These are the baseline and suggestions I believe would considerably affect CoH3 gameplay for the better at the current state of the game. Please take the time to read it before commenting, otherwise you might miss the point.
BASELINE
In CoH3 especially, its no longer a game of Allies invading Axis, because now Axis in CoH3 have answers (and not necessarily expensive ones) to mostly everything.
It becomes extremely difficult to overcome GLORIOUS AXIS (especially DAK) as ALLIES, lots of cheese especially from Axis factions.
The followings are my suggestions change and smooth the experience. Making a more tactical approach than a spammy and abusing game for everyone. I don't want to sound one sided, but I really think that most issues are found in the axis side but some are buff as well.
To keep this game *thriving* and growing commmunity for the future, a lot of these issues have to be addressed ASAP. Right now Allies have to do some serious gymnastics to overcome some Axis metas and its irritating. Also, if no one wants to play the game as Allies because they underperform so much, what's the point of this game?! Let's go right into it!
GENERAL changes
Flaks (wehr and DAK)
-Slightly faster rotation speed;
Flamers are too effective and inexpensive (easy to spam)
-Increase cost of Flamers to 100 muni or change it to 75 muni + 5 fuel. That should also affect Guastatori Breakthrough package, but for balance sake, I think its should cost 100 muni and 10 fuel for this package since its for two flamers.
Vehicles and tanks acceleration and deceleration is too instant
-Make it slower to move on and slower to slow down...you get the point. Right now, a vehicle doesn't have to commit because its so easy to go in and out without any kind of consequences.
-Make all Marders tank destroyers slightly slower to rotate. Right now it can rotate as fast as chaffee circling around or any vehicle for that matter.
Pathing
-ffs...
Vehicles and tanks armor
It doesn't feel right and rewarding right now to play with armor, especially against infantry.
For example, flanking a tank is not necessary in the current state of the game. Jaegers (especially) and Panzerjaegers can take vehicles and tanks head on. That kind of gameplay is cheap and boring. It should require more tactical approach against vehicles and espcially tanks.
Make side and rear armor especially weak, and front armor sturdier or shrecks less effective from the front.
Breaching
-Too slow
Grenades
-Too slow to land
Allied MGs
-Better suppress...slightly? please?
Air support (except loiters)
As for now, when calling air support, it alerts the other player with red smokes exactly where its gonna strike. Then why the time for the plane to pass is so long? or doesn't deal much damage.
-I recommend lowering the time it gets to destination after the red smokes appear.
*Notice in the changes down below that I suggest reduce fuel cost to medical buildings but not for medical truck because its a mobile unit.
UKF
Poor capping capability and anti infantry effectiveness
-Reduce Royal Engineers cost to 200 MP; Now on par with panzerpioneer in terms of cost, but both effective at different ranges.
-Swap Dingo and Vickers tier building and make dingo able to cap; that would increase the capping capability of UKF
-Reduce cost of bren light machine gun upgrade to 50 ammo; its only one per squad so idk why it is 100 muni atm. Also you can't fire on the move, which right now this upgrade is underwhelming for 100 muni.
-Grant Infantry section ability to build sand bags
-Reduce cost of Vickers to 220 MP.
Unlocks accessibility
For every Unlock tech upgrade with the british, the first Stuart, Bishop, Grant or 17 pwndr cost much more than it should be. Unless you spam them, it's almost not worth going for or often its a big chunk of ressources just to get access to one type of unit.
-Reduce Unlock M3 Stuart light tanks cost to 80 MP & 15 fuel
-Reduce Unlock Bishop cost to 80 MP & 10 fuel
-Reduce Unlock M3 Grant tank & Unlock 17 pwnder cost to 100 MP & 15 fuel (both same cost initially)
Field infirmary accessibility
-Reduce fuel cost to 10 fuel
Heavy armor battlegroup
-Reduce CP cost of Engineer detachments to 0;
-Reduce CP cost to 3 for Crusader AA; By doing so, heavy churchill and Black Prince both can come sooner, because right now become avaible once the game is over.
-Forward Repair Assembly is not worth going for at 20 fuel when bunkers from Coastal Reserves are so cheap; reduce cost to 5 fuel
Black Prince
Underpowered for a one time super heavy tank destroyer
By the time you get the Black Prince your entire army is probably dead and this unit won't change anything.
