After this video relic made quite a few changes to snares: It is much harder to dodge snares by driving out of range Allied and DAK AT-nades got increased to 120 damage Most squads get +40 damage on their snare at vet 2 Grenadiers get 5 bonus snare range at vet 3 Push bug got fixed
Thanks Tightrope! Great summary and comparison of snares. I agree with all your points and hopefully Relic can make some of these changes. I wasn't even aware if two snares hit a vehicle above 50% HP it results in a engine crit! I always find some little gems in your videos. Cheers! :)
Great overview. Since axis OP and I think the coh3 snaring system kind of makes taking put superheavies more difficult, I generally don't like it too much...
Another great video for the CoH series, tightrope. The effects at the 06:08 mark was a little bit too trippy, but otherwise a perfectly well made dive into the mechanics of snares.
Let’s hope it doesn’t take another year for a big update to fix these issues among others that still seem to have lingered since the last update. Great video Tightrope.
I didn't even know about the double snare giving an engine damage above 50%HP. In CoH2 it always felt wasteful to spam AT nades on full health meds and heavies but now it does feel like it is actually dangerous to dive 2 inf squads with snares with a lone tank.
I dunno if I'm just bad or maybe it's the coh3 cancel bug, but lately I've been having a lot of trouble with snares simply not happening. Also, the other day I weird bug happened: a squad threw a snare but it stopped right in front of them seemly stuck to a heavy cover wall, the timer ran out and the blast went off by the wall and the target vehicle, that was far away remained undamaged and so did the wall, though iirc there was no blast sound. It's interesting that it wasn't simply a visual bug, but it was actually "simulated" as if the snared missed.
that model pushing thing i think is what has fucked me over the most. for months i was wondering why my units were not doing the orders i gave em and i was losing my mind
@@submale5892 Dude I thought I was going crazy. So many times I would spam the snare button for it to work, only to not have it go off and my snaring squad dies or stays a little too long etc. It's just Relic being Relic.
With 4 factions and much denser battlegroups/doctrine, definitely not. Especially with 10 maps being added in february & this month! Crazy amount of maps for the anniversary! CoH1 & 2 didn't get that much content that fast, so let's wait it out. Really hoping for campaign stuff personally
It's kind of wierd to hear that the CoH2 snares penetration are dependent on range. It is a shape charge so the penetration power is from the explosive inside ( Imagine an infantry throwing anti tank weapon with just kinetic energy that their penetration are dependent on distance. Something like that would only have scratch your car paint )
I assume it's for a mix of balance and for the reason that the game does not really account for weak spots and such, which you are less likely to hit at range, decreasing your chance to pen.
I appreciate it when you make videos like this but I wish the game itself did a better job of explaining this to the player so they don't need to search for extraneous information outside of the game.
The snare animation being cancelled when a tank is right next to them is really Really ****ing annoying and should have been fixed so many months ago. 🤡
Amen! Enraging when you’re hanging around with low health infantry trying to get that snare off so they don’t get wiped on the retreat, only for them to just die anyway because the goddamn snare animation keeps getting cancelled. 😡
Great vid as always. Side point but I hate snares. Genuinely don’t see why this was ever needed as it straight up makes no sense that a tiny genade destroys an engine. Yet somehow tank shells do not
After this video relic made quite a few changes to snares:
It is much harder to dodge snares by driving out of range
Allied and DAK AT-nades got increased to 120 damage
Most squads get +40 damage on their snare at vet 2
Grenadiers get 5 bonus snare range at vet 3
Push bug got fixed
Love these types of videos! They are so good they should be on the game's home menu!
The most underrated content creator in this COH community is for sure tightrope. We must protect this man at all costs!
Thanks Tightrope! Great summary and comparison of snares. I agree with all your points and hopefully Relic can make some of these changes.
I wasn't even aware if two snares hit a vehicle above 50% HP it results in a engine crit! I always find some little gems in your videos. Cheers! :)
Great overview.
Since axis OP and I think the coh3 snaring system kind of makes taking put superheavies more difficult, I generally don't like it too much...
Another great video for the CoH series, tightrope. The effects at the 06:08 mark was a little bit too trippy, but otherwise a perfectly well made dive into the mechanics of snares.
You had a lot of fun with the effects on this one. lol. Great job as always.
Your editing is so good, well done
Love the new editing haha
Let’s hope it doesn’t take another year for a big update to fix these issues among others that still seem to have lingered since the last update.
