Watching through the backlog of your previous patch videos gives such a great record of the games progress over the past year and a half. Keep up the good work
These videos are fantastic! They help me stay abreast of CoH3. Thanks. I was beginning to dip my toes back in the game, and am starting to really enjoy it now. This patch is helping me convince some of the old guard to come back and play some more.
CoH2 was careful about accuracy over 100%, I only remember JLI scoped rifles having that. Ironically, CoH2's use of Received Accuracy instead of Health bonuses would have made it much less of an issue than in CoH3.
Yeh I agree with everyone here Ur the man for proper deep analysis of the patches to this game. Great work mate Ur really helpful for working out what most of us wouldn't have the patience to do Thanks 👍
The thing that bothered me the most with infantry fighting was how relatively ineffective the MGs were compared to coh1 & 2 Hopefully thos will change that
hey man just a simple suggestion. On your excel you can customize the floating point value for decimals in a formula cell. You should edit this to get rid of the long tail of numbers that are irrelevant and inaccurate on the cell. i'd recommend having whole numbers only so a setting of 0 on the floating point option. It'll round to the nearest one's place number and will give you the accuracy needed while also looking cleaner, thanks for the video!
also just a note there's a way to make this formatting automatically apply to every cell in a page if you wanted to do that but it can be a little annoying if you need to mix floating points
With tank loading and unloading (riding) I think the biggest delays was before and after the animation of the mount/dismount. I think there was a dead period where the tank and squad were uncontrollable similar to a paradropped squad for a brief period before the either would take action or listen to commands. I'm not 100% sure myself though.
Exactly. Yeah they used to have full animations for climbing on and off. They're now cutting off the animation so that the squad mounts and dismounts faster
I'd be interested to see how DAK versus USF plays out... after playing several DAK 1v1s Panzergrens versus Rifles didn't feel especially great. Part of it was being rusty after not playing for a month and getting a feel for new TTK but seeing that test from Tightrope makes me wonder if that cooldown buff was a bit too much...
Inf Sections with brens wreck Fallschirmjagers on all ranges now, which is pretty annoying. When you don't set them up in medium to close range in time.
Great work i needed a video like this feels like MP bleeding is more of an with my builds. Infantry is buffed overall...krad now feels like a liability without reverse
I think they could reduce the autofire range range and barrage range on the leIG, but then keep the rate of fire, maybe evn reducing the angle a bit more, to lean into that direct fire field gun role
It's strange to see how they do cheap fixes like teleporting units and snipping animations to make things appear smoother , this shows clipping a lot more and I preferred it when things were less prone to clip expecting better pathing code in game but instead they have gone for jittery animation and clipping . Which allows 30 vehicles to just slide past eachother and threw eachother on a bridge or road ignoring the idea of logistics and good placements
Sounds like those units with over 100% accuracy like paras should always be moving. Even if it get a 30% accuracy debuff while moving it will have almost 100% acc. Not including cooldown penalties for moving
My god, I thought the Captains were purely nerfed and lost the retreat point ability entirely. They did not clearly say you could assign a control point for it...
LEIG definitely busted for a long time, considering after flakvierling tech ups you can call in the LEIG + 250 for 275 mp!! this is an insanely low cost and really just doesn't make sense for it to be so cheap conisdering LEIG performance.
Yes, it is also very easy to use the LEIG. Long auto fire range, good autofire ROF, good scatter and aoe means you can just attack move it on the ground and get great results for little input.
thank you Tighrope! I played several times on the new map and don't like it at all - it just feels empty with litlle to no cover at most of the areas. It also seems unbalanced especially in the industrial zone.
can fully agree without playing it because with new changes it is really bad one just like in coh 2 roads so building cover and arty wars will happen quite alot on that map per say
Have you guys tried mobile vehicle strategies much on this map? I think it's intended to lean heavily into vehicle play over infantry play, apart from the industrial zone with more cover
@@jdude2175 Agree, and that's one the reasons I don't like it. Stuart/Greyhound spam is the way to go, especially on the north side. Also, the new retreat/cache points are a must.
