CoH3 ONYX SHARK Multiplayer Balance Update! SHARK and Ares Analysis

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  • เผยแพร่เมื่อ 15 ต.ค. 2024

ความคิดเห็น • 44

  • @wFredsch
    @wFredsch 3 หลายเดือนก่อน +3

    1 hours long ASMR session on the beach. Thank you so much brothers!
    "I used to be an assault grenadier like you, but then I took a knife throw to the knee."
    I would love to see the Advanced Logistics be changed with an tech to buff team weapons,. Because the USF don't have anything like that.
    Hit me up when you have ideas for what kinda buffs.
    Thnx again Shark and Ares!

    • @N7-SHARK
      @N7-SHARK  3 หลายเดือนก่อน +1

      Haha that's doing it right.
      I don't have any good ideas to replace advanced logistics. I'll have to workshop it

    • @ganddon1
      @ganddon1 2 หลายเดือนก่อน +1

      @N7-SHARK.

    • @N7-SHARK
      @N7-SHARK  2 หลายเดือนก่อน +1

      @@ganddon1 yes?

    • @ganddon1
      @ganddon1 2 หลายเดือนก่อน +1

      @@N7-SHARK Typo dude apologies. 👍
      Came here to say Wow man.
      I'm Stunned at how few followers you have.
      Do I have to take it "god darn it Twitter?"
      Haven't been on the game in so long.
      You're my Go To now. 👍
      And I'm a Helping Hans EeCoh Greyshot and Sarge watcher.
      Your output is Outstanding.
      Different model and brilliantly unique.
      How the heck have you so few followers..🤦🏻‍♂️
      I went back to the game just earlier and I'm thrilled. 😊🤗🪖

    • @N7-SHARK
      @N7-SHARK  2 หลายเดือนก่อน +2

      thanks man, means a lot.
      just recently started... i think in april? and lots of guys making quality content. sarge built an awesome community and definitely helped me get off the ground, so i'm glad you watch his stuff as well.
      glad you found the channel! more videos coming very soon...

