Logo Platform
Company of Heroes 3
Universe banner wording

Unit caps

Reply
Copied to clipboard!
5 days ago
Feb 6, 2025, 5:02:01 PM

I can't help but think how significantly better this game would be if there were unit caps on certain units or emplacements, or emplacements and indirect fire units were much worse in pvp in some way. The ability for the enemy to sit in their base and spam arty on half the map is just dogshit gameplay, and they shouldn't be able to accrue enough that they can just saturate an area of the map continually and cause a constant man power drain for free. It just forces you to sit in the back half of the map and barely fight while you build up vehicles. The allies are so horribly outmatched in indirect fire units that they can even effectively fire back. But even so, constant artillery duels waiting for one side to lose their patience first and make a mistake and run into a bunch of mines and AT/MG's while everyone just builds up a mass of tanks in the back lines just isn't fun. Games are fun until some one starts spamming bunkers and artillery.

0
5 days ago
Feb 6, 2025, 11:20:52 PM

You think allies are outmatched in artillery? And even so arty emplacements near the base? This is only a thing for allied players as all of the offmap abilities available to the Ukf/usf easily wipes any emplacement axis have, with zero effort. This renders the italian coastal BG and all other arty than the Wespe useless. The «broken» ability on the Wespe requires vision and has shorter range than usual, which makes it even more flankable by cheap and fast armor, conveniently only available to allies.


Allied arty is superior due to less easy counters, ammo storage, stronger mainline units so axis cant even invest in arty if the allied players doesnt mess up big time earlier in the game. And if they even Get the sort of emplacements you talk about, pop a vision ability available with almost every BG or SC and nuke it with an OP barrage.

Updated 5 days ago.
0
4 days ago
Feb 7, 2025, 5:51:50 PM

Germans have walking stuka, wespe, nebelwerfer and MORE that they can spam from the edge of their base to past middle of the map...
Allies are outnumbered when it comes to indirect. Sure they have a couple options, but they're so specific meanwhile any german player can bust out a couple nebels and hold down a huge portion of the map

0
4 days ago
Feb 7, 2025, 6:08:06 PM
ThiccBunn wrote:

Germans have walking stuka, wespe, nebelwerfer and MORE that they can spam from the edge of their base to past middle of the map...
Allies are outnumbered when it comes to indirect. Sure they have a couple options, but they're so specific meanwhile any german player can bust out a couple nebels and hold down a huge portion of the map

When you say «more», what exactly do you mean? The obice which is in a meme BG that can be easily countered with zero effort?

Axis does not have generalist units that works fairly well against everything, if axis have arty they are lacking in at or infantry, meaning those arty units can easily be flanked. Allies actually have fast and accessible medium tanks for this purpose, unlike axis.

Updated 4 days ago.
0
3 days ago
Feb 8, 2025, 12:02:54 PM

Sooo... I've recently switched from playing mostly dak to wehr and as I've been climbing the ladder I came across Thiccbun at least once, probably more. And as I remembered his previous posts on here I paid a lot of attention to how he plays. I'm sorry to say this but it wasn't very well. He tried to play the standard meta cheese strat with assengies but it didn't work out. Why? Because he simply spams one type of unit, maybe two and walks around with a blob. No proper counters, no setup just braindead forward rush, extreme aggression, barely any combined arms or Frontline depth. This is why I say in almost every post, that the game cannot be balanced for lower ranks because there is no way to balance for such gameplay. As for arty, yes axis do have some good arty options. But let's not get too crazy. The wespe is good but it's doctrinal and the power of it's ability is exaggerated, not that it's bad, but it isn't insane or anything. Usf has the calliope which isn't really a worse artillery unit. It's better in some respects, worse in others. Usf also gets arty options in almost every doctrine and it's tech arty isn't bad. They get a laser accurate mortar (if you don't believe me, test it, it's scatter area is twice as good as any of the other mortars for some reason which makes playing a mortar against usf really painful) they get the scott which really is a pretty cool unit. It's one of the few usf units that require skill to play and maybe that's why the usf players that are used to braindead blobs don't appreciate it but it really is a pretty good unit. The 105 howitzer is also really good. The stun on its rounds can often be the deciding factor in big tank engagements but again it requires some skill and thought to use. And generally, this would be my takeaway from this discussion. In the category of arty the roles get switched (only for usf, cause brits have same or better arty than axis) where axis have the classic strong unit that can be used directly and is directly very powerful while usf had units that require some micro and thought to be good. Considering the micro load on axis with all other units I'd say this still isn't enough to balance things out and as TheMan2 pointed out axis just don't have generalist units that deal with everything so they need more units of different types on the field and well micro'ed to be able to compete and the arty is that little bit of respite for them. And again, to you in particular ThiccBun these arty units may feel stronger than they really are simply because you don't split up your units...

0
3 days ago
Feb 8, 2025, 4:49:27 PM

Yeah I suggested this back in coh2, never anything done about it... only units that cap currently applies to are so expensive and late to call in, like Tiger it actually makes no difference to have a cap.


