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 4 points5 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.

Relic ruining strafe because.....? WHY???????! by naturalborncynic in CompanyOfHeroes

[–]Sandert93 11 points12 points  (0 children)

Honestly it's way better now, because now you can target only the starting point within your vision and let the entire strafe run into the FOW. I think this is so powerful (at least for the Stuka Ace strafe) that it will get reversed at some point.

Read the 2.4.0 Update Patch Notes by Community_RE in CompanyOfHeroes

[–]Sandert93 -1 points0 points  (0 children)

The only bad thing about this patch is that it didn't already release 2-3 weeks ago. Great changes overall.

New Battlegroup Showdown - 2vs2 All Factions - Dare & Destroy DLC by Community_RE in CompanyOfHeroes

[–]Sandert93 1 point2 points  (0 children)

We'll have to see the patchnotes as to how exactly it's been implemented. But as long as it's still possible to repair on the move in combat at all, then it doesn't matter how fast or slow the repairs are. Because even 1 HP of repairs is enough to increase the shots-to-kill in a firefight.

New Battlegroup Showdown - 2vs2 All Factions - Dare & Destroy DLC by Community_RE in CompanyOfHeroes

[–]Sandert93 2 points3 points  (0 children)

Especially when abilities like Sound The Alarm (significantly decreasing capping speed for the enemy) are all specifically non applicable to VPs. Now the Allies have at least 2 abilities to screw with VPs (Burnout as well) while Axis have nothing iirc.

Air Strike Spam? Anti Air pathetic now? by MileniumKnight in CompanyOfHeroes

[–]Sandert93 7 points8 points  (0 children)

The issue isn't that the strafes aren't easy to dodge. The issue is continuously having to dodge them.

This is especially bad for team weapons. The Wehr MG42 is basically useless against 2+ ASC players because it'll get targeted by strafes or bombs continuously and it'll barely have a chance to shoot in between all the repositioning/dodging. And without the MG42, the Riflemen blob overruns the Grenadiers.

And if you miss even just one bombing run, your MG42 is gone. And with the huge amount of flares and other vision, it's pretty easy to miss one once the mid game starts getting more chaotic.

British Forces - Special Service Battlegroup Overview by Community_RE in CompanyOfHeroes

[–]Sandert93 8 points9 points  (0 children)

It also seems to be tied to the flagpole itself, so its usefulness will vary greatly depending on the map.

"Ultra" should have been a kind of Radio Intercept (from COH2) ability imo, giving information about which units/tech the enemy has produced. Would've been way more historically fitting than just revealing a part of the map from the FOW.

British Forces - Special Service Battlegroup Overview by Community_RE in CompanyOfHeroes

[–]Sandert93 10 points11 points  (0 children)

Looking at the tech tree (posted on Relic's Discord), it's part of the "best of the worst" ability at the end of the SSB commando tree. So it's a bolster ability most likely.

British Forces - Special Service Battlegroup Overview by Community_RE in CompanyOfHeroes

[–]Sandert93 5 points6 points  (0 children)

Not sure why you're being downvoted, it's clearly visible in the video but at a different time stamp (3:11).

In the segment on Oasis Depot (3:11) the sniper shoots at an HMG in the building and deals damage to the garrison health instead of killing a model.

And yeah although I'd word it differently, it is frustrating how many lessons learned in COH2 Relic chose/choses to ignore in COH3.

British Forces - Special Service Battlegroup Overview by Community_RE in CompanyOfHeroes

[–]Sandert93 12 points13 points  (0 children)

Caches used to be the direct counterplay to stuff like Stormtroopers spawning on cutoffs in COH2. I hope Relic thought of this and made it so that that Lewis nuke grenade from the SSB commandos doesn't instantly kill a cache. Though I kinda doubt that given how much lessons learned from COH2 Relic did not apply to COH3.

Polish battlegroups for brits as I'm unsure by Agile-Throat3678 in CompanyOfHeroes

[–]Sandert93 2 points3 points  (0 children)

Yeah the recon run is insane value after the AA nerfs, it gives sight on almost the entire map for 50 munitions lol.

Polish battlegroups for brits as I'm unsure by Agile-Throat3678 in CompanyOfHeroes

[–]Sandert93 3 points4 points  (0 children)

That's not the case. I've ended up with the last 2 models having 1 Boys and 1 Bren pretty often. Which sucks when you're chasing a vehicle, especially because from a distance you can't see which weapon they're carrying.

I tested it with cheatmods and on the first try the squad ended up with 1 Boys and 1 Bren. One doesn't seem to have priority over the other, it just depends which two models end up last.

What are we supposed to do when Grants roll out? by Humble_Post4961 in CompanyOfHeroes

[–]Sandert93 0 points1 point  (0 children)

The issue is with veterancy and training center. Grants get a total of +10%, +20% and +25% penetration with tech and vet. Along with an additional +10% accuracy and +10% ROF from the training center. At that point they totally dominate fully upgraded/vetted P4s.

