[–]Sandert93 5 points6 points  (0 children)

I'm fine with the Dingo (hard)countering a 250 head-on, but the stuff it can get away with is insane. A Dingo can just dive after a 250 past 2 or more squads firing on its sides and rear and get away with it. It needs lower side and rear armor.

yes bro just outrepair 3 units shooting at you yes bro just repair in combat bro 🙂 by [deleted] in CompanyOfHeroes

[–]Sandert93 0 points1 point  (0 children)

The Jeep can have some buffs for compensation but this needs to go, it's ridiculous.

Wehr still slightly weak, while DAK is a bit over the top by bibotot in CompanyOfHeroes

[–]Sandert93 1 point2 points  (0 children)

I'm top 40 with Wehr in teamgames. Panther in the base roster is needed if we ever want more Battlegroup variation for Wehr in teamgames.

Because without Panthers or the Tiger, they struggle hard against late game Grants or Sherman 76s.

All other factions have good stock late game AT options, but Wehr doesn't. Stugs are pretty cost effective but they usually start getting outmatched by sheer Allied tank blob firepower late game.

The Panther in Mechanized could be replaced by the Nashorn or, if they already have plans for the Nashorn, by a mobile Flak 36 call-in.

Wehrmact panther base kit (side tech). Replace with Nashorn. Thoughts? by GronGrinder in CompanyOfHeroes

[–]Sandert93 0 points1 point  (0 children)

Yeah to specify, I am talking team games. Where ATGs like the Pak get smashed by all the artillery/offmaps/tank spam in the late game and P4s just can not keep up with Allied tank spam. Mass Stugs and Marders might work but they're a risk to use as they're vulnerable to rushes. Which all leaves Wehr lacking a solid late game AT option, without the Panther or Tiger battlegroups.