A mounted 17 pwndr on a churchill should be really dangerous against tanks especially.
Its also slow and easy to counter.
- Significantly increase Black Prince damage against vehicles and tank
USF
USF infantry effectiveness
At the moment its quite an investment for USF infantry to be viable; always suffer from the choice of not going for bars or grenade with rifles in the long run or going for it and not being able to tech up because it cost so much especially in fuel.
-Reduce cost of Engineers to 160 MP but Assault Engineers still at 200 MP. When you think about it, at 200 MP for one more model than a pioneer squad, its 75 more MP; Makes no sense and USF lacks repair ability.
-Reduce cost of Grenade Package to 50 MP & 10 fuel;
-Reduce cost of BARs to 100 MP & 25 fuel;
-Reduce cost of the call in SSF Comando Squad to 360 MP... You read it right, a 80MP reduction, but lets be reasonable here, SSF Commando at 440MP is almost the same cost of Rangers...yeah and its not as reliable.
M4A1 Sherman tank
The basic M4A1 Sherman tank is quite underperforming and expensive for what it is, especially that there is a better option against infantry at 90 fuel: the bulldozer.
The idea behind the buff to the M4A1 Sherman tank would be a better and more viable option against infantry, vehicles and light tank.
That way getting cheaper shermans early and if the player is able to preserve those early shermans and decide to go for the conversion then its rewarding. Right now its very difficult to play with Shermans at 90 fuel each because they suck. So players wait for the conversion but by the time they are able to afford them its too late and you can't make much of 'em and they don't perform well against heavy Axis armor late game.
-Reduce M4A1 Sherman tank fuel cost to 70 fuel;
-Once the upgrade M4A1 76mm Conversion has been purchase, make the M4A1 76 Sherman Tank from Tank depot available at 90 fuel instead of 70 fuel.
Sherman Easy 8 Tank accessibility & performance
It comes so late into the game that it doesn't have the desired punch unlike the Tiger nor a Pershing tank (if only it was in the game god dammit!!!). Easy 8 should be late but not too late into the game. Right now, it take a total of 12 CP to get it, and the Tiger is 13, so its not a big difference, but the Tiger is a lot better.
-Reduce CP cost to 6
-Increase amor penetration slightly
Medical tent accessibility
-Reduce fuel cost to 10 fuel
WER
MG42 is the best MG in the game
-Increase MP cost to 260;
-Arc of suppression should be narrower than the arc of the MG; Especially when the Wehr player has more than one MG, its starting to be difficult to do anything.
Greandier: Assault package
-Increase muni cost to 55 //Most weapon upgrades in squad cost around 60 muni for 1 weapon per squad, Assault package grand 3 models a MP40
No one is ready for that much aggression that early.
Jaeger Squad durability
-Too durable, too difficult to take down. Either reduce armor or health per model. Right now it feels like playing against a light tank.
-Too effective against infantry even with panzershrecks: give them 2 shrecks per squad and allocate damage respectively.
Whibelwind Flakpanzer
Better than a vechile/light tank at barely same cost...
-Increase cost to 320 MP and 60 FUEL.
..Office Quarters tech upgrade
Granting free veterancy is broken since the dawn of CoH. This kind of tech upgrade should only grant 25% more experience to the units of the related buidling. We could say the same from perks in some BGs from every factions.
Nebelwerfer rocket launcher 42 team
It is the most effective arty in the game for its ridiculous low cost (only arty that doesn't cost fuel) and more effective than any howitzer.
-Increase cost to 380 MP & 40 fuel
-Increase rockets scatter slightly
Medical Station
-Reduce fuel cost to 10;
Italian Coastal Battlegroup
The actual issue with the BG is that eveything, and when I say everything gets bonuses from other units, officer, bunkers, etc. and it adds up with abilities on top of that. It makes the game way less dynamic and stale. Right now Italian Coast Reserve is like Cancer.
Its a build up of non sense that makes it very challenging to almost impossible to beat, even against a mediocre Axis player, so imagine against a good one.