@@namelessBGR That's fair, it could be a good one to veto if you're not fond of that. Having said that, I think it's good to have maps that play significantly differently from each other to cater to different people's preferred playstyles - especially now that we have downvotes. I quite like vehicle play so I'm fond of it
Without you, I wouldnt understand the changes at all
Lol?
Why are Relic not paying you to test everything before the update..? You always find so many things they miss. Love your work
Hello Tightrope !
Thanks you thanks you to talk about all of these changes ! 😉
Pretty comprehensive patch imo. Good stuff from the Guru of COH, as always; cheers my friend
Watching through the backlog of your previous patch videos gives such a great record of the games progress over the past year and a half. Keep up the good work
The changes of this patch seem great. Thanks for covering it in so much depth
These videos are fantastic! They help me stay abreast of CoH3. Thanks. I was beginning to dip my toes back in the game, and am starting to really enjoy it now. This patch is helping me convince some of the old guard to come back and play some more.
Good to see you are still around and enjoying the game brother
CoH2 was careful about accuracy over 100%, I only remember JLI scoped rifles having that. Ironically, CoH2's use of Received Accuracy instead of Health bonuses would have made it much less of an issue than in CoH3.
Yeh I agree with everyone here
Ur the man for proper deep analysis of the patches to this game.
Great work mate
Ur really helpful for working out what most of us wouldn't have the patience to do
Thanks 👍
great video, man.
i read the changes but without your explanaition I wouldn't understand much
I believe accuracy with above 100% will show nice when fighting vetted units or units in cover
Or if you are firing on the move
The thing that bothered me the most with infantry fighting was how relatively ineffective the MGs were compared to coh1 & 2
Hopefully thos will change that
hey man just a simple suggestion. On your excel you can customize the floating point value for decimals in a formula cell. You should edit this to get rid of the long tail of numbers that are irrelevant and inaccurate on the cell. i'd recommend having whole numbers only so a setting of 0 on the floating point option. It'll round to the nearest one's place number and will give you the accuracy needed while also looking cleaner, thanks for the video!
also just a note there's a way to make this formatting automatically apply to every cell in a page if you wanted to do that but it can be a little annoying if you need to mix floating points
Here it is!!
Hey, thanks for making these videos. You do good work.
Tightrope our Lord and Saviour.
I was waiting for your research! Cheers
With tank loading and unloading (riding) I think the biggest delays was before and after the animation of the mount/dismount. I think there was a dead period where the tank and squad were uncontrollable similar to a paradropped squad for a brief period before the either would take action or listen to commands. I'm not 100% sure myself though.
Exactly. Yeah they used to have full animations for climbing on and off. They're now cutting off the animation so that the squad mounts and dismounts faster
I wish I had been able to record some before footage of it for comparison
@@tightropegaming Ah well, it was awesome you got in the before and afters that you did :) Cheers for the in depth videos TightRope!
I'd be interested to see how DAK versus USF plays out... after playing several DAK 1v1s Panzergrens versus Rifles didn't feel especially great. Part of it was being rusty after not playing for a month and getting a feel for new TTK but seeing that test from Tightrope makes me wonder if that cooldown buff was a bit too much...
I was actually surprised how well the pgrens did in my "before" test initially. I would need to run it more to be more confident.
Inf Sections with brens wreck Fallschirmjagers on all ranges now, which is pretty annoying. When you don't set them up in medium to close range in time.
Great work i needed a video like this feels like MP bleeding is more of an with my builds. Infantry is buffed overall...krad now feels like a liability without reverse
Amazing content! Great work! 🤩
Was looking forward to this 😍
A thought on the 'wasted' accuracy bonus: this could be beneficial against units who get a 'harder to hit' modifier as they vet up perhaps?
thanks so much
I think they could reduce the autofire range range and barrage range on the leIG, but then keep the rate of fire, maybe evn reducing the angle a bit more, to lean into that direct fire field gun role
Omg a forward retreat point that convenient is a dream coem tru
The Man, the Legend. Thank you.
