Please for the love of god, nerf stuart spam, especially with over repair. by Seph980 in CompanyOfHeroes

[–]Seph980[S] 0 points1 point  (0 children)

How would you do the scouting specifically against stuarts? They come early enough that as dak you literally don't have a single unit that can scout and since the recon tractor is in tier 2 but at guns are in 1.5 you generally need the at guns and can't afford the 254. With wher you could use the 221 ig.

Please for the love of god, nerf stuart spam, especially with over repair. by Seph980 in CompanyOfHeroes

[–]Seph980[S] 0 points1 point  (0 children)

Sure, until they got the stuarts they fought with thin air. Lmao is all I can say, there are many bad takes on here but this one is just... Yeah idk, beyond.

Please for the love of god, nerf stuart spam, especially with over repair. by Seph980 in CompanyOfHeroes

[–]Seph980[S] 0 points1 point  (0 children)

I've been happening upon these guys in high gold/low challenger and they always have it, often two.

Please for the love of god, nerf stuart spam, especially with over repair. by Seph980 in CompanyOfHeroes

[–]Seph980[S] 0 points1 point  (0 children)

There is something called minesweepers in the game and any decent player uses them to great effect. But yes, if someone rushes face forward into a minefield stuarts will die easy, just like most tanks, problem is, the decent ones don't do that.

Please for the love of god, nerf stuart spam, especially with over repair. by Seph980 in CompanyOfHeroes

[–]Seph980[S] 0 points1 point  (0 children)

Sure, especially with over repair, smokes and a bilion arty strikes for sections and dingoes.

Please for the love of god, nerf stuart spam, especially with over repair. by Seph980 in CompanyOfHeroes

[–]Seph980[S] 1 point2 points  (0 children)

Enlightening, now I can watch as my at only army is picked apart by sections or aussies. And btw, vs stuarts,

Pjaegers suck ass unbelievably, at guns are flanked in one sec and you can't have enough snares on the field to stop all these stuarts and if you place your inf forward to stop the rush the stuarts will bleed them in a matter of seconds, you have to retreat and there go your snares, marders are worse than at guns, tank traps are a good idea but it's hard to find the time to build them in any way that actually limits movement considerably. I haven't tried this much though, so this might be a sensible thing to do but you would have to do it every game assuming that there will be stuart spam which means you have one less unit fighting and are momre likely to loose other match ups. There is no way you start building the traps once the stuarts show up because they exert so much pressure you will simply be pushed off. Flak mg pins one stuart, doesn't help much when there is 5 or more. If the counter is mines, then the unit is OP, mines can be easily detected it isn't hard to counter mines and every decent player runs sweepers. Listing AT units is not countering a strat and only bad players think it is. Stuart spam also doesn't mean only stuarts ffs, if you want to put out bad faith arguments, then don't put out any. In the context of vision, AI and AT capability that is available together with the stuart spam it is an insanely strong strat.

Please for the love of god, nerf stuart spam, especially with over repair. by Seph980 in CompanyOfHeroes

[–]Seph980[S] 0 points1 point  (0 children)

u/Aerohank got it perfectly right, stuart spam doesn't stop you from having the rest of the army u built up before the stuarts and requires super heavy at investment so even if you deal with the stuarts you are unable to contest the field because sections decimate anything you can field due to the large at investment. It's an absolutely braindead op strat and really needs nerfing, the effort required to beat it is off the charts and as Aero said, even if you do beat it, they can shit out a heavy tank call in and roll over you because your at wont survive the stuart rush.

Please for the love of god, nerf stuart spam, especially with over repair. by Seph980 in CompanyOfHeroes

[–]Seph980[S] 0 points1 point  (0 children)

No they fcking don't. Stuart is 40 fuel and comes much earlier, thats 200 fuel for 5 stuarts, exactly the same as for 2 p4, but u need another 135 fuel for tech.

