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Are we going to address MG's and AT Guns at some point?

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a month ago
Oct 18, 2024, 1:24:03 PM

At some point something I feel needs to be done with AT Guns and MG's, they simply have poor design in their current implementation and I feel are holding the game back significantly especially at a higher level. I'll start with MG's, I don't understand this design where they are relatively squishy especially early on which in theory should punish poor positioning but then they have absurdly fast setup and pack up times allowing you to a-move them very effectively. This was something you would never do in CoH 1 and 2 because it would often result in you setting up at bad times. The problem is despite this MG's at least individually still get steam rolled by blobs because again they aren't as durable, at Vet 0 MG's are the squishiest infantry in the game with only 80 hp per model. What I would do is make the setup and pack up times the same as CoH 1/2 but give them +10 hp per model so 90. I do think with this change you might have to remove the health buff from Team Weapon Training for Brits but they probably should regardless. This would allow MG's to not get instantly decrewed by blobs but will allow individuals units to be able to move out of the arc easier and allow more rewarding flanks. Brit Rifle Nades might also need less range as well since they seem to be balanced around fast setup MG's. 


Next up is AT Guns and my god are they somehow even more absurd in this game then they were in CoH 2. So on top of the fact they are all straight up cheaper in this game, they also have massive arc's making them hard to flank encouraging more a-moving since again bad positioning is more difficult to punish. They also have straight up absurd health values with vet. With Vet 2 they get up to 125 hp per model making them difficult to kill for infantry often allowing over-extended AT guns to ignore some of the less potent infantry units. It gets even crazier when you consider the +15 hp that Brits get with Training as well on top of the Vet 1 Entrenchment ability giving them -25% reduced damage. 140 hp per model with -25% reduced damage is extremely difficult to kill for almost everything that isn't a Brummbar or Tiger. Either the arc needs to be smaller so you have flanking potential or they need to flat out remove the health bonuses AT guns get with vet. They shouldn't be getting health bonuses like Infantry units do. As an AT gun they are supposed to stay out of infantry combat scenarios, so if you are positioning well they shouldn't be getting shot at constantly. If anybody is curious I have a replay that I think showcases a lot of the problems I'm talking about here. Albeit it's on Semois so probably the roughest map to play against team weapon spam. 


https://cohdb.com/replays/562322 Link to Replay

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a month ago
Oct 19, 2024, 12:48:25 AM

Can't agree more on AT guns, I really hope with get some CoH1 fix on the setup timing, where the crew actually took the time to setup & lock the bracing gear into position.
This is even more absurd when you think a cple weapons in CoH3 are supposed to have a repositioning advantage over heavier AT guns, but actually don't that much in practice, because AT guns are just so fast at it.
I'm talking about the LG40 recoiless & 2 pounder at gun that's supposed to be a 360 platform which is not yet implemented sadly, but at least has a wide arc -- could be wider x)

For HMGs I like the fact you can flank them and gun them down from the flanks quiet effectively. I'm not sure there's a better solution here, I would like them to be more dynamic, wider arc of fire - much faster turn rate - much reduced area of suppression effect (it actually causes bugs, where a unit as far away as half the HMG's arc from the targeted one gets suppressed too)

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a month ago
Oct 22, 2024, 6:42:29 PM

I do agree that the set-up of HMGs could be increased a little bit (probably in exchange for a bit a survivability after the TTK changes). It's not uncommon for me to catch a HMG packed up but it'll fast-deploy and suppress me before I can force it off which I feel shouldn't happen nearly as often as it does. It's something that'll probably need changed as part of wider balance changes I think since HMG aren't great with the way suppression works and can be blobbed down frontally but simultaneously have these annoying set up times and such. 

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a month ago
Nov 4, 2024, 4:01:36 PM
Haganaz wrote:

Can't agree more on AT guns, I really hope with get some CoH1 fix on the setup timing, where the crew actually took the time to setup & lock the bracing gear into position.
This is even more absurd when you think a cple weapons in CoH3 are supposed to have a repositioning advantage over heavier AT guns, but actually don't that much in practice, because AT guns are just so fast at it.
I'm talking about the LG40 recoiless & 2 pounder at gun that's supposed to be a 360 platform which is not yet implemented sadly, but at least has a wide arc -- could be wider x)

For HMGs I like the fact you can flank them and gun them down from the flanks quiet effectively. I'm not sure there's a better solution here, I would like them to be more dynamic, wider arc of fire - much faster turn rate - much reduced area of suppression effect (it actually causes bugs, where a unit as far away as half the HMG's arc from the targeted one gets suppressed too)

The COH1 treatment would have been removing the attack move for team weapons. You had to manually set up AT guns and machine guns back in the day.

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