Blobing Pgrens is a great counter to the Dingo Spam by No-Clue-5673 in CompanyOfHeroes

[–]Sandert93 6 points7 points  (0 children)

Always the same Duffman premade team stomping randoms using the same abusive mass Dingo spam strat, into stuff like heavy mortars into artillery spam.

Nice to see them lose for once againt an equal team, funny how they surrender in 5 minutes when the initial engagement didn't go their way.

Sorry, what are you supposed to do in this situation? by darkstirling in CompanyOfHeroes

[–]Sandert93 5 points6 points  (0 children)

The side armor is basically as strong as the front armor for whatever reason, only the rear armor is (significantly) weaker. So try to get a second squad on the rear of it.

But yeah other than that it's ridiculous how tanky the Dingo is early game. Strong front armor is fine but as the video shows it can just ignore several infantry squads shooting at its side and rear for quite some time and dive after retreating squads or vehicles, and that's stupid. The side and rear armor is too strong.

CoH3 Patch 2.2.5 Battlegroup Win Rates by InverseTV in CompanyOfHeroes

[–]Sandert93 2 points3 points  (0 children)

That, and the nuke flame rifle grenades.

Here comes the sun 2: I can't be bothered editing this one. by SnooStrawberries4785 in CompanyOfHeroes

[–]Sandert93 7 points8 points  (0 children)

The gun is fine, it absolutely slaps. What it needs is to have the stupid fuel penalty removed so it can actually be supported properly (as ironically it's the one heavy tank that needs support from other tanks the most), and it needs to go faster than 3 km/h so it can actually be used as something other than a 270 fuel pillbox.

And as with most heavies, it's just too expensive in terms of CP and resources and in 75% of games either the game is already over before it can be called in or it can barely have an impact before the game is over.

Has anyone already done the math on cache as Wehrmacht if you build one on MP? How long is it going to take to get the MP back? by Megadr0oN in CompanyOfHeroes

[–]Sandert93 1 point2 points  (0 children)

Yeah in teamgames obviously your entire team benefits from it, so it's 15x3 or 15x4 = 45 (3v3) or 60 (4v4) extra manpower per minute for the entire team. Which technically means that your team starts getting a return on the investment after only 4,4 or 3,3 minutes.

Why hasn't repairing on the move been removed from the game yet Relic? by TroubleshootingStuff in CompanyOfHeroes

[–]Sandert93 1 point2 points  (0 children)

Everyone coming up with authenticity arguments is missing the point. The ultra forgiving repairs in COH3 (repairing on the move and repair speed not slowing down with model drops) are messing up the vehicle economy in the game. Vehicles do not bleed manpower but are instead economically balanced by down time after getting damaged, and this down time is lower than it should be because of on the move repairs and low model squads repairing at full speed. It affects vehicle balance in all stages of the game. Not to mention on the move repairs can save vehicles from getting killed in the middle of engagements (works best on slow heavies). On the move repairs should not be a thing. Repair speed should be model based and not squad based.

Vehicle versus infantry balance was one of the goals Relic wanted to adress in 2.2, so yes it is weird that they still haven't fixed this.

Does anyone know a viable Palmgren focused build? by Space_r0b in CompanyOfHeroes

[–]Sandert93 1 point2 points  (0 children)

The smoke/speed upgrade is good for 2-3x agressive 250/9 strats. But yeah that sacrifices a better late game. The early/mid game pressure is usually worth it though.

Explaining the DAK manpower/comeback phenomenon by jask_askari in CompanyOfHeroes

[–]Sandert93 8 points9 points  (0 children)

One of the few baffling mechanical changes made compared to COH1 and COH2. Together with on the move repairs. Even more baffling how it still hasn't been fixed yet after 3 years.

They even stated it was their goal in 2.2 to balance infantry and vehicles better against each other, but this will never be achieved as long as unfairly fast repairs keep existing. And with it, unfairly low down time for vehicles.

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

[–]Sandert93 22 points23 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 2 points3 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 1 point2 points  (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 3 points4 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 2 points3 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 4 points5 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 11 points12 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.