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Some improvements/balance suggestions from my own two cents.

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22 days ago
Apr 11, 2024, 8:45:35 AM

Rework the Nod Cloak tech. Feels like Command n Conquer with the moving tanks.


250/3 Funkpanzerwagen:

Tanks/vehicles time to cloak - 4 seconds. 

When a tank is revealed, it needs to be outside of combat for 15 seconds before it can cloak again. Speed of tanks when cloaked = 40% of max speed.


Infantry time to cloak - 2 seconds.

When infantry is revealed. It needs to be out of combat for 5 seconds before it can cloak again. Infantry moves at 80% of max speed when cloaked.


Or something similar. So that the cloaking is something that you set up. Strong if you manage it (first strike bonuses). Nullified if the enemy scouts you out.


Operation Skorpion:

Vehicle speed debuff: 40%

When revealed, tanks need to be out of enemy vision for 6 seconds before they can cloak themselves again. If an enemy has any sort of vision over a unit, they can't cloak again until the enemy loses vision.

That way, this ability is like a preparation for assault, rather than some silly Hydra cloaking tech where a tank, in the middle of the battle, not firing and reversing, can suddenly go invis at 15 range, because your tank chasing it, is not a "scout" tank. There even is a video of a Tiger with a pixel of health, is backing out of a fight, on hold-fire. And a Sherman is chasing it. And the Sherman is about 15-20 range away from it during the chase, and the Tiger suddenly goes invis. That's really immersion breaking.


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Increase the E8 price, fuel and manpower, by a bit. And increase armour/penetration a bit. Make it more of a premium medium. Or don't increase the fuel cost, but lock the penetration buff behind the 76mm conversion. Meaning that the 76mm conversion gives regular shermans the 76mm cannon. And improves the E8 penetration. Maybe increase the 76mm conversion fuel cost by 5 since it will buff the E8 penetration as well.

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https://www.youtube.com/watch?v=ZSsL3ds7nKI   --> good overview. He mentions how you went overboard with some buffs/nerfs. And spots some of the bugs. Same as the USF/UKF

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All tank destroyers should have 10-15 more range than heavy/premium/normal tanks. Hellcat easily loses to a P4, and with the sudden velocity changes, the 5 range advantage basically means nothing. Hellcat is overnerfed. And the Tank battles should really stand out. Return the "hit and bounce" effect when a shell lands on a tank in CoH2, to CoH3. Right now, when the tank is hit by any AT shell, the shell just gets adsorbed by the tank. In CoH2, there is a distinct hit, sound and recoil of the tank, when hit.

And the tank ranges really need reworking. TDs should have a larger attack range over the normal mediums. 5 range advantage is just silly. Especially since the change in tank acceleration when accelerating from standstill.


Both axis and allied TD roles should be:

High damage. High penetration. Low armour. Poor A-inf. performance. 10+ range advantage over other tanks.

If the TD is casemate. then it trades the turret, for better reload speed.

That is, a marder would be similar to Hellcat, with it's own pros and cons. But one definitive pro over Hellcat would be better RoF.

A hellcat, due to the existence of a rotating cannon, and better agility, has less RoF than the Marder, who is a casemate and is less agile.

A Panther is heavy and premium Tank Destroyer, so it has more HP, armour. So it should have less range than a Hellcat, more then a medium.

You get the gist. The CoH2 TD range system was great.

Distinct pros and cons between TDs, mediums, premium mediums and heavy tanks.


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And for another bigger update. Reduce the tick rate of VPs. The games last way too short.

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And pretty please, implement the double click camera focus on unit icon in selected group:

https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/9-coh3-feedback/threads/11593-quality-of-life-improvement?page=1#post-38286

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Wehrmacht has way too many faster capture units. It's a defensive faction. Not the fast moving faction. On the defensive more than on the offensive. You should revise the number of units which cap faster in Wehrmacht.

I'd say long range/scout units should cap faster. That would mean a revision of all factions. So that REs don't cap faster, but maybe some other units. And pios, but maybe jaegers. etc. just food for thought.

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20 days ago
Apr 13, 2024, 8:00:59 PM

I'll say again:


Double click thread  --> Please make it happen.


Another thing that would be good to revisit and revise: Sounds.

Increase the low ranges on the sounds. Right now, the explosions sound weak, even the largest ones. CoH2 had a good sound profile. A lot of the sounds worked really well with the visual counterpart.