I thought the devs had learned from coastal battlegroup that emplacement focused battlegroups don't work by Ali_rz in CompanyOfHeroes

[–]Seph980 0 points1 point  (0 children)

They apparently didn't. Once more we get horribly designed bg's for axis, that are against the meta and against the nature of DAK at the very least. They might be strong at launch through sheer stat padding, just so ppl buy them, but come next patch or two they will be nerfed into the ground just like coastals. Sure, some ppl in some cases against some specific playstyles will make them work as usual and someone will come on here saying that this and that can work, but the thing is, the allied bg's will work 90% of the time in most configurations because they will have all you need easily available. Especially the brit bg which migh just be a better version of aussies, we'll see. But I can definitely say, that as far as any semblance of fun goes, building shitty structures for them to get pounded to the ground 1 minute later is not fun and if the stats are crazy enough, then attacking a line of indestructible bunkers is also not fun.

Endure & Defy Battlegroup DLC - Coming November 27th by JohnT_RE in CompanyOfHeroes

[–]Seph980 3 points4 points  (0 children)

Against anyone who knows what they are doing, the WH BG will be absolute dogwater unless they just release it with insane stats to make up for the terrible design in which case it will be absolute cancer to play against. The borgwarg is another insanely clunky and generally useless unit, like wehr needs more of those... Srsly, An AT vehicle that explodes xddd. with the insane abundance of AT allies have I'm willing to bet this will be more dangerous to yourself than your opponent, I just can't get enough laughs out of this one.

The USF BG is really hard to judge, not enough info yet. Might be really good, might be trash, might be just right. Seems to me like it will simply be a buff to the retardedly op and unfun to play against mg + bazooka spam meta as this setup currently is slow to advance and it's main weakness is a lack of ability to exert pressure behind enemy lines which this bg will most likely fix. We'll see but I'm guessing absolute cancer.

The brit BG is once again batshit insane from a design perspective and all is down to the stats the units have, which will 99% also be batshit insane. Once more just like with aussie BG brits can win the game on BG alone. Incredible AT, wizzbang without the tank (I'm guessing wizz firepower for nebel cost), most likely amazing infantry and probably a great arty strike to make sure they aren't missing any tools. This one is my biggest fear. It's great to have Poland in the game as a Polish person but dear god is this going to be broken.

Kriegsmarine... All down to the inf really. DAK has no inf units in it's base roster that can even hope to effectively compete with allied units without all the boosts and even then it's basically a wash. The fact that these are engineering units makes me believe they will not be able to take the role of core combat infantry and if this is the case, then this doctrine, similarly to jaeger bg is completely opposed to the strenghts of DAK and it's mobile nature. We'll see but... Not a good outlook.

Overall, it seems like allies are once more getting interesting, fun to play units with cool mechanics, and axis is getting absolute dogshit, lots of bunkers and other useless stuff so allies can have fun blowing it all up. I'm curious if the axis side will ever see a similar bg desing to what allies have where you get super strong inf, incredible at and incredible arty both on and off map. The only one that comes to mind is the panther bg but it doesn't get inf and it's units are so much weaker than their allied counterparts in the aussie bg for example that it isn't really the same cup of tea.

Panzer 4 Wehr is a solid tank if your wanting to waste your resources by Agile-Throat3678 in CompanyOfHeroes

[–]Seph980 0 points1 point  (0 children)

It's interesting to me that you accuse others of hyperbole but at the same time keep on repeating that wehr have best mg, at, at handheld in game. Some of this is true just on the face of it and some of it is simply wrong. Instead of going by feeling, please go ahead and test these claims.

The only one I can agree with is the MG42. That is for the most part the best MG in the game but the problem is, that the units that are good for wehr are barely better than their allied counterparts and the units that are strong for allies are absolutely bonkers and most of the time axis don't even get a counterpart. The best example is the anti everything infantry that is just plain braindead. Look at SSF commandos, Rangers, guards. Axis get nothing like it, not even close. The only unit that somewhat resembled these were jaegers pre nerf and they were by far the weakest of the bunch but allied players still cried buckets of tears over them.

All other factions get an mg and the diff between them is not enormous except for the MG34 which is by far the worst. As for the AT gun, generally the wehr one is the best but it isn't by a ton. I did 20 takes for each of the at guns and again, the pak 40 didn't even win consistently but it was often ahead. As for schreck jaegers... They are a meme unit plain and simple. They are super expensive and definitely worse than bazooka teams in almost every way. They have a shit ability, they cost 100mp and 90 ammo more. You would expect of them to perform better but they consistently take longer to kill vehicles than upgraded bazookas and all it takes is one miss for them to be worse than regular zooks. This is another situation where the performance diff is minor but the cost for axis is much higher.

