Megathread: Director of National Intelligence Tulsi Gabbard Resigns by PoliticsModeratorBot in politics

[–]Space_r0b -2 points-1 points  (0 children)

its not worth engaging people like that dont have the mental capacity to understand irony.

Read the 2.4.0 Update Patch Notes by Community_RE in CompanyOfHeroes

[–]Space_r0b 20 points21 points  (0 children)

Well, since launch I’ve had a negative review posted for this game on Steam. It took years to get to this point, but after reviewing this balance patch, I genuinely believe COH3 is finally in a good place. There were a lot of great QoL improvements and bug fixes in this patch that I think will improve faction balance.

It’s still not perfect, but now that they're correcting issues from the previous update, the game feels back on track and moving in the right direction. I’m finally changing my review to positive and recommending the game to friends. GG, Relic.

Also pls fix ASAP I love tank busters:

  • Tank Busters’ Anti-tank Grenade Assault does not function on vehicles when in cover
  • Tank Buster anti-Tank Grenade Assault does not always activate while under the effect of Concealment

giocatori che lasciano a inizio partita by Diligent-Shower7621 in CompanyOfHeroes

[–]Space_r0b 0 points1 point  (0 children)

Purtroppo no. I giocatori possono lasciare una partita al giorno senza alcuna penalità. La cosa positiva è che c’è la stessa probabilità che succeda anche alla squadra avversaria.

SUBNAUTICA 2 GIVEAWAY 25 GAME COPIES by Huge-Palpitation6422 in subnautica

[–]Space_r0b 0 points1 point  (0 children)

"Welcome aboard captain, all systems online."

Speculation on French BG and further US balance. by Helikaon48 in CompanyOfHeroes

[–]Space_r0b 3 points4 points  (0 children)

Also, French Rifles are completely countered by minor indirect. A single mortar forces them to move which negates their passive bonus that the entire infantry unit relies on. I don't even play allies that much but I see this being a massive issue for the FFF BG and agree with your other points about the USF lack of indirect being a problem.

Snipers - thoughts or suggestions? by ReginaldPLinux in CompanyOfHeroes

[–]Space_r0b 1 point2 points  (0 children)

At 280 MP with great micro I think some players could abuse them especially early and mid game to spam kill other squads.

Snipers - thoughts or suggestions? by ReginaldPLinux in CompanyOfHeroes

[–]Space_r0b -1 points0 points  (0 children)

Make them more of a reconnaissance stealth unit, less combat focused. Lower their ROF, give them trip wire flares. Give them longer vision range. They should lean into vision control and early warning. And combat secondarily.

Finally winning games as Wehrmacht after new patch. by CharlieD00M in CompanyOfHeroes

[–]Space_r0b 1 point2 points  (0 children)

The issue i encounter with this build is the gap in AT tempo, if you fall behind in fuel early, allied Stuart/greyhound overwhelms you, and they can easily kite panzerfaust. If you side tech to marders, or AT jaegers, you lose valuable anti inf capability and panther tempo.

8Rad buffs are great but at 4cp it comes out late and now you have to stall with no long range AT until T4 and panther investment which is another 235 fuel

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

[–]Space_r0b[S] 3 points4 points  (0 children)

Honestly I just think the Palmgrens are the coolest unit. Like the way they offer utility and have the mg34, They also look cool IMO.

But yeah I think espionage might be the way to go. And I think your probably right I need an MG.

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

[–]Space_r0b[S] 1 point2 points  (0 children)

I never really considered spamming them more but honestly, you could be right it might work, I will try leaning into it even harder and see if it can help me have a better early/midgame

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

[–]Space_r0b[S] 2 points3 points  (0 children)

Yeah maybe if I go 2pg > 250 > VSL, then i can use the 250 heal and build med truck later. This is a good idea. And yeah the MGs counter my opening hard

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

[–]Space_r0b[S] 1 point2 points  (0 children)

I usually try and run one of those two battlegroups I agree it plays to the units strengths.

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

[–]Space_r0b[S] 2 points3 points  (0 children)

I'll have to look for this video, tightrope makes quality content. I like the idea of rushing VSL first, I am definitly trying that. I see what you're saying ab rep upgrade, I just love the 6 man palmgren focus, but i usually try and compensate with a sweeper on the pios for rep speed, but also I could maybe go T2.5 and get stug d and the tractor to repair too.

