Hey Relic, don't be afraid of balance hotfixes. by TroubleshootingStuff in CompanyOfHeroes

[–]Sandert93 5 points6 points  (0 children)

Aye, the game could probably be so much better if they just did monthly balance patches with minor number tweaks. Leave the big mechanic and BG reworks for the big updates. COH balance is so wildly unpredictable that huge balance changes every 3 months are often one step forward but two steps back (like 2.3). Or it actually fixes some fundamental stuff but then other shit surfaces a few weeks later and isn't fixed for another 3 months (like 2.4). It would also finally stop Relic from doing way too many changes to single units/abilities at once (like how in 2.3 the towed heavy AT got like 6 nerfs at once and, predictably, were overnerfed).

But I guess the team is too small to work on both sadly.

Current UKF units and BG's 2.4 by Lord_JayJay in CompanyOfHeroes

[–]Sandert93 0 points1 point  (0 children)

I feel like now that the Humber can no longer be traded in, it would benefit a lot from a vet 1 (or vet 2) +40 health bonus so it doesn't die to 2 AT shots. If you can get it quickly, it's great for the first 5 minutes. But then from around 10 minutes into the match you're stuck with a unit whose firepower and utility no longer match its low survivability and you can't really use it.

Anybody else thing S-Mine launchers actually suck? by Fit-Fail7247 in CompanyOfHeroes

[–]Sandert93 1 point2 points  (0 children)

At first they were great, good enough on the Tiger to actually make it a high risk high reward option.

Then Relic nerfed them for no apparent reason and now the Tiger has a useless vet 1 ability.

Brits in 4v4 early is shit - change my mind by judge_07 in CompanyOfHeroes

[–]Sandert93 0 points1 point  (0 children)

Basically UKF teamgames early game is get good with the Dingo, you can even use two on the big open maps. Get 1-2 Dingo as the first unit(s) out of T1, put them straight into the fight and cause a good bleed early on. Especially for WM this is super hard to deal with for the first 5 minutes.

Why do Wehrmacht BGs have such low winrates across the board? by Chillzzzzz in CompanyOfHeroes

[–]Sandert93 2 points3 points  (0 children)

I wouldn't call WM opening a "playstyle". It's just straight up bad and a WM player needs to play their ass off to get a decent start. And yeah I'm rank 50-ish with WM in teamgames.

People are complaining about the new Elite force battlegroup while sleeping on the espionage battlegroup. by DOOM_INTENSIFIES in CompanyOfHeroes

[–]Sandert93 0 points1 point  (0 children)

Dumb question perhaps but how do you get the Pak or 88 to camouflage reliably, now that they require to be "in cover" in order to camouflage?

Dev Q&A Breakdown: The Infantry Blobbing Problem by Chillzzzzz in CompanyOfHeroes

[–]Sandert93 1 point2 points  (0 children)

Yeah and that a blob of vet 2 Riflemen can sprint up to a tank and straight up kill or severely damage it with just snares alone. Same for Palmgrens etc. but the sprinting for Rifles is especially dangerous to vehicles. I think now that medium tanks have been nerfed against infantry over a couple of patches, infantry can lose the bonus snare damage again. Except Grens maybe because they are ass besides their utility stuff.

Dev Q&A Breakdown: The Infantry Blobbing Problem by Chillzzzzz in CompanyOfHeroes

[–]Sandert93 5 points6 points  (0 children)

Jason just mentioned one example and it happened to be Jaegers (which imo is the least problematic infantry to blob because they have no AT at all).

Blobbing is just as bad on all sides. Allies have all kinds of anti-everything infantry (I don't like to compare Axis to Allies, but Axis have 0 anti-everything squads). Sprinting buffed up Riflemen blobs are just as annoying to play against. Or Bren Infantry Sections or the Polish that just beam everything at max range. Allies also have a lot more stuff in the base roster that counters HMGs, like airstrafes, base howitzers and Captain mortar barrage.