But ofc US can spam 6 pathfinders to kick off the game and self spot and sniper any other inf... just silly that such units are uncapped while the cap units are self capping without some game rule in place to limit them

Updated 3 days ago.
0
a day ago
Feb 10, 2025, 8:38:09 PM
Theman2 wrote:
ThiccBunn wrote:

Germans have walking stuka, wespe, nebelwerfer and MORE that they can spam from the edge of their base to past middle of the map...
Allies are outnumbered when it comes to indirect. Sure they have a couple options, but they're so specific meanwhile any german player can bust out a couple nebels and hold down a huge portion of the map

When you say «more», what exactly do you mean? The obice which is in a meme BG that can be easily countered with zero effort?

Axis does not have generalist units that works fairly well against everything, if axis have arty they are lacking in at or infantry, meaning those arty units can easily be flanked. Allies actually have fast and accessible medium tanks for this purpose, unlike axis.

Wespe, Walking Stuka, nebelwerfer, those mortars that look like a little AT gun, and the regular german mortar has a little more range than USF mortar.
Plus the arty troops that can literally call in an instant small barrage that destroys squads with no warning. 

0
a day ago
Feb 10, 2025, 8:44:02 PM
SEPH_27 wrote:

Sooo... I've recently switched from playing mostly dak to wehr and as I've been climbing the ladder I came across Thiccbun at least once, probably more. And as I remembered his previous posts on here I paid a lot of attention to how he plays. I'm sorry to say this but it wasn't very well. He tried to play the standard meta cheese strat with assengies but it didn't work out. Why? Because he simply spams one type of unit, maybe two and walks around with a blob. No proper counters, no setup just braindead forward rush, extreme aggression, barely any combined arms or Frontline depth. This is why I say in almost every post, that the game cannot be balanced for lower ranks because there is no way to balance for such gameplay. As for arty, yes axis do have some good arty options. But let's not get too crazy. The wespe is good but it's doctrinal and the power of it's ability is exaggerated, not that it's bad, but it isn't insane or anything. Usf has the calliope which isn't really a worse artillery unit. It's better in some respects, worse in others. Usf also gets arty options in almost every doctrine and it's tech arty isn't bad. They get a laser accurate mortar (if you don't believe me, test it, it's scatter area is twice as good as any of the other mortars for some reason which makes playing a mortar against usf really painful) they get the scott which really is a pretty cool unit. It's one of the few usf units that require skill to play and maybe that's why the usf players that are used to braindead blobs don't appreciate it but it really is a pretty good unit. The 105 howitzer is also really good. The stun on its rounds can often be the deciding factor in big tank engagements but again it requires some skill and thought to use. And generally, this would be my takeaway from this discussion. In the category of arty the roles get switched (only for usf, cause brits have same or better arty than axis) where axis have the classic strong unit that can be used directly and is directly very powerful while usf had units that require some micro and thought to be good. Considering the micro load on axis with all other units I'd say this still isn't enough to balance things out and as TheMan2 pointed out axis just don't have generalist units that deal with everything so they need more units of different types on the field and well micro'ed to be able to compete and the arty is that little bit of respite for them. And again, to you in particular ThiccBun these arty units may feel stronger than they really are simply because you don't split up your units...

LOL This is hilarious. when did we play? I literally don't spam or blob because I can't stand it. Yeah I might have 2 squads together for some help but im not running the map with those...
I use infantry, MG, bazookas, tanks, mortars... just about everything at the disposal... 

More than most of the german players that I play against who blob MGs right away, or grenade launchers or panzershrek units until they get tanks.
which 


PLEASE tell me more how I play the game LOL

Calliope sherman has garbage range and is barely effective. US mortar is far from a laser... I don't know where people get this from lol. Don't care what a stat sheet says, its not that accurate unless youre super close

M8 Scott is great, but as soon as it gets rushed by a p-shrek squad its toast.

105mm sherman again does not have great range. sure its powerful but you have to get close and guess what happens??
Also its trash against tanks which germans have good tanks.. soo....

0
14 hours ago
Feb 11, 2025, 6:08:06 AM
Theman2 wrote:

You think allies are outmatched in artillery? And even so arty emplacements near the base? This is only a thing for allied players as all of the offmap abilities available to the Ukf/usf easily wipes any emplacement axis have, with zero effort. This renders the italian coastal BG and all other arty than the Wespe useless. The «broken» ability on the Wespe requires vision and has shorter range than usual, which makes it even more flankable by cheap and fast armor, conveniently only available to allies.


Allied arty is superior due to less easy counters, ammo storage, stronger mainline units so axis cant even invest in arty if the allied players doesnt mess up big time earlier in the game. And if they even Get the sort of emplacements you talk about, pop a vision ability available with almost every BG or SC and nuke it with an OP barrage.

The biggest offender is the DAK Guastatori doctrine, I forget the name. It has the towable howitzer that you can just set up in your base, it is pretty BS on maps like Villa Fiore because in the base it can fire across the whole map, pretty sure you can hit the enemy base even, is protected by the base mgs of course, and can't be killed by offmaps due to the inability to target the base with them.


It also has a powerful auto-fire which while designed to make it more viable, just means that any pushes against the base to try to knock it out have to contend with the howitzer shooting the attacking units for free as well. I'm not saying it's impossible to counter or overpowered, but it's exactly what OP is complaining about.

0
?

Click here to login

Reply
Comment
0