Great video Tightrope.
Nice video! I like the point you mention about snares being too important in Coh2 and it makes specialists very hard to use.
Great and informative video! Love the dictionary entry :D
Awesome breakdown, thanks tightrope!
Good work ^-^
It would also have been nice to see how things have changed from CoH 1 to now. Just for fun :D
I didn't even know about the double snare giving an engine damage above 50%HP. In CoH2 it always felt wasteful to spam AT nades on full health meds and heavies but now it does feel like it is actually dangerous to dive 2 inf squads with snares with a lone tank.
I dunno if I'm just bad or maybe it's the coh3 cancel bug, but lately I've been having a lot of trouble with snares simply not happening. Also, the other day I weird bug happened: a squad threw a snare but it stopped right in front of them seemly stuck to a heavy cover wall, the timer ran out and the blast went off by the wall and the target vehicle, that was far away remained undamaged and so did the wall, though iirc there was no blast sound. It's interesting that it wasn't simply a visual bug, but it was actually "simulated" as if the snared missed.
Good to understend, nice work ,keep that way🤙👍👍👍
Thank you tightrope!
Thx so much. I love this detailed explanation
once again, totally awesome video
What a hero! 🎉❤
best video yet! gg wp
your videos are always very good
Good work :)
that model pushing thing i think is what has fucked me over the most. for months i was wondering why my units were not doing the orders i gave em and i was losing my mind
Yes, hopefully now they can fix it.
I hope they undo the crazy vehicle acceleration changes, so many bad interactions now.
🙌🙌
Wow, 300 years to remove PFaust from from Fjaegers in CoH2 just to give them PFaust back in CoH3 with infinite range. WP
It's rather astounding that we have tanks moving like sports cars...
10:11 the snare push bug literally made me quit this game. Frustration of this bs is way too much.
It's so brain-dead that they would allow such a ludicrous issue to exist in the game for so many months. They are such clowns.
@@submale5892 Dude I thought I was going crazy. So many times I would spam the snare button for it to work, only to not have it go off and my snaring squad dies or stays a little too long etc. It's just Relic being Relic.
I feel like the game lacks alot of content for multiplayer even a year after launch, any opinion on that?
no need for more opinions... you are right my friend
With 4 factions and much denser battlegroups/doctrine, definitely not. Especially with 10 maps being added in february & this month! Crazy amount of maps for the anniversary!
CoH1 & 2 didn't get that much content that fast, so let's wait it out. Really hoping for campaign stuff personally
It's kind of wierd to hear that the CoH2 snares penetration are dependent on range. It is a shape charge so the penetration power is from the explosive inside ( Imagine an infantry throwing anti tank weapon with just kinetic energy that their penetration are dependent on distance. Something like that would only have scratch your car paint )
i wouldnt think too hard about it. most tank battles in ww2 took place over a thousand metres and in game its basically point blank
I assume it's for a mix of balance and for the reason that the game does not really account for weak spots and such, which you are less likely to hit at range, decreasing your chance to pen.
Much improved in COH3
I appreciate it when you make videos like this but I wish the game itself did a better job of explaining this to the player so they don't need to search for extraneous information outside of the game.
perfect good night story
goodsleep everyone
The snare animation being cancelled when a tank is right next to them is really Really ****ing annoying and should have been fixed so many months ago. 🤡
Amen! Enraging when you’re hanging around with low health infantry trying to get that snare off so they don’t get wiped on the retreat, only for them to just die anyway because the goddamn snare animation keeps getting cancelled. 😡
Bring back satchel supremacy from company of heroes 2, it's so horrible when you can't even throw a satchel next to a tank
Well that explains why every match turnes into an axis blob fest.
But still better than CoH2.
Some of my favorite kills are sneaking 4 costal units behind enemy lines and using the Molotovs to kill artillery units
Some of their animations are so borked. The tossed ones especially.
What a shock that axis is better in basically every category
Axis is quality, allies quantity. It is like this since CoH2.
Great vid as always.
Side point but I hate snares. Genuinely don’t see why this was ever needed as it straight up makes no sense that a tiny genade destroys an engine. Yet somehow tank shells do not
Snarw should be 10 range it is more realistic
What? Do you want to give the Panzerfaust 60 range too? and tanks 1000?
Snares needs to be close range...
Snares should be difficult to land on light vehicle, speed is their obly defense