I think the whole idea about this BG should not to be alble to build a Sim City that auto manange and repair itself. It should be used as good support combat defenses. That being said If it was just from me, I would remove the command bunker, it has no such place in a CoH game.
Coastal Reserves
Since Coastal Reserves are basically the same as Grenadiers but with defenses bonuses and ability to build and repair...
-Increase cost to 260 MP;
-Remove free reinforcement perks when close to medical bunker; should only benefit free reinforcement when the ability Call the Reserves! is active when near to a medical bunker.
Coastal Wall
-Make the cost 20% instead of 35%, that shit is crazy strong.
Command bunker health bonuses
-Remove Health bonuses from command bunker to other bunkers...its making Allies go bunkers playing against that shit.
Arty Officer
This unit grant so many bonuses to surrounding units, so having the ability over that to spam
arty to put additionnal pressure every 30s is abusive gameplay wise and really oppresive because without necessarily dealing damage, it constantly disrupt any kind of tactical approach easily.
-Increase Artillery Officer Overwatch to 45 seconds
Rapid Fortifications
I would change it that it applies to the selected bunker being built by units but for 75 MP. Too much automation with this ability.
Bulwark
Same as Rapid Fortifications, remove automation please. When QoL affects too much gameplay (micro) its a problem.
-Remove bonus health, but a unit repairing the bunker could still get a bonus repair rate to bunkers.
Bunkers should affect population (and other type of emplacement with units inside)
-MGs and anti tank bunkers should have population cost
I still believe this BG should be have some additional nerf, but it would be a lot changes if this is considered.
DAK
Overall DAK are very aggresive and their aggresion is way too overwhelming right now because you can't out aggress them as Allies, you can only react, suffer and wait for them to make mistakes.
The other issue is that they don't require much fuel and can tech upgrade to the roof quickly. So the idea down below is to retain their strength per unit and aggressivity but in a more progressive way - at slight cost of fuel to make things smoother.
250 light carrier
-Add fuel cost of 5; because I believe any vehicle should have fuel cost beside the motorcycle, kettengrad, jeep and dingo.
Panzergrenadier
Too effective at any range. Should excel at long-mid range since their use Kar98.
-Reduce effectivness at short range;
Combined arms bonuses passive
Should become a tech upgrade and upgradable from Armory level 1
-For 125 MP & 15 fuel
Flakvierling halftrack
Way too well rounded unit for its purpose
Very effective against infantry, very effective against air unit, effective against light vehicles and what not.
-Reduce infantry suppression greatly but not the damage;
-Reduce Armor piercing ammunition penetration to 50% instead of 100%;
Le.IG 18 Support Gun Team
Why its not the same cost as the M1 howitzer since its basically the same kind of unit for the Axis side.
254 Reconnaissance tractor
This unit is often overlooked, but its probably one of the strongest unit in the game and its spammable. It can detect through FOW and send arty or smoke at great range and ALSO can capture and decapture points...ikr
Losing that unit should have consequences. Tbh I would remove any kind of ability to see through the FOW in a WW2 game, but thats just me...maybe?!
-Increase cost to 320 MP and 35 fuel;
Veteran squad leader tech upgrade - Armory lvl 2
-Add fuel cost of 15
Tungsten core ammunition - Armory lvl2
-Add fuel cost of 20
Rapid Advance - Armory lvl 3
-change cost to 280 MP & 25 fuel
Emergency Repair kit - Armory lvl 3
-change cost to 280 MP & 25 fuel
Panzer III
With all the other medium tank not so expensive and with the suggested changes above to the DAK, I think lowering its cost in terms of balance is the right thing to do.
-Reduce fuel cost to 70;
Guastatori squad
Fighting against them feels like fighting a very strong light tank against infantry. When an infantry squad is that difficult to deal damage, you know its an problem. Probably the best infantry anti-infantry unit in the game by a mile. I know what you are thinking...Rangers! But Rangers are no shock troops. They are expensive versatile infantry at very high cost in MP, muni and to reinforce. Guss just decimate any infantry in their way at lvl 1 and higher.
-Too hard to kill, reduce armor...yes infantry has armor values for those who assumed they didn't or they all have 1 has value. Unfortunatly not.