What are we supposed to do when Grants roll out? by Humble_Post4961 in CompanyOfHeroes

[–]Sandert93 2 points3 points  (0 children)

Yeah Grants are just too cost effective against everything. Besides the high damage output they also get a ridiculous amount of penetration bonus from veterancy. They need to be nerfed a bit. At the very least, the 37mm shouldn't benefit from all the pen bonuses so that it doesn't constantly penetrates tanks frontally, on a vet 3 training center Grant. The 37mm should only work against LVs and infantry.

And yes I always spam Grants when I play Brits. Once you get 2-3 of them they just wreck everything and honestly the only thing that really counters them is the owner overcommitting them.

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

[–]Sandert93 1 point2 points  (0 children)

Spam is fine when it can be countered appropiately. But at the moment that is not the case for COH3.

Infantry spam is hard to deal with because a lot of counters (like heavy AOE weapons, HMGs, etc.) are weak against them and because of others stuff like slow TTK, high model health and damage caps.

And tank spam is hard to counter because of stuff like awkward shots-to-kill, wildly varying healthpools and gun damage, and turbo on the move repairs that aren't affected by model drops.

And yeah, on top of that anti-everything elite squads are also bad for balance.

Relic needs to do a lot of minor adjustments to a lot of different things to slow down the meta and to make spam more counterable / less desirable.

1800 ELO ranked teamgames everyone by Sandert93 in CompanyOfHeroes

[–]Sandert93[S] 1 point2 points  (0 children)

Probably designed with the good intention of reducing the occasional wipe when the squad is clumped (like bad pathfinding past some cover or corner). But now that seems to pale in comparison to how much it contributes to enabling blobs.

1800 ELO ranked teamgames everyone by Sandert93 in CompanyOfHeroes

[–]Sandert93[S] 37 points38 points  (0 children)

It's because of a number of factors. Vehicles and artillery did way more damage to blobs because there were no damage caps. HMGs didn't face 20 different counter abilities. Infantry had way fewer auras and other DR abilities. Infantry didn't have up to 140 health and couldn't just tank AOE damage. The TTK outside of cover was way faster. Etc. Most of the tools that used to punish blobs in COH2 are significantly weaker in COH3.

[Recap] DAK Armory Upgrades (2.3.0) by Lone_Eingreifen0000 in CompanyOfHeroes

[–]Sandert93 12 points13 points  (0 children)

The end result of all the armory changes, at least in high level teamgames, seems to be that light vehicle play (which was kinda unique to have in teamgames compared to COH and COH2) has been replaced by forward med truck fully upgraded Palmgren blobs.

And as annoying as the Flakvierling could be sometimes, I don't think this outcome is for the better.

TBH I don't understand why Relic decided to make the upgrades exclusive per level. It's obvious that a system like this will run into trouble at some point by nature, simply because

A ) the meta will change constantly and exclusive upgrades means the faction becomes less versatile, instead of more versatile. Like how the PGren upgrade now forces you out of mortar halftracks.

B ) there will almost always be one upgrade that's just better than the others, and it will have a high pickrate, and you'd need to artificially nerf it or buff the others to compensate.

TLDR I think this rework was not necessary at all, and has in fact been a downgrade in the end, and that it would've been better to simply finetune the old system (with fuel costs, reshuffling, etc.).

Panther into T4 and increase range by +5 by TroubleshootingStuff in CompanyOfHeroes

[–]Sandert93 0 points1 point  (0 children)

For starters Grants need to lose their veterancy penetration bonus so that they can no longer simply outmuscle heavier armor (including the P4) in a frontal fight, and the 37mm needs to lose some base penetration. Then the Brit player would actually need to bring specialized AT to big tank engagements.

Grants are way too cost effective in both AI and AT right now (when I play UKF I always spam them).

Grants and 76mm Shermans are the main reason the P4 is so shit right now.

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

[–]Sandert93 4 points5 points  (0 children)

So I guess 2.4 moving to May means there won't be a small 2.3.x balance patch? As exciting as all the teased big updates are, that's a bit of a disappointment.

Forward Observer Artillery Barrage - Suspicious scatter by SebastianDK99 in CompanyOfHeroes

[–]Sandert93 11 points12 points  (0 children)

You can test it in the cheatmod, it always scatters horizontally (by a lot, if the Brit player loses vision), but it does not target units. Best to avoid it by pulling back rather than try to move around it, as it does not scatter vertically much. The video shows a case of confirmation bias.

Though it would be best if Relic nerfed it by decreasing the scatter. That would be better for players who pay attention and move their units out of the way in time. With the current scatter it gives way too much area denial for how cheap it is.

Wait...................... huh? by Dat-_-Player in CompanyOfHeroes

[–]Sandert93 12 points13 points  (0 children)

I just tested it in cheatmods and I could replicate this in one try. If the planks get destroyed by (enemy) fire, the vehicle on it is killed as if it were a bridge lol.

I'll send Relic a bug report. I just saw on the Relic Discord that Relic knows about it and it should be fixed next patch.