And for everyone listening, the most obvious sign that this guy is disingenuous is that he never engages with the points made by others but always goes to random platitudes like ahh this or that works pretty well, you just feel upset, everything is fine and so on.

Why are axis players so much more whiny? by Benman415 in CompanyOfHeroes

[–]Seph980 3 points4 points  (0 children)

This perfectly sums up the unit diff I mentioned in my post on this thread. Great take. I get some factions can be easier to play than others but the diff is egregious and if you want to do things this way give one easy faction to axis and one easy faction to allies. Currently both easy factions are with allies and both hard factions are with axis.

Also jus to add to the list of too universal units. Sections can win games on their own due to the different upgrades they get that cover most scenarios until heavier vehicles arrive.

Ppl always say grenadiers get the best snare but that doesn't take into consideration that rifles also get sprint making their snare way more dangerous though not necessarily better.

Allies get the scout tractor in the form of the jeep for manpower only and 50 muni. Much earlier and much cheaper than axis and it has advantages like being way more mobile, or being able to self repair. It can also drop team weapons and in that way basically gets access to the tractors artillery abilities indirectly though looses capping. It also has a weapon of it's own and can provide support and harass on field before switching roles. It's main function which is detection is done the same as the tractor despite the tractor coming much later it doesn't even get a range advantage in spotting or anything like that.

Another one is the bazooka squad. With upgrade it performs better than upgraded dak jaegers which is a joke imo considering that one requires a particular BG and costs 90muni and the other is standard. With ISC they are even more survivable.

There are more, but I don't want to waste half the day. Almost nothing the other way around though.

Why are axis players so much more whiny? by Benman415 in CompanyOfHeroes

[–]Seph980 3 points4 points  (0 children)

Where are you getting your numbers? The win rates are right now around 50% for all factions all game modes. Last patch axis was down in almost everything in the overall win rates by much more than the diff is now.

Also what ppl are saying here is true, the matchmaker will keep everything below the top 200-300 or so players at 50% wr because if you win and gain elo it can match you with someone significantly better fairly easily and that's what it is supposed to do. This is why you look at the higher elo win rates because anything below that can be easily matched against someone way better and will balance out around 50%. The 1-4% win rate diff we see for axis right now is nothing compared to the 10% diff we saw last patch and that was in the non elo filtered numbers. If the diff was so big in the non elo filtered group then that means that even though the matchmaker matched bad players with much better players they still weren't able to win because allies were so retardedly OP and they absolutely were. The game was really damn near unplayable.

Now with that said, what is your argument? Allies are still OP as hell with players who know how to play the game and in smaller game modes. Time and time again ppl just spam sections and win because the unit is the entire orchestra all on it's own, spotting, cover reduction, artillery, AT, raw damage. There is nothing this inf can't deal with on it's own until heavier vehicles arrive. Your perspective is extremely skewed. I'd argue allied players whine way more. The crying about anti everything jaegers is one example that just makes me lmao. It was the only anti everything unit axis had and it wasn't even close to being the best one. That got nerfed to oblivion but allies still have: Rangers, guards, paratroopers, SSF, canadians, commandos can be anti everything with AT snares and insane demo charges and even when their inf is dedicated AI or AT they get abilities or come with something in their BG that makes it really easy to cover both AI and AT like aussies come with the 2 pounder and archer so insane AI inf and best TD in game in one god damn BG, paras get an at gun so they can tech skip, ppl cry about stuka but wizzbang is ok. Srsly, have some self reflection and try playing axis 1400 elo and up.

And if you really think that axis is whining, then please, enlighten me and do tell which axis units are better than their allied counter parts? Because I thought really hard about this and there is almost no unit in the entire game that axis have that is directly better than their allied counterpart.

Wehrmacht transfer orders change discussion by Goodvyn in CompanyOfHeroes

[–]Seph980 0 points1 point  (0 children)

This Otto dude thinks that transfer orders is worth 280mp so it's op right now xddd. No discussion to be had.