L6/40 light tank combat group
As others suggested, seperating them would do the trick but I believe its their strength to come as a duo but come too early...pun was unintended.
- Increase CP cost to 1;
Italian Combined arms
Since Bersaglieri are free CP and really cheap to upgrade compared to Riflemen for example *cough* FUEL COST *cough*
I would suggest these following changes to:
Bersaglieri bolster
It will give access to it, but you'll still have to purchase Veteran squad leader tech upgrade from Armory to
grant them the bonus of 1 more squad member as well a squad leader from the tech upgrade. Right now they can propulse their infantry too easily to the sky for free and that is why they can snowball to ferociously compared to other factions.
Carro Armato m13 light tank
Let alone this tank is not an issue, but with all the perks it gets from surrounding units and access to armor piercing round,
I think it should get a slight nerf especially when benefiting from Pact of Steel.
-Reduce penetration slightly. For reference, it was greatly outmatched by a Chaffee in WW2. In CoH3 its not with all the bonuses it gets especially when cheaper from PoS.
That's about it! I spend enought time on that thing...
Be inspired by it or throw this arcticle to the trash, at least I had to share my pov about it.
This has to be a troll post right. I don’t disagree about nerfing jägers, wirbel, nebelwerfer, coastal battlegroup, l6/40 and flak vierling but buffing the already op usf armored battlegroup, with an even faster easy 8, is insane. You’re arguing against instant vet 1 for the wehr officer quarters but don’t care about instant vet 1 us vehicles with 11 second build times for the armored battlegroup.
I also love the stealth buff for us airborne strategic bombing by hiding it behind ‘air support (except loiters)’. Strategic bombing is already insanely good and doesn’t need a buff.
And if you really think bersaglieri are too good right now, it’s definitely a l2p issue. Just go watch the recent 1v1 tourney and see how you can improve your USF play.
Updated a year ago.
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This has to be a troll post right. I don’t disagree about nerfing jägers, wirbel, nebelwerfer, coastal battlegroup, l6/40 and flak vierling but buffing the already op usf armored battlegroup, with an even faster easy 8, is insane. You’re arguing against instant vet 1 for the wehr officer quarters but don’t care about instant vet 1 us vehicles with 11 second build times for the armored battlegroup.
I also love the stealth buff for us airborne strategic bombing by hiding it behind ‘air support (except loiters)’. Strategic bombing is already insanely good and doesn’t need a buff.
And if you really think bersaglieri are too good right now, it’s definitely a l2p issue. Just go watch the recent 1v1 tourney and see how you can improve your USF play.
Hey, I already answered to you, but let me reformulate my answer.
I'm not trolling, and of course we won't agree on everything. But I do believe these changes are could solve a lot of issues in the game. After publishing my suggestions I noticed I've left some matter unmentionned. But if you think about it, you've agreed to some of suggestions so I'm not completly out of my mind from your POV.
The problem is mostly found in the design of the factions, not just one to one in comparison. I dont' need lessons on how to play even if i'm probably washed out of my glory days from CoH1, actually I'm only denouncing issues with the balance and design of between the factions...its no wonder that DAK have the best winrate of all factions in all gamemode. In 1v1 its arguable, but it still shows that they can skyrocket to victory.
However, like I said, and probably should have mentionned in a seperate section about vet 1 bonuses: "We could say the same from perks in some BGs from every factions."
About Bersaglieri, the issue is not the squad itself, its the fact thay they receive free upgrade with CP. The fact that they unlock LMGs and a squad member without spending ressources is a bit cheesy.
Also, yes I'm serious with the Easy 8 because I don't think you can compare this tank to a Tiger. It's good but not comparable, so at 7 CP just to unlock the Easy 8, but it takes 12 CP total in the tree to get it. I really think this tank should be available a little sooner especially when fighting multiple Axis tank or a horde of infantry. If it was a Pershing, I wouldn't suggest the change, but its not.
Also, this change that I'm suggesting:
M4A1 Sherman tank
The basic M4A1 Sherman tank is quite underperforming and expensive for what it is, especially that there is a better option against infantry at 90 fuel: the bulldozer.
The idea behind the buff to the M4A1 Sherman tank would be a better and more viable option against infantry, vehicles and light tank.