Yeaa oh boys, thanks again for this!
thanks for the video tightrope!
It's strange to see how they do cheap fixes like teleporting units and snipping animations to make things appear smoother , this shows clipping a lot more and I preferred it when things were less prone to clip expecting better pathing code in game but instead they have gone for jittery animation and clipping . Which allows 30 vehicles to just slide past eachother and threw eachother on a bridge or road ignoring the idea of logistics and good placements
Good stuff
You are the MVP TR 🙏
Sounds like those units with over 100% accuracy like paras should always be moving. Even if it get a 30% accuracy debuff while moving it will have almost 100% acc. Not including cooldown penalties for moving
They wont fire the lmg then
My god, I thought the Captains were purely nerfed and lost the retreat point ability entirely.
They did not clearly say you could assign a control point for it...
Maybe they need to change accuracy buffs to non-stacking but scaling instead
Dak at 1600 + ELO 38 % win rate, I don't know if 1v1 can found the perfect balance. .USF and Wehrmacht seem to be doing ok tho
Do you think the troop types of all sides are more or less distinct with the new patch notwithstanding decorators?
Excellent thx mate
if you look at dps of standard rifle squad its now almost identical as ghurkas
That's wild. At least with the bren gun the gurkhas are stronger than double barred riflemen except at very close range, but still
How do you test inf fights? Probably I am going to go back to old videos, but rifleman vs PGren looks wrong from in old tests.
More than 100% accuracy is still usefull vs vetted up units and so on, coz harder to hit bonus....
Now we know if the game is better or not!
great
Nooooo I needed a "focus on sub selected unit" not double click or at least cycle focus sub selection.
LEIG definitely busted for a long time, considering after flakvierling tech ups you can call in the LEIG + 250 for 275 mp!! this is an insanely low cost and really just doesn't make sense for it to be so cheap conisdering LEIG performance.
Yes, it is also very easy to use the LEIG. Long auto fire range, good autofire ROF, good scatter and aoe means you can just attack move it on the ground and get great results for little input.
thank you Tighrope! I played several times on the new map and don't like it at all - it just feels empty with litlle to no cover at most of the areas. It also seems unbalanced especially in the industrial zone.
can fully agree without playing it because with new changes it is really bad one just like in coh 2 roads so building cover and arty wars will happen quite alot on that map per say
Have you guys tried mobile vehicle strategies much on this map? I think it's intended to lean heavily into vehicle play over infantry play, apart from the industrial zone with more cover
@@jdude2175 Agree, and that's one the reasons I don't like it. Stuart/Greyhound spam is the way to go, especially on the north side. Also, the new retreat/cache points are a must.
@@namelessBGR That's fair, it could be a good one to veto if you're not fond of that. Having said that, I think it's good to have maps that play significantly differently from each other to cater to different people's preferred playstyles - especially now that we have downvotes. I quite like vehicle play so I'm fond of it
now i know why I got owned by rifels with my pgrens. at my games today they feld so much weaker.
Yeah they have 2nd highest dps in the game now tied with Ghurkas
MAP called black gold with no fuel in it LOL!
Great patch
I still hate the sound effects sounds unprofessional
Agreed. There's no ambient battle sound anymore you had in COH2.
Demo charge and vet standardising I don’t think I like…
Ahoj everyone, he is making czech greeting
I think the czech greeting was borrowed from English according to Wikipedia. It is like hello/greetings more commonly used in a nautical setting.
hahah how buff rifles vs dak greens? make no sense.
Upload a gameplay man
Usually I spend 12-16 hours a day on these patch day videos so I usually don't have time to do that for the first 3 days.
@@tightropegaming 12-16 hours???😱