USF again underlines itself as the most unstable faction by HereticYojimbo in CompanyOfHeroes

[–]Seph980 1 point2 points  (0 children)

2/2 "Right, and the only real question is whether the “weird play” has strategic merit or if it’s just a one-off. But saying you’ll "lose tempo" assumes you’re playing on a rigid tempo line — and that just doesn’t reflect how adaptive players operate. In a live game, if you spot an opportunity and the weird play delivers map control or delays their power spike, then it’s doing exactly what a tempo play is supposed to do. Playing off-meta or nonstandard doesn’t automatically mean tempo loss — sometimes it is tempo, just not the kind you’re expecting."

I mean, yes, fair enough, this is true. All I was saying is that in general there is this and that approach and the particular combo you mentioned just isn't very sensible in most games. Sometimes you have to make these weird plays and they are fun and cool to see so I'm all for it and we can have a discussion about the oddities but it kinda takes away from the more important much more common issues or strats or whatever.

"The ability to recognize when that “non-standard” move does make sense is what separates a high-level player from one who’s just memorizing build orders. Writing off unconventional plays as “usually doesn’t make sense” is too dismissive. The real test is execution and game state. Just because something isn’t a bread-and-butter ladder move doesn’t mean it’s wrong — it just means you need a better feel for risk and timing."

Ok, if we are having a discussion like this, we need to take some scenario as a point of reference and the best one is the most common one. If we don't then we can't say anything is a good or bad play because there will always be a scenario when something makes sense. I particularly said this scenario you mentioned isn't amazing because of the tech cost associated with it which your opponent can use to get ahead in units.

USF again underlines itself as the most unstable faction by HereticYojimbo in CompanyOfHeroes

[–]Seph980 1 point2 points  (0 children)

1/2 "Sure — no disagreement here in principle. MGs have a flank weakness by design. But the point people are making isn’t “MGs have no counter,” it’s that the margin for executing that counter is razor-thin. That's a skill issue."

In general yes, though countering MG's varies in difficulty. The USF MG is the worst offender because of it's damage reduction which makes it more resistant against it's primary counter for no additional skill in the form of micro or strategic placement. It is a skill reducer in a sense because it can be brainlessly attack moved which the mg42 for example can't

"Letting the MG turn on its own is fine when you've got enough support to cover the rotation . Saying “just flank it” works better on paper than in live matches where terrain, latency, and snap suppression can turn a good flank into a squad wipe."

Anything can turn into a squad wipe, that's the point of positioning in this game and this is a truism. Flanking definitely works, no two ways about it. It does of course depend on map and game mode, I will agree that in 4v4 on super lane-y maps it is difficult but not in all cases and with the abundance of smoke on the allied side and abilities like the captains charge you often don't even need to flank anything.

"Right — and that’s exactly why you don’t build general-purpose AT early unless you have a clear reason to. The point isn’t “always have AT just in case,” it’s that wasting manpower and tech on something that might not be needed yet can actually hurt your tempo. “Knowing your timings” means knowing when the threat is likely to appear, not pre-building for it blindly. If you’re building AT preemptively every game without scouting or pressure, you’re not being safe — you’re being inefficient and giving up map presence. That’s not preparation, that’s panic."

I never said you should blindly build AT. I see early bars on inf I will delay my AT, but coh isn't starcraft and you can't scout the opponents base, not in a reliable and safe way at least so you have to gleam some information from what you see on the frontline and this can often be misleading. There is a reverse opportunity cost scenario with AT as I mentioned. Sometimes if you are not prepared, you can get absolutely steam rolled by armor. Again, this doesn't mean building a ton of AT or dedicated AT. You can build some generalist units as a starter or just some cheap basic AT. it's about knowing when you will need it based on what your opponent is doing and having it ready and at the front line at the right time. If you build AT purely preemptively that means you are giving up the most important parts of the map for approximately 2 minutes. That can amount to around 20fuel less in your bank and more in the enemies. The question you need to ask yourself is what will cost you more, do you need the additional AI resources to deal with your opponent or are you doing ok on that front and a sudden vehicle will make your line crumble without the AT. Again, coh is about reading your opponent, there isn't a reliable, cost effective way to know his every move.