That way getting cheaper shermans early and if the player is able to preserve those early shermans and decide to go for the conversion then its rewarding. Right now its very difficult to play with Shermans at 90 fuel each because they suck. So players wait for the conversion but by the time they are able to afford them its too late and you can't make much of 'em and they don't perform well against heavy Axis armor late game.
-Reduce M4A1 Sherman tank fuel cost to 70 fuel;
-Once the upgrade M4A1 76mm Conversion has been purchase, make the M4A1 76 Sherman Tank from Tank depot available at 90 fuel instead of 70 fuel.
I really think it's needed, because the basic M4A1 Sherman at 90 fuel really sucks compared to the bulldozer.
Another thing I forgot to mention is getting in and out of building, actually the time to the infantry to go in and reach the windows and then to get out of the windows and then get out of buildings is too quick I believe. Because, a lot of players are abusing that state and never gets hit and can dodge every nade thown at them. It should be a tiny slower just that when you decide to go inside a building, its kinda of a commitment, not just a sure advantage.
Anyway, thanks for the feedback! and please try to take another perspective on it or just suggest something else if you think it would be better another way.
This has to be a troll post right. I don’t disagree about nerfing jägers, wirbel, nebelwerfer, coastal battlegroup, l6/40 and flak vierling but buffing the already op usf armored battlegroup, with an even faster easy 8, is insane. You’re arguing against instant vet 1 for the wehr officer quarters but don’t care about instant vet 1 us vehicles with 11 second build times for the armored battlegroup.
I also love the stealth buff for us airborne strategic bombing by hiding it behind ‘air support (except loiters)’. Strategic bombing is already insanely good and doesn’t need a buff.
And if you really think bersaglieri are too good right now, it’s definitely a l2p issue. Just go watch the recent 1v1 tourney and see how you can improve your USF play.
As for the vet 1 issue, you make a solid point. If you're against Wehr officer quarters' instant vet 1, it’s only fair to consider the powerful USF armored battlegroup's ability to instantly pump out veteran vehicles. Consistency is key when it comes to balance discussions, and selective nerfs without considering all sides creates a skewed view of what's truly imbalanced.
These are the baseline and suggestions I believe would considerably affect CoH3 gameplay for the better at the current state of the game. Please take the time to read it before commenting, otherwise you might miss the point.
BASELINE
In CoH3 especially, its no longer a game of Allies invading Axis, because now Axis in CoH3 have answers (and not necessarily expensive ones) to mostly everything.
It becomes extremely difficult to overcome GLORIOUS AXIS (especially DAK) as ALLIES, lots of cheese especially from Axis factions.
The followings are my suggestions change and smooth the experience. Making a more tactical approach than a spammy and abusing game for everyone. I don't want to sound one sided, but I really think that most issues are found in the axis side but some are buff as well.
To keep this game *thriving* and growing commmunity for the future, a lot of these issues have to be addressed ASAP. Right now Allies have to do some serious gymnastics to overcome some Axis metas and its irritating. Also, if no one wants to play the game as Allies because they underperform so much, what's the point of this game?! Let's go right into it!
GENERAL changes
Flaks (wehr and DAK)
-Slightly faster rotation speed;
Flamers are too effective and inexpensive (easy to spam)
-Increase cost of Flamers to 100 muni or change it to 75 muni + 5 fuel. That should also affect Guastatori Breakthrough package, but for balance sake, I think its should cost 100 muni and 10 fuel for this package since its for two flamers.
Vehicles and tanks acceleration and deceleration is too instant
-Make it slower to move on and slower to slow down...you get the point. Right now, a vehicle doesn't have to commit because its so easy to go in and out without any kind of consequences.
-Make all Marders tank destroyers slightly slower to rotate. Right now it can rotate as fast as chaffee circling around or any vehicle for that matter.
Pathing
-ffs...
Vehicles and tanks armor
It doesn't feel right and rewarding right now to play with armor, especially against infantry.
For example, flanking a tank is not necessary in the current state of the game. Jaegers (especially) and Panzerjaegers can take vehicles and tanks head on. That kind of gameplay is cheap and boring. It should require more tactical approach against vehicles and espcially tanks.