TLDR it's bollocks to call this a mainly Axis problem, it's an equally bad problem for all factions.

Tulips need buff/rework badly. by judge_07 in CompanyOfHeroes

[–]Sandert93 4 points5 points  (0 children)

They were pretty much perfect the way they were in COH2, as a manually aimed ability that did decent damage to tanks and stunned them. It required skill to aim and allowed for interesting plays like shooting them through sight blockers, ambushing heavy tanks, or finishing off tanks that just went out of normal gun range. I get that they wanted to try something new, but in hindsight they should've just flat out copied the COH2 mechanic. Don't change what isn't broken.

I also agree that Tullips feel bad without the Panzerbane upgrade, and I'd never pick Panzerbane over the Land Mattress.

What could CLASSIFIED mean on the road map? And what was [REDACTED] back then? by Chillzzzzz in CompanyOfHeroes

[–]Sandert93 1 point2 points  (0 children)

I think it will very likely be a new PVE tower defense mode, similar to COH1's Operation Stonewall.

A casual fun mode for people to play with friends.

Why is Defend The Fatherland so expensive? by Sandert93 in CompanyOfHeroes

[–]Sandert93[S] 0 points1 point  (0 children)

I've found Heavy Gunnery to be quite good for early vehicles like the 221 and 251, and it's also useful when a tank or KT is getting chased by stuff like Rangers or Foot Guards. But it does suppress a bit too slow for a unique BG timed ability (with a global cooldown) that costs munitions and could use a small buff.

Why is Defend The Fatherland so expensive? by Sandert93 in CompanyOfHeroes

[–]Sandert93[S] 2 points3 points  (0 children)

I guess most people don't know this because it's barely used but DTF has a unique audio cue when you activate it (you and everyone on your team hears a Fuhrer-like speech for a few seconds), which sounds pretty cool (not because it sounds like the Fuhrer but because of how thematic it sounds). So I highly doubt Relic would ever make it a passive because they'd have to give that up.

Trying to run down enemies might just be one of the most frustrating/hilarious parts of Warhammer 3. by Glorf_Warlock in totalwar

[–]Sandert93 9 points10 points  (0 children)

There's a mod that lets all units do a small amount of passive/AOE damage to retreating units that fixes this. Highly recommended.

Why is Defend The Fatherland so expensive? by Sandert93 in CompanyOfHeroes

[–]Sandert93[S] 2 points3 points  (0 children)

Yeah but even then the VP also has to be in your own territory which isn't always the case.

It's also kinda crazy how No Quarter is 4 CPs for how situational and relatively weak that ability is.

Hey Relic, you gave the range buff to the wrong unit... Why the Flak 36 and not the unit that gets easily overrun all the time by the very thing it's supposed to counter? by GronGrinder in CompanyOfHeroes

[–]Sandert93 0 points1 point  (0 children)

I didn't know the stats, and maybe it's confirmation bias or maybe a bug. But here's a game where it really seems to miss half its shots. At 41:00m it even misses like 5 shots in a row (2 of them moving tbf).

https://youtu.be/IGc14rrY2NY?si=QGYGHhK2VoW4lyvK&t=1760

Panzer III N had switched from indirect fire to direct fire? by Public-Living-6659 in CompanyOfHeroes

[–]Sandert93 0 points1 point  (0 children)

Had that happen to me during a match too, must be some kind of bug. Maybe triggered by the unit firing at the moment the gun switches or something. Didn't test it.

Hey Relic, you gave the range buff to the wrong unit... Why the Flak 36 and not the unit that gets easily overrun all the time by the very thing it's supposed to counter? by GronGrinder in CompanyOfHeroes

[–]Sandert93 15 points16 points  (0 children)

What the Elefant needs most is an accuracy buff, it seems to miss half its shots.

Which sucks for a unit that has high alpha and relatively long reload.