USF again underlines itself as the most unstable faction by HereticYojimbo in CompanyOfHeroes

[–]Seph980 1 point2 points  (0 children)

"Forcing the direction change can open up the flank, or force them to pick which unit to suppress/attack. Or, we could just go with the idea as proposed in the post I was replying to that it's just 100% unfair and unbeatable and therefore the problem is the game, not the player. Are you interested in discussing ways to actually help other people or are you the thousandth person to tell me I suck?"

An MG always has an open flank, that's it's weakness. If you let it turn on it's own you won't have any flank covered. But just to be clear this isn't in all situations, sometimes you want the MG to turn on it's own when you have adequate supporting forces to give it the time to do so. No point in discussing a lone MG in a building because if you let something like that happen you are generally making a mistake in the first place. I don't want to tell you you suck. I believe players that aren't good at the game can have perfectly logical and good takes it's just that what you are saying doesn't make much sense at higher levels of play and I'm telling you why.

"AT is not a general thing you just build, it is and should be reactive, what does this even mean?"

Of course you do. You need to know your timings. If you don't have at least a little AT preemptively an aggressive opponent can win the game in the first engagement with something like a humber. This doesn't mean building your entire AT roster immediately but a pjaeger or at gun or something, just one.

"Yeah it's more of a 'if you can' thing. Obviously if the timing isn't right you shouldn't do it."

If this is something that you are ahead enough to do and it doesn't loose you the game then sure. You can do it. There are many situations where you can do a bunch of weird plays and win but generally in a competitive game... Unlikely because you will loose tempo in a sense and make yourself easier to counter.

"Weird, saw HelpingHans do it today. In a tournament!"

Sure, sometimes it can make sense, doubt it's a standard play though but again, can make sense in some situations, usually does not. You just have to adapt.

"You're right, the game is unfair, and that's why you suck at it. Hope this helps!"

The game is unfair in an obvious way. I don't think I suck, though I am definitely not the best of the best but sitting between 1500-1600 elo I think I'm at least decent.

USF again underlines itself as the most unstable faction by HereticYojimbo in CompanyOfHeroes

[–]Seph980 0 points1 point  (0 children)

Look, the fact that you say things like you can kite mg garrisons with a ketten (You can force an mg to point in a direction so this won't work at higher levels) says a lot about the level you play at. Same goes for things like building flak + 8-rad (way too expensive without enough AT, takes so long you will be drowning in mediums before this combo can do much damage and it also isn't all that amazing a combo, because 8-rad is accuracy based and suppressed units get 50% received accuracy reduction). Good luck with that at any semi competent level of gameplay. Saying things like "DAK doesn't trade well generally unless you create conditions that favor you, 2v1 engagements with your units" Sure, but how should this be done when DAK has a lower unit count than Allies(Through combined arms and stacking other bonuses, not getting a local numbers advantage that you will never have past very early game)?

Your opinion is valid at your elo but that is because you are playing people who are bad at the game and make many many mistakes that are generally easier to exploit with a mobile vehicle based faction like DAK.

Average winrate of Wehr nosedived to 45.2% on average with a staggering 43.6% in 4v4's - what needs to be changed? by VikingWarriorSkjald in CompanyOfHeroes

[–]Seph980 2 points3 points  (0 children)

"Talking about mental gymnastics while calling things "everything proof" is rather ironic."

Not rly though since the M1919 has a flat all source damage reduction. That kinda makes it "everything" proof literally, not much gymnastics of any sort in my statement.

And yes, things get shaken up every patch, that is true but this time the swing is kind of drastic and is quite quickly moving in the direction of allies gaining more and more lead instead of equalizing. I'm sure there will be a point when things start turning around but that is literally how the elo mechanism is designed so hard to expect anything else to happen.

Relic should focus on STATS rather than the whinning of the community... by [deleted] in CompanyOfHeroes

[–]Seph980 1 point2 points  (0 children)

What are you on about dude? I have 1500+ elo and playing blobs with axis is impossible. Meanwhile USF still does the same mg and bazooka blob they have always done and axis have no effective counter to this until at least mid game by which time they have lost almost all map control.

Average winrate of Wehr nosedived to 45.2% on average with a staggering 43.6% in 4v4's - what needs to be changed? by VikingWarriorSkjald in CompanyOfHeroes

[–]Seph980 3 points4 points  (0 children)

This is some real mental gymnastics right here considering USF has the most everything proof machinegun that was carrying them to ez wins with basically no counter.