Make side and rear armor especially weak, and front armor sturdier or shrecks less effective from the front.
Breaching
-Too slow
Grenades
-Too slow to land
Allied MGs
-Better suppress...slightly? please?
Air support (except loiters)
As for now, when calling air support, it alerts the other player with red smokes exactly where its gonna strike. Then why the time for the plane to pass is so long? or doesn't deal much damage.
-I recommend lowering the time it gets to destination after the red smokes appear.
*Notice in the changes down below that I suggest reduce fuel cost to medical buildings but not for medical truck because its a mobile unit.
UKF
Poor capping capability and anti infantry effectiveness
-Reduce Royal Engineers cost to 200 MP; Now on par with panzerpioneer in terms of cost, but both effective at different ranges.
-Swap Dingo and Vickers tier building and make dingo able to cap; that would increase the capping capability of UKF
-Reduce cost of bren light machine gun upgrade to 50 ammo; its only one per squad so idk why it is 100 muni atm. Also you can't fire on the move, which right now this upgrade is underwhelming for 100 muni.
-Grant Infantry section ability to build sand bags
-Reduce cost of Vickers to 220 MP.
Unlocks accessibility
For every Unlock tech upgrade with the british, the first Stuart, Bishop, Grant or 17 pwndr cost much more than it should be. Unless you spam them, it's almost not worth going for or often its a big chunk of ressources just to get access to one type of unit.
-Reduce Unlock M3 Stuart light tanks cost to 80 MP & 15 fuel
-Reduce Unlock Bishop cost to 80 MP & 10 fuel
-Reduce Unlock M3 Grant tank & Unlock 17 pwnder cost to 100 MP & 15 fuel (both same cost initially)
Field infirmary accessibility
-Reduce fuel cost to 10 fuel
Heavy armor battlegroup
-Reduce CP cost of Engineer detachments to 0;
-Reduce CP cost to 3 for Crusader AA; By doing so, heavy churchill and Black Prince both can come sooner, because right now become avaible once the game is over.
-Forward Repair Assembly is not worth going for at 20 fuel when bunkers from Coastal Reserves are so cheap; reduce cost to 5 fuel
Black Prince
Underpowered for a one time super heavy tank destroyer
By the time you get the Black Prince your entire army is probably dead and this unit won't change anything.
A mounted 17 pwndr on a churchill should be really dangerous against tanks especially.
Its also slow and easy to counter.
- Significantly increase Black Prince damage against vehicles and tank
USF
USF infantry effectiveness
At the moment its quite an investment for USF infantry to be viable; always suffer from the choice of not going for bars or grenade with rifles in the long run or going for it and not being able to tech up because it cost so much especially in fuel.
-Reduce cost of Engineers to 160 MP but Assault Engineers still at 200 MP. When you think about it, at 200 MP for one more model than a pioneer squad, its 75 more MP; Makes no sense and USF lacks repair ability.
-Reduce cost of Grenade Package to 50 MP & 10 fuel;
-Reduce cost of BARs to 100 MP & 25 fuel;
-Reduce cost of the call in SSF Comando Squad to 360 MP... You read it right, a 80MP reduction, but lets be reasonable here, SSF Commando at 440MP is almost the same cost of Rangers...yeah and its not as reliable.
M4A1 Sherman tank
The basic M4A1 Sherman tank is quite underperforming and expensive for what it is, especially that there is a better option against infantry at 90 fuel: the bulldozer.
The idea behind the buff to the M4A1 Sherman tank would be a better and more viable option against infantry, vehicles and light tank.
That way getting cheaper shermans early and if the player is able to preserve those early shermans and decide to go for the conversion then its rewarding. Right now its very difficult to play with Shermans at 90 fuel each because they suck. So players wait for the conversion but by the time they are able to afford them its too late and you can't make much of 'em and they don't perform well against heavy Axis armor late game.
-Reduce M4A1 Sherman tank fuel cost to 70 fuel;
-Once the upgrade M4A1 76mm Conversion has been purchase, make the M4A1 76 Sherman Tank from Tank depot available at 90 fuel instead of 70 fuel.