  • @paulfaure6210
    @paulfaure6210 3 หลายเดือนก่อน +2

    Hello Shark !
    Thanks you both for analysis ! 👍
    I would like to respond to some comments about WM.
    - Grenadier too strong??? I have whistling ears. You don’t have to play with WM often. You forgot that the Grenadiers have only 480 hp, while the US rifles have 600hp ...
    - The same goes for the Fallshirmpioneers ... They only have 380hp ...
    - With weak hp, there is no question of having fun outside the covers, and it is impossible to leave them alone. That leaves the control of the card to the allies, and therefore the resources and the tickets. Personally, I think it rebalances the forces. Before the patch, I no longer counted the number of games I lost, because the allies were fleeing the fight, taking the whole map and waiting for me to be forced to "split" to punish the too weak hp of my units in individual fights, or with mobile vehicles "middle game", while the WM has nothing to counter (no mobile AT vehicle before the Panzer IV or the Panther). From now on, allies will have to think about playing with more grouped units. Indeed, playing "splits" is a higher risk for everyone.
    - Jager ... Okay, he’s got more lethality. But the first two Jagers are really only viable with PzSchreck when they’re built. So with one less gun. Similarly, the G43 is enticing. But with the T2, there is no ATGun => So, for safety, you can’t use it. Otherwise you risk having only G43 vs Humber and Greyhound... Also, the first Jager is extremely expensive. 320 Manpowers ... + 150 Manpowers of T2 => 470 Manpower ... at a time when the WM is supposed to take the advantage over the "fast Greyhound - Fast Humbers" tactics (-1 unit because of cost's depot T3). Well, given the cost in Manpower, that’s not the case. That’s why no WM used it, before this patch. I am also quite frustrated that the PzScreck is not received the same "buff" range as the US Bazooka team. The problem of the Humbers, in particular, will remain the same (too short range engagment 35 vs 45).
    - The WM PanzerGrenadier has been "debuff" in the face of all the changes. Its long-range improvement is smoke and mirrors. Indeed, it is totally ineffective in the long-range. + 30% of nothing always stay nothing. In the mid-range, it gets +20%. But the competing units takes +30%. Outside the PanzerGrenadier was already inferior to the US Fusilier BARS (hp/DPS). Finally, he has no improvement in close combat, while he is out of cover. Given its cost (340 Manpowers + T3), the US Fusilier (x3 - x4) remains very cheap with the improvement BAR (150 Manpowers - 40 Fuel => US Fusilier BAR between 297.5 and 310 Manpowers per unit for units that are more efficient, and that can accommodate an additional BAR). The special ability of vet 1 is random for PanzerGrenadier. Will it compensate for the "debuff"... ??🧐
    - I am also surprised that the Stobtruppen is nothing received. It is a huge "debuff" vis-à-vis all the early game units. I don’t understand that. The US and UKF can quite finish the game with these units. As the Stobtruppen has a low life, I am wondering if two Grenadier (960hp vs 460hp) would be a better choice, especially if vet 1 T1 was made.
    - I also think that the "8 Rad snow ball" will no longer be as effective. This is a good thing for the allies, and for CoH3. Indeed, the gain of experience has changed for "doctrine". It seems almost impossible to me that the "8 Rad" could be called before 9-10 min. Before the patch, by voluntarily making violent fights, it was possible to call them only at 7 min. Given the delay, the WM will have to spend differently, and the allies will have more fuel and Manpower to react to the arrival of the first, and avoid the "snow ball".
    - I would also like to raise my voice against the timing and the low cost of the Humber, and the low cost of the Stuart. This forces the WM to win the fuel battle during the "early game" and play aggressive vs UKF... while the infantry movement game is now more risky. Twin Beaches remains out of reach for the WM, and Road to Tunis a dangerous choice of map in 1v1. UKF player with a good skill and a good tactical level can, without difficulty, punish a WM player on these fields.😕

    • @zbigniew2628
      @zbigniew2628 3 หลายเดือนก่อน

      There is also 221, stumel and LG40 for AT + snares. Also Flak gun + snares work nicely vs greyhounds. Also there is vet1 HMG, which can shread light armor.
      First Tech for WM is already cheap 100mp for T1 which has all sort of basic units, 150mp for T2 and 300mp for T3, with skipable healing due to Grenadiers healing on the move.
      WM PGren stats from coh3stats are not true to reality, coz the can beat rifleman without problem. It probably due to one burst killing a model.
      Anyway, it is about USF, which has so many usefull tools, so much, that others are not used coz some are stronger, not useless like DAK ones.
      Also units which did not get DPS buffs for new TTK are just bad now... Gurkha have now similar dps to riflemans...

    • @paulfaure6210
      @paulfaure6210 3 หลายเดือนก่อน

      @@zbigniew2628 Well ... Try to play the WM at high level !!! You go to understand very quickly ...

    • @N7-SHARK
      @N7-SHARK  3 หลายเดือนก่อน +1

      Well, right now wm has the highest 1v1 win rate, but it's not a crazy advantage. Grens are strong but so are rifles, everything suffers out of cover.
      Gotta let the patch play out for a week or two before we'll know for sure

    • @zbigniew2628
      @zbigniew2628 3 หลายเดือนก่อน

      @@paulfaure6210 Toiletguy already is trolling with scoped jagers.... At guns looks like more safe options, but definitly 221 and flak gun can work and it is used in high lvl... Just 8rads with AT guns were meta...

    • @paulfaure6210
      @paulfaure6210 3 หลายเดือนก่อน +1

      @@N7-SHARK True, every units suffers out of cover.
      Now the game is more interesting. Players need to think before they venture out of cover. Early game tactics are much closer to CoH2. "right click" can no longer be a tactic. And thinking about keeping units close to each other becomes a necessity, for all armies, not just for German armies. Even if I find that the timing of the Humber remains a problem, forcing the WM to play on the edge of the razor, the gameplay is much better like that. It favors players who have a tactical sense... Which seems more logical to me for this type of game.

