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Ideal January Patch: Part 1

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9 days ago
Nov 25, 2024, 7:02:55 PM

Hey just wanted to give my thoughts on what I think would really help CoH 3 going forward with the January Patch. I have more thoughts but I'll start with this for now. Just want to get some eyes and thoughts on it. If someone at Relic would take a look at it I would really appreciate it. I have 4 other points that I'll post in the coming weeks when I have the time to. I mainly play 1v1 and 2v2.


1. Addressing the current state of team weapons. Currently AT Guns, MG’s and Mortars are all in weird states balance wise. We’ll start with AT Guns. Currently the biggest issue with AT Guns is their ability to be spammed and also their durability especially with veterancy, in the case of Brits it's even worse with the Team Weapon Training giving them an additional +15 hp per model. Team weapons in this game are strange in that they have a 33% larger target size than standard infantry units. I think this is meant to try and counteract the large health pools but I don’t believe it currently is helping that much. AT Guns by default have 100 hp per model which is fine. But with Vet 1 and Vet 2 that increases to 125 hp per model giving them 500 hp total. This isn’t including the fact that we have other ways to increase durability on AT Guns such as the Entrenchment ability for Brits at Vet 1 which reduces damage taken by 25% or the Vet 1 Brace for the 57mm. Brit Team Weapon Training gives their AT guns +15 more hp per model and the ISC’s Survival Training gives +10 hp. So at Vet 2 the 6 Pounder with Training now has 140 hp per model or 640 total. The Pak 40 can cloak and has the same health bonuses and the Pak 38 is the same other than the cloak as well. I think the most absurd example of extreme amounts of hp is the British 17pdr. It starts as a 6 man crew with 120 hp per model so 720 total which is already a lot of hp but I think it's fine in this case because it's a late game unit and it costs fuel and can’t move unless towed. Now with Vet 2 it gets up to 145 hp per model which is 870 health total which is more than most tanks in the game. With training that goes up to 160 hp per model or 940 total which is now more than some heavy tanks. This isn’t including using the 25% reduced damage from entrenchment which although you can’t move makes it even tankier. I haven’t talked about additional battlegroup abilities that can buff these units, such as Hold the Line from the Australian Battlegroup. This gives 40% reduced damage taken and slowly heals units in combat as well for only 80 munitions. DAK has the Prepared Positions ability in the Italian Infantry battlegroup that gives you 33% less damage taken for completely free and gives you more vision range on team weapons. All of these abilities together feel absurdly hard to deal with outside of an off-map ability or maybe a highly vetted Heavy Tank or Brummbar. My solution is to remove the health bonuses with vet from AT guns and standardize their target size to 1 so it's like infantry units. If the target size change is too much and AT Guns are still too strong you could nerf the setup times to current MG levels.  

        Next up let's talk about MG’s because I feel their overall design is very flawed in this game as a unit that is supposed to counter blobs when in reality they are actually worse against blobs but better against individual units. MG’s have the same target size as AT Guns at 1.33 which with their extremely low starting health makes them feel extremely squishy with no vet but to counteract that they set up and pack up extremely quickly making them very powerful when a-moved. To me MG’s I think need similar treatment to AT guns in terms of the way their health is done. What I would do is increase the pack up and setup times so it's similar to CoH ½ making positioning more important. Reduce the Target Size to 1 so these units don’t take more damage than regular units. Next up what I would do is increase the base health of MG’s by +10 hp so they have 90 hp default. I would also remove the +15 hp from the British Weapon Training. The goal is to make MG’s more resilient against blobs but weaker when a-moved against individual units that can’t flank because of the fast set-up times. I believe the Rifle Grenades on units like the Pathfinders and Infantry Sections might also need to have a range nerf as well. Also Bundle nades and Gammon Bombs should have a longer timer on them. 

    Mortars will have to be addressed due to the MG changes I have proposed. I like how mortars are in CoH 3 in terms of being a reliable counter to MG’s by not having massive scatter and having less crazy AOE that can wipe most of a unit in 1 hit with good RNG. To me the rate of fire of mortars would have to be reduced by maybe a third or so if MG’s setup time is changed to be more like the older CoH games. I’ll also include the Flak 30 in this paragraph, I think the health with vet should be removed but the Target Size should be reduced to 1. I’d also like to see the pop cap on this unit increased to 7 from 6. If the Flak 30 is still overperforming then I’d also like to see the setup and pack-up time nerfed since it's essentially the same as AT Guns currently. 

    I’ll include Snipers here even though they aren't team weapons but are often grouped with support teams. Snipers are in a weird state where for the majority of the player base they aren’t particularly good but at the highest level in 1v1 and 2v2 they are very oppressive and difficult to deal with if you don’t have a counter-sniper of your own. This would be a massively experimental change but I would personally remove retreat on Snipers so they are easier to punish for overextending to take shots. I know lower elo players will call me crazy but believe me you don’t want to play against Snipers constantly it's a miserable experience. 

Updated 9 days ago.
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9 days ago
Nov 25, 2024, 7:25:11 PM

All this typing and effort just to get spammed by the german grenade launcher troops LOL.
If you put this much effort into just playing the game it might be more fun

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6 days ago
Nov 28, 2024, 9:48:37 AM

The increased target size on team weapons is to make them more vulnerable to small arms fire without making them move vulnerable to everything else. Reducing their target size to 1 is a bad idea imo. Flanking teamweapons with infantry feels pretty impactful now and I want it to stay that way.

Updated 6 days ago.
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6 days ago
Nov 28, 2024, 11:41:03 AM

I would agree with Aero here tbh. The target size is to make them easier to hit with small arms fire, which is and should be the counter. 


I would add an exception here that I agree the MG's should have a size Nerf. They are easily frontally killed by blobs of Jeagers or Aus scouts. Changing the size slightly on the MG's might add better suitability to surviving against their counter, with lowering the added heath meaning they also get countered better by the mortar. 

Side note that currently the Nade launchers do not seem to be affected my suppression and a hoard of them can kill the MG while being suppressed. I dont believe this should be the case.

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