Sherman Easy 8 Tank accessibility & performance
It comes so late into the game that it doesn't have the desired punch unlike the Tiger nor a Pershing tank (if only it was in the game god dammit!!!). Easy 8 should be late but not too late into the game. Right now, it take a total of 12 CP to get it, and the Tiger is 13, so its not a big difference, but the Tiger is a lot better.
-Reduce CP cost to 6
-Increase amor penetration slightly
Medical tent accessibility
-Reduce fuel cost to 10 fuel
WER
MG42 is the best MG in the game
-Increase MP cost to 260;
-Arc of suppression should be narrower than the arc of the MG; Especially when the Wehr player has more than one MG, its starting to be difficult to do anything.
Greandier: Assault package
-Increase muni cost to 55 //Most weapon upgrades in squad cost around 60 muni for 1 weapon per squad, Assault package grand 3 models a MP40
No one is ready for that much aggression that early.
Jaeger Squad durability
-Too durable, too difficult to take down. Either reduce armor or health per model. Right now it feels like playing against a light tank.
-Too effective against infantry even with panzershrecks: give them 2 shrecks per squad and allocate damage respectively.
Whibelwind Flakpanzer
Better than a vechile/light tank at barely same cost...
-Increase cost to 320 MP and 60 FUEL.
..Office Quarters tech upgrade
Granting free veterancy is broken since the dawn of CoH. This kind of tech upgrade should only grant 25% more experience to the units of the related buidling. We could say the same from perks in some BGs from every factions.
Nebelwerfer rocket launcher 42 team
It is the most effective arty in the game for its ridiculous low cost (only arty that doesn't cost fuel) and more effective than any howitzer.
-Increase cost to 380 MP & 40 fuel
-Increase rockets scatter slightly
Medical Station
-Reduce fuel cost to 10;
Italian Coastal Battlegroup
The actual issue with the BG is that eveything, and when I say everything gets bonuses from other units, officer, bunkers, etc. and it adds up with abilities on top of that. It makes the game way less dynamic and stale. Right now Italian Coast Reserve is like Cancer.
Its a build up of non sense that makes it very challenging to almost impossible to beat, even against a mediocre Axis player, so imagine against a good one.
I think the whole idea about this BG should not to be alble to build a Sim City that auto manange and repair itself. It should be used as good support combat defenses. That being said If it was just from me, I would remove the command bunker, it has no such place in a CoH game.
Coastal Reserves
Since Coastal Reserves are basically the same as Grenadiers but with defenses bonuses and ability to build and repair...
-Increase cost to 260 MP;
-Remove free reinforcement perks when close to medical bunker; should only benefit free reinforcement when the ability Call the Reserves! is active when near to a medical bunker.
Coastal Wall
-Make the cost 20% instead of 35%, that shit is crazy strong.
Command bunker health bonuses
-Remove Health bonuses from command bunker to other bunkers...its making Allies go bunkers playing against that shit.
Arty Officer
This unit grant so many bonuses to surrounding units, so having the ability over that to spam
arty to put additionnal pressure every 30s is abusive gameplay wise and really oppresive because without necessarily dealing damage, it constantly disrupt any kind of tactical approach easily.
-Increase Artillery Officer Overwatch to 45 seconds
Rapid Fortifications
I would change it that it applies to the selected bunker being built by units but for 75 MP. Too much automation with this ability.
Bulwark
Same as Rapid Fortifications, remove automation please. When QoL affects too much gameplay (micro) its a problem.
-Remove bonus health, but a unit repairing the bunker could still get a bonus repair rate to bunkers.
Bunkers should affect population (and other type of emplacement with units inside)
-MGs and anti tank bunkers should have population cost
I still believe this BG should be have some additional nerf, but it would be a lot changes if this is considered.
DAK
Overall DAK are very aggresive and their aggresion is way too overwhelming right now because you can't out aggress them as Allies, you can only react, suffer and wait for them to make mistakes.
The other issue is that they don't require much fuel and can tech upgrade to the roof quickly. So the idea down below is to retain their strength per unit and aggressivity but in a more progressive way - at slight cost of fuel to make things smoother.
250 light carrier
-Add fuel cost of 5; because I believe any vehicle should have fuel cost beside the motorcycle, kettengrad, jeep and dingo.