  • @CharlesConover
    @CharlesConover 3 หลายเดือนก่อน +5

    just played a couple 4v4's i like the new map and seems the changes are pretty good overall

    • @N7-SHARK
      @N7-SHARK  3 หลายเดือนก่อน +1

      Nice! Haven't had to the chance to test 4s yet... Good to hear!

  • @Ogema-1
    @Ogema-1 3 หลายเดือนก่อน +1

    It worth mentioning that any infantry not mention is getting nerf relatively speaking, they are worst then before because they will be dying faster to common infantry without a net gain. I am a bit worry about zooks a surviviblity buff because they are squishier then before. I do feel the new range increase will help make them an option against the 8-rad spam and against those they are not any worse off against those. They still get outrange by Flak slightly.
    The munition surplus change will mostly affect grenade going form 25 to 15. It disjoint the advantage of going ISC for BARs and you can't count on throwing nades early counting on the discount later down the line. You need to throw three nades, or lay 3 mines per BAR to recoup the lost advantage but that not as hard as it sound consider since really its more like throw 2 nade get one free. You also don't have to wait for the upgrade to buy Paratroopers their LMGs. It will discount Ranger's weapon drop and make using the drop to equip your RM more attractive as its a fueless way to do so at a discount 40 muni per weapon is a pretty good deal.
    -The 3 Rifleman from infantry assault will hit 25% harder?
    -Grenadier MP40 upgrade is not getting a buff so they lose out on half the buff to the Bolt Action portion.
    -Out of the starting unit DAK sapper got the most because they were useful auxiliary damage due specializing in long range.
    -While DAK seem to got the Shaft honestly Bergs benefit from the increase TTK because they didn't want unit pressing them. In general unit of this type especially the ones you spam the TTK is a bit of a force multiplier for them.
    -It may seem a bit cheesy but you almost always want to call in a group with the halftrack since its faster and the HT is basically given for free. Being able to have a mobile AT in the 250/9, or a beefier clown car can help win a few early engagement whose effect will carry on to the rest of the game even if it inevitability dies.
    -It should be noted SSF commando did not shoot faster then Rifleman in patch 1.6.10, in fact they were slower close up and far away. they were more accurate with their bolt action. This mean they got minor accuracy buff with the exception of long range and a massive attack speed increase. In the case of close range about twice the damage approaching 22.5 range and the damage from the mid range to close range.
    -The outsize buff to Rifleman and SSFC might be due to losing more men as they close the distance which is what you want to do before and perhaps to compensate for the fact that 2 of their weapon will get replaced to put them somewhat in line with the scope rifle buffs.
    -Honestly, resist the urge to spam Pathfinder or AO, the upgrade turns a relatively useless free combat unit into something respectable, that a bigger deal then it appears but they are bad recce section. Build discounted jeeps instead.

    • @N7-SHARK
      @N7-SHARK  3 หลายเดือนก่อน

      Lots of good stuff here, though I didn't even think about how this buffs the THE BOYS call in for rangers. Makes it more appealing than it used to be when compared to weapons training

  • @xxbongobazookaxx7170
    @xxbongobazookaxx7170 3 หลายเดือนก่อน +1

    May be biased but this reads like it should be brutal for brits air and sea, they got nerfs to 2 of the 3 off maps along with the centaur, their med tent is no longer the only british forward retreat along with the TTK and demo charge changes affecting commandos, I've not played it yet but it sounds brutal.

    • @N7-SHARK
      @N7-SHARK  3 หลายเดือนก่อน +1

      It's a little bit of a nerf to this battlegroup for sure, but with the buffs to infantry sections and Brits strengths in general, I think it maybe just incentivizes other battle group choices. Air and Sea was really strong pre patch... So remains to be seen

  • @kokop.1610
    @kokop.1610 3 หลายเดือนก่อน +1

    hellcat does not outrange tiger

    • @N7-SHARK
      @N7-SHARK  3 หลายเดือนก่อน +1

      You're right. Both see 35, shoot 45... I was referring to a situation where you can spot got a hellcat and engage tiger outside of its own sight range, but didn't do it clearly. Thanks!