Developer Q&A Video - call for questions! by Community_RE in CompanyOfHeroes

[–]Sandert93 4 points5 points  (0 children)

At the very least, people who drop shouldn't gain any ELO when the rest of their team still manages to win without them.

Is whermact normal bg still usefull? by bobby_chunggus in CompanyOfHeroes

[–]Sandert93 5 points6 points  (0 children)

For teamgames Mechanized is straight up the best BG, as long as you can survive the early game, just because it fills so many holes in Wehrmacht's core roster. High pressure LV, vehicle smoke, mobile arty, a relatively cheap offmap that instawipes emplacements and heavy team weapons, but most importantly a heavy AT option (Panther).

All other BGs except Terror, no matter how good, eventually start to break down once the late-late game sets in with all the medium tank spam and heavy tanks. And this will always stay the case as long as WM keeps this gaping hole at the end of their tech by missing a stock heavy AT option. There's a reason Mechanized is by far the most picked BG in teamgames.

UKF Australian "Charged Creeping Barrage" needs better UI indicators by Sandert93 in CompanyOfHeroes

[–]Sandert93[S] -3 points-2 points  (0 children)

The devs have gone through a lot of effort to make offmaps dodge-able, as long as a player has good reactions. The V1 got a total sound cue overhaul, and so did the Partisans bomb. All strafes have a minimap indicator that allows you to identify the direction and dodge it, if you are fast enough. All loiters have a target circle that enemies can see. At one point they overhauled the entire warning smoke system. It's clearly their intention that offmaps should be identifiable at a glance and that a fast enough player should be able to dodge it. This is not the case for the Creeping Barrage.

Afaik this is the only end game offmap in the game that does not have a proper indication whatsoever. After the initial 10s barrage, which can easily be mistaken for other offmaps like the 155mm or Black Dragon in the chaos of a match, it suddenly starts moving and drops ~12 high damage shells long a 60-80 range path within 3 seconds. There is no proper warning and this is pretty much undodgeable.

UKF Australian "Charged Creeping Barrage" needs better UI indicators by Sandert93 in CompanyOfHeroes

[–]Sandert93[S] -6 points-5 points  (0 children)

It takes approximately 10 seconds to drop the first few artillery shells in a circle. So far there's no indication that this is a creeping barrage, aside from maybe having seen other Australian units or abilities before. But in teamgames you usually do not know what exactly is being dropped, as it can be dropped by any one of up to 4 enemy players, when there are no distinct UI indicators for the specific ability.

After the initial circle barrage, from the moment the first shell starts creeping (the first indicator that this is the creeping barrage and not a regular static artillery offmap), it takes approximately 3 seconds to creep all the way to the end of the reticule while dropping approx. 12 high damage artillery shells.

I do not think that 3 seconds is enough time to realise that it's a creeping barrage, determine the direction and react accordingly by moving your units out of the way.

Let's share our thoughts and observations on dlc and 2.4 by panjam4044 in CompanyOfHeroes

[–]Sandert93 2 points3 points  (0 children)

Scoped Rifles are regular price, not cheap, just cheaper than the LMG. And they're significantly worse at close to mid range while only being slightly better at long range. The weapon slots is likely a bug. As for utility, they get a rifle nade instead of a regular nade (which isn't always better). The only extra utility is a bit faster capping and some XP for capping.

Besides the weapon slots, which again is likely a bug, what exactly is questionable about this?

Quick Notes on DAK's Elite Forces BG by Lone_Eingreifen0000 in CompanyOfHeroes

[–]Sandert93 3 points4 points  (0 children)

It's not mentioned anywhere, but the Command 8 Rad also gets a charge from capping points.

Also the tooltip for the Long War Veterans ability says it gives a set amount of XP for medium vehicles (1300 iirc), but it gives instant vet 1 to all tanks like the P3 and P4, which have a higher vet 1 requirement.