Panzergrenadier
Too effective at any range. Should excel at long-mid range since their use Kar98.
-Reduce effectivness at short range;
Combined arms bonuses passive
Should become a tech upgrade and upgradable from Armory level 1
-For 125 MP & 15 fuel
Flakvierling halftrack
Way too well rounded unit for its purpose
Very effective against infantry, very effective against air unit, effective against light vehicles and what not.
-Reduce infantry suppression greatly but not the damage;
-Reduce Armor piercing ammunition penetration to 50% instead of 100%;
Le.IG 18 Support Gun Team
Why its not the same cost as the M1 howitzer since its basically the same kind of unit for the Axis side.
254 Reconnaissance tractor
This unit is often overlooked, but its probably one of the strongest unit in the game and its spammable. It can detect through FOW and send arty or smoke at great range and ALSO can capture and decapture points...ikr
Losing that unit should have consequences. Tbh I would remove any kind of ability to see through the FOW in a WW2 game, but thats just me...maybe?!
-Increase cost to 320 MP and 35 fuel;
Veteran squad leader tech upgrade - Armory lvl 2
-Add fuel cost of 15
Tungsten core ammunition - Armory lvl2
-Add fuel cost of 20
Rapid Advance - Armory lvl 3
-change cost to 280 MP & 25 fuel
Emergency Repair kit - Armory lvl 3
-change cost to 280 MP & 25 fuel
Panzer III
With all the other medium tank not so expensive and with the suggested changes above to the DAK, I think lowering its cost in terms of balance is the right thing to do.
-Reduce fuel cost to 70;
Guastatori squad
Fighting against them feels like fighting a very strong light tank against infantry. When an infantry squad is that difficult to deal damage, you know its an problem. Probably the best infantry anti-infantry unit in the game by a mile. I know what you are thinking...Rangers! But Rangers are no shock troops. They are expensive versatile infantry at very high cost in MP, muni and to reinforce. Guss just decimate any infantry in their way at lvl 1 and higher.
-Too hard to kill, reduce armor...yes infantry has armor values for those who assumed they didn't or they all have 1 has value. Unfortunatly not.
L6/40 light tank combat group
As others suggested, seperating them would do the trick but I believe its their strength to come as a duo but come too early...pun was unintended.
- Increase CP cost to 1;
Italian Combined arms
Since Bersaglieri are free CP and really cheap to upgrade compared to Riflemen for example *cough* FUEL COST *cough*
I would suggest these following changes to:
Bersaglieri bolster
It will give access to it, but you'll still have to purchase Veteran squad leader tech upgrade from Armory to
grant them the bonus of 1 more squad member as well a squad leader from the tech upgrade. Right now they can propulse their infantry too easily to the sky for free and that is why they can snowball to ferociously compared to other factions.
Carro Armato m13 light tank
Let alone this tank is not an issue, but with all the perks it gets from surrounding units and access to armor piercing round,
I think it should get a slight nerf especially when benefiting from Pact of Steel.
-Reduce penetration slightly. For reference, it was greatly outmatched by a Chaffee in WW2. In CoH3 its not with all the bonuses it gets especially when cheaper from PoS.
That's about it! I spend enought time on that thing...
Be inspired by it or throw this arcticle to the trash, at least I had to share my pov about it.
Your points about balancing in CoH3 are well thought out, and I agree that addressing these issues is crucial to maintaining a healthy and thriving community. A more balanced gameplay experience, especially between Axis and Allies, would ensure fairness and keep players engaged on both sides.
Game balance usually takes a dive when Relic touches too many things. While I wouldn't argue about a lot of your points, I think the scope is way too big. Relic could make a few simple changes that would help greatly.
1) Make the upgrades in the US Support centers non-exclusive.
2) Move the AT gun from the Motor Pool to the WSC, require any support center to be built.
3) Add the Pack Howie to the Motor Pool. Either buff it or nerf the Nebel, but probably nerf the Nebel by making the default barrage HE and the incendiary a vet 1 ability that costs munitions.
4) Allow Wehr Grenadiers to be upgraded to other types of infantry without the huge penalty. Wehr has only slightly better win rates than US, and both of them are bad compared to Brit or DAK.
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