  • @anthonywest294
    @anthonywest294 3 หลายเดือนก่อน

    Is it just me or did Shark noticeably cringe when Ares called the Scott a tank? XD

    • @N7-SHARK
      @N7-SHARK  3 หลายเดือนก่อน

      Haha must have been involuntary... How would you classify it? SPG?

    • @anthonywest294
      @anthonywest294 3 หลายเดือนก่อน

      @@N7-SHARK yeah I'm pretty sure, maybe one of my former mech/armor friends would have a better answer.

  • @junchoi2531
    @junchoi2531 3 หลายเดือนก่อน +1

    Rifleman back to being trash like day one get absoluetly demolished by everything at every range. Us basically back to skipping barracks again every game so sad since you dont have other options like whermacht or dak

    • @jacobmartinez3446
      @jacobmartinez3446 3 หลายเดือนก่อน

      I’ve had no problem with them, I actually love their performance and bars are disgusting on them

    • @junchoi2531
      @junchoi2531 3 หลายเดือนก่อน

      @@jacobmartinez3446 1vs1 not a issue but in team games with the new ttk they lose 3 or 4 models to get in mid range

    • @N7-SHARK
      @N7-SHARK  3 หลายเดือนก่อน +2

      I think you just really have to prioritize being in cover with them. Charging to close the distance is now really punishing.
      I do wish they weren't so reliant on BARs, because you're right, US have no nondoctrinal elite infantry to lean on

    • @junchoi2531
      @junchoi2531 3 หลายเดือนก่อน +1

      @N7-SHARK but you can't be passive as us you are forced to be aggressive tp try to slow down superior axis late game just like every company of heroes. Whermacht reketten/ dak tractor maphack means they will always know the general direction you're coming ti.e giving them time to setup a bit

    • @itwasjustaluck
      @itwasjustaluck 2 หลายเดือนก่อน

      @@junchoi2531 even in 1v1 it is a problem. Good 1v1 player will always be in cover.

  • @itwasjustaluck
    @itwasjustaluck 2 หลายเดือนก่อน

    Rip US

    • @N7-SHARK
      @N7-SHARK  2 หลายเดือนก่อน

      Gotta lean on those light vehicles. Canister rounds are brutal

    • @itwasjustaluck
      @itwasjustaluck 2 หลายเดือนก่อน

      @@N7-SHARK I must try it out, because closing range with rifleman, is really hard now.

    • @N7-SHARK
      @N7-SHARK  2 หลายเดือนก่อน +1

      @itwasjustaluck yeah. Closing with all infantry is tougher now. Once they get BARs they're stronger, but if the enemy is in cover you need to 2v1 (least good option), flank, or use smoke to close the distance. Also don't forget about the survivability upgrade from ISC!

    • @itwasjustaluck
      @itwasjustaluck 2 หลายเดือนก่อน

      @@N7-SHARK Problem ist against DAK bloob, with clock units and bonuses with first strike. If they catch you on open, RIP. You need extra recon for constant map view.

    • @N7-SHARK
      @N7-SHARK  2 หลายเดือนก่อน

      Didn't even think about the espionage BG... Good point!

  • @danlegend8486
    @danlegend8486 3 หลายเดือนก่อน

    Balance was pretty fair outside of rangers, axis got a bunch of buffs, the ttk was a HUGE buff to axis, and allies got nerfs across the board.. this is horrific in practice and soon will be an axis only queue.

    • @N7-SHARK
      @N7-SHARK  3 หลายเดือนก่อน +2

      There were some sneaky buffs to allies... Canister rounds, Scott, and Brit rifles are pretty good... But I'll admit I was worried too when I read the patch notes. In a week or two we'll know for sure.