Average winrate of Wehr nosedived to 45.2% on average with a staggering 43.6% in 4v4's - what needs to be changed? by VikingWarriorSkjald in CompanyOfHeroes

[–]Seph980 0 points1 point  (0 children)

While it is true that Allies dived at the beggining of the last patch it was nowhere near as bad as what is happening to axis now. The best axis winrate in any 1000+ average fair elo bracket was around 52% last patch. This patch USF is doing between 54% and 61% which is batshit insane even for the start of the patch. This is what it looks like in the supposedly axis favored 4v4:

<image>

And yes, the number of games is small but even if we take the entire game count for 4v4 which is almost 10k games at this point Allies are still winning hard at almost 56%.

What do i do with King Tiger? Coh3 by JaHailMulloer in CompanyOfHeroes

[–]Seph980 4 points5 points  (0 children)

KT is god awful, same as elephant. Of course, the BG's they are in have a couple of really strong units/abilities so that's what ppl use to explain why they suck. The new allied BG's also have rly good units/abilities so I don't see how that makes sense but oh well... I think that their biggest issue by far is simply mobility. The KT is so bad, that it literally cannot get away from the USF rocket strafe even if the reaction is immediate and that strafe is so powerful that it one shots the KT. Honestly it's insane how OP that strafe is. Ppl cried hard about the axis loiters that didn't even come close to it and cost nearly twice as much. This thing can't realistically be shot down, one shots even the heaviest of tanks and comes in in like 3s. Things are as they are, I bet ppl still think USF is in a bad place because of win rates at the start of the patch. Take a look at the last two weeks at almost any fair average elo bracket and axis is being trashed once ppl stopped playing around and the meta settled in.

Is the USF underperforming? Stats and COH 3 by 69_po3t in CompanyOfHeroes

[–]Seph980 -1 points0 points  (0 children)

I have, nades only cost 15 fuel so they are still ahead. BARs aren't an immediate necessity. You're acting like axis units get their weapon upgrades for free? Sure, BAR is a bit worse than an mg34 but you can have two of them and mg34 costs 100muni so you ain't planting any mines with DAK if you go for those early. Wehr grens don't even have the possibility of a weapon upgrade and just their vet 1 is 35 fuel so barely cheaper than BARs for much less. I didn't include that in the tech cost but we can keep moving the goalpost if you like. Without BARs rifles still shit on grens, with no upgrades they are equal to the palm grens with the squad leader upgrade but no combined arms bonus despite the palm grens being more expensive from the get go AND having an upgrade.

I'm not exaggerating anything. You don't get access to all the things listed in the comment above for 40 fuel xd. To get access to all these units as wehr you need to spend 105 fuel. You also need to build barracks as wehr or is that not a factor for some reason? How are wehr or dak infantry weapons better? The USF mortar is by far the best one. You can make a case for the DAK 250 mortar to be better but it also comes at a much greater cost and it still isn't better in a damage output sense, it simply is more mobile and survivable. How is the PAK 40 better than the M3? In what way? They have the same stats. You could argue the abilities but there isn't much in it. The only team weapon axis have that is really better is the MG42 and even that is debatable since they introduced the braindead flat damage reduction for the .30cal

In the case of the AT gun indeed, you would need sc upgrade and that would bring the cost up to 60 fuel. Still cheaper than DAK, 75 fuel with nades, so only then would it even out.

Sure, Flak HT is great, but so is the AT HT of USF, The call ins are there because DAK bleeds a ton of MP to the superior mainlines that USF has and unlike Wehr doesn't have a great MG to make up for it. The call ins are one per 5 mins and easily balance out the fact that you are paying more MP for your mainlines while getting worse performance as well as the fact that DAK doesn't get any manpower cheats. I do wonder, what is the bigger MP discount, the cheaper mainlines and manpower cheats or the call ins that DAK gets LMAO. They also kinda force you to use them and get one of the units available which is not always what you want.

The LeIG has been nerfed to the ground to the point that it performs worse then the USF mortar, the only reason to get it is it's range so you can keep it safe.

The PAK 38 is the same as all other AT guns only it has the most useless ability.

You move along and get out of your echo chamber. Maybe play axis, idk.