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20 days ago
Apr 13, 2024, 8:36:58 PM

With the explosions they sound weak..but obnoxiously loud simultaneously.. if that makes sense. Especially if you happen to zoom in.

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19 days ago
Apr 14, 2024, 10:15:37 AM
SquishyMuffin wrote:

With the explosions they sound weak..but obnoxiously loud simultaneously.. if that makes sense. Especially if you happen to zoom in.

Yeah. The sound editing is all wonky. Breaks immersion. And coupled with the lack of feedback when an anti-tank bullet/shell hits a tank/vehicle, there is no impact sound, no vehicle recoil. No audio-visual feedback except for the health bar (if penetrated) decreasing a bit. That should also be addressed. 


I also hope they add more heavy tanks.
I'd like to see the King Tiger, Pershing or some other series which was prototype/didn't see action, like the T29 heavy tank. Maybe even Carro Armatto/44M Tas in an Italian/Hungarian BG. It was a prototype in '43. So I don't see a reason not to add it in Multiplayer. Balanced around the price/agility. Heavy tanks having armaments excellent against both infantry and vehicle. And the armour/hp to withstand a lot of punishment. But... being expensive and much slower than the mediums. Black prince is excellently designed. High armour and damage, but really really low agility.


Also.... if Relic would reduce the VP tick rate so that games don't last 20 minutes, but preferably 30, on average....

--> There could be an option of making BGs fully unlocked past a certain point.

If you get to the max number of CPs. Which is 32 I believe. The CPs reset to 0, and the remaining options become available in the Battlegroups. So:

You get to 32 CPs --> CPs drop to 0 --> BG options which you did not take during the first 32 CPs, which were locked, are now unlocked --> Farm XP to get additional CPs to unlock. That way, for really late games, you would have a fully unlocked BG. The tree would be fully unlocked. Maybe even increase the XP requirement after the first 32 CPs since it's more likely you are fighting high XP units. So you'd need to farm N XP more to unlock 1 CP.

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14 days ago
Apr 19, 2024, 9:31:47 PM

Another suggestion:

Rework the Hellcat: 200 Damage. Nerf RoF by 0.4s. or revert the RoF nerf. Because currently, the tank destroyers are on average, ahead of the other mediums by 5 range. Which is nothing really. Less than a second of movement to close that gap.
All TDs, both axis and allied, should be strong vs tanks. Right now Hellcats are useless.
And again. Buff + nerf the E8.

76mm sherman upgrade would increase the penetration of the E8 by 25. 76mm upgrade would cost 5 fuel more.

Sherman E8 would cost 50 MP and 10 fuel more, but also have 30 more frontal armour and 10 more side armour.

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11 days ago
Apr 22, 2024, 6:04:09 PM

A couple of community suggestions.


1) Reconnect button. Let the AI take control while you are DCed, but add the ability to RC and retake control over the faction.

2) This one is from Reddit. But a very welcome suggestion IMHO: Icon

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12 hours ago
May 3, 2024, 7:59:34 AM

New heavy tank ideas which you could implement for multiplayer (due to some tanks being prototypes, so not really immersive for a campaign).


USF: 
T29 Heavy tank. Alongside King Tiger would be a great welcome as a heavy tank. Super expensive and slow, but extremely strong.

But even before the Army deployed the M26 into combat in appreciable numbers just after the Battle of the Bulge, the T29 program came into existence on paper in the fall of 1944. After several months of positive feedback from frontline units using the Pershing, the Army decided to turn the drawings into reality. 

In February 1945, the Army asked to procure 1200 of the new vehicles to smash what was left of the Third Reich’s armor.

Conceptualized during WW2, which should be a reason enough to add it.

Pershing Heavy tank. Self explanatory. Cheaper than a T29. Just like the CoH2 variant. Trades armour for agility. 


Axis:

Hungarian 44M Tas. Some sort of a hungarian BG.

Carro Armato P26/40 Italian Heavy tank. For an Italian BG.

Germans: King Tiger, Elefant (albeit much slower than CoH2 variant). Elefant could have high frontal armour, but weak side and rear armour.


UKF: 

Matilda II, Comet, Challenger Mk VIII



I see no reason not to add such units through expansions/BGs. Would counteract the light/medium spam that is going on these days.

Updated 12 hours ago.
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