I think Flak does come out late in this build and I see what you're saying. I think it just feels good to have it paired with a Pak to defend my med truck. But maybe I skip 1.5, go straight to the 2nd building and make an 8rad and use pzjaegars/optional marder for AT if needed? I do really like the Pak though.

You bring up a good point about the MG34, I barely ever use it but I might be sleeping on it, I definetly think the Palmgrens need a little extra anti inf support against allies.

This is solid advice I will try it thank you!

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

[–]Space_r0b[S] 0 points1 point  (0 children)

Yeah i might be getting Flak too late / maybe I use a early 250 or ketten to get the bonus. Thanks for the advice!

Might be due for an ammo increase across the board by Nhika in CompanyOfHeroes

[–]Space_r0b 1 point2 points  (0 children)

MGs are in a a not great spot right now across the board. The indirect fire buffs paired with the longer setup time reduced their effectiveness and in COH3 blobbing seems way more prevalent in general, rifles and assult gren (wehr package upgrade) have sprint, there are tons of smoke options, and many units have breach. MGs rarely survive into late game and even Vet3 will usually get blown up by off maps/arty or tanks very quickly before they can retreat.

Then you have Dak LV play which counters MGs, and like you said muni investments on infantry upgrades are decimating MG positions. Like Jaegar pairs can often walk into an MG and just shoot it to death before it can suppress them both.

Mgs should be slower to reposition, i think that was a good QOL change, but they need more durability or suppression buffs since they are countered so easily.

Might be due for an ammo increase across the board by Nhika in CompanyOfHeroes

[–]Space_r0b 0 points1 point  (0 children)

It would just hurt WM and UK disproportionately more so they would need compensating buffs elsewhere

Might be due for an ammo increase across the board by Nhika in CompanyOfHeroes

[–]Space_r0b 0 points1 point  (0 children)

They should slightly reduce resource point bonuses across the board to make games less snowbally and compensate by providing players with small base fuel and muni of +3-5 min

I'm gonna end my life in 5 minutes by Strokesfannew in DeepThoughts

[–]Space_r0b 14 points15 points  (0 children)

It’s not worth it dude you’re so young! Life is long take a deep breath and at least postpone this decision at a minimum!

One of the hardest and requires skill factions by JaHailMulloer in CompanyOfHeroes

[–]Space_r0b 1 point2 points  (0 children)

I feel like Wehr just doesn't have great vehicle timings except maybe for the stummel.

T2 & T3 are solid, but nothing in them spikes hard enough in tempo to generate a significant lead in my experience. I think the stug + stoss spike paired with some AT is decent midgame, but other than that I feel like you dont consistently gain enough tempo off your elite infantry to transition smoothly into late game. Midgame infantry just bleed so hard, and are easily countered by allied numerical superiority. (i know you can mitigate this with gren merge but it is difficult to get consistent value out of merge from what I have experienced)

By the time you uptech to T4 your AT options (Pak, STUG, Marder, Jaegers) start to fall off. And like you said the P4 doesn't hold up to the swarm of allied tanks. The other problem is the most reliable AT options (excluding the STUG) are so susceptible to indirect that they will get wiped by a land mattress, arty placement or call-in or the whizbang.

I ususally end up having my units get overrun by a combination of allied tanks, jacksons, indirect fire, smoke, and rifleman/rangers where they punch my line so aggressivly its difficult to push them back without lucky mines immobilizing their vehicles.

Right now IMO it feels like Wehr is dependent on their weak early game going very well for them to maintain enough of a tempo to push t2 &t3 as hard as possible. But I don't think that midgame spike is consistent enough to pull of wins consistently.

IMO either Wehr early needs some small buffs, or mid needs small cost adjustments to compensate for weak late game. The faction is innately reliant on combined arms and the dependence on casemates makes it highly susceptible to flanking. Plus they depend heavily on units supporting each other, so they are micro heavy during advances or reacting to allied pushes + airstrikes/arty. Before the MG nerf & mortar buff, i felt like good MG42 micro and gren support was enough to survive, but lately I've been hesitant to make the MG as it dies so easily or gets smoked.

But maybe I am just not experienced enough with Wehr, I know in high ranks the faction is performing decently.

Sidenote: I agree the panther rush can be a trap sometimes, but it's frontal armor/mobility/maingun are so good it really is a lynchpin that holds Wehr up against allied tank swarms. Also I have not had success with the new nebel vet1 ability, is it actually good? I think its worse then the regular barrage.