Italian Coastal is pretty rough in larger team games at the moment. At no population cost, I am seeing worse sim city than with the old version of UK enhanced emplacements from COH2. Will be interesting to see the differences between team game players feedback compared to 1v1 2v2 players.
I've only played a few games but unless the pack howie from both SSF and Brit Air/Sea is somehow getting more anti structure buffs than it should, bunkers hardly survive a unvetted barrage. Just send a AT squad and they should land enough hits to take it out, even if its a MG bunker
I like the incremental accuracy buffs to HMGs that scale with model count. I think it would make for a great anti blobbing tool if it would scale with multiple squads.
"Site Main Gun" may be spelled correctly, assuming they were referring to the classic terminology of the steps involved in using field guns of all types: siting (i.e. positioning and fortifying), laying (aiming), and firing.
2:15 Question 1: Can a squad fire from more than 1 directional port at the same time (by spreading the models out)? Obviously a MG can only fire in the direction its currently set up, but it would be nice if some models (in the case of MG, those who arnen't manning it) would shift to other ports without having to disengage the initial target (unless given an order to focus). Question 2: Do squads inside the bunker actually benefit from any bonuses (there's no icon present)? Descriptions of related buffs specify the surrounding area, iirc. I hope they do, as it seems silly that units inside a building or vehicle would not benefit from an AOE bonus specifically meant for them just because they weren't standing beside it. As always, a much appreciated video, Tightrope. You are an invaluable pillar of the CoH community 👍
Problem with bunkers is that they’re not mobile. I’ve always got at least one medic bunker near the front and good enemies will expect troops to fall back there and use artillery of some sort. Sometimes it’s better to have a truck. But bad enemies will not focus on it you’ll have a good time. Anyways, I’ll be using even more bunkers now.
I strictly play 2v2s. I find that if im not playing hyper aggressive against costal the sim city will quickly become unbreakable. Something loke torrente they bust down one or two on the high fuel and its almost gg. Need 2 mortars to break down the bunker. But you invest so much in the indirect theg usually roll a stug on you before you can afford the at gun. Re-enforce so cheap as well ypu vant keep up on mp
The game is definitely getting better but there seems to be a sloppiness too it. Lots of arcadey abilities and weird mechanics. Definitely needs some polish and more things standardized.
14:46 Yeah I am a bit sad too because one of my most fun builds as Wehr was just going for Infantry Company and using Lufwaffe to survive with Raks while rushing out a P4 or Brumbar or something equally silly, it wasn't very good due to a lack of snares making the light vehicles painful, but it could catch people off guard and win you the game if you didn't throw the tank early. Either way for the health of the game forcing people to tech at least a bit is a good thing, could be oppressive in team games with a DAK player rushing 8rads while the Wehr player rushes tanks and Stostruppen. I salute the death of my old build :P
I just got COH3, been a long time coh1 player, since it came out in 2006~. I built one of these bunkers, put an Mg42 in it. an allied engineer squad or w/e its called in coh3 with a flamer came up and killed the bunker in like 3 fkin seconds. Not just the mg42 crew, destroyed a whole ass concrete bunker. With flames.
Not sure if the Wehrmacht casualty clearing is as practical as US casualty clearing since I think the German medics have a harder time getting to the wounded models before they bleed out.
Hey tightrope, I wonder where the point is to go for the assaultpackage on the Stoßtruppen. Obviously they perform worse in point blank range against the commandos as without the STGs. Shouldn’t they perform better with the upgrade up close?
If you are referring to the comparison he did in this video, then note that the Stosstruppen with the assault package were up against the SMG commandos whilst the Stosstruppen without were up against LMG commandos. I do not know, however, how good the assault package will be since I do not play a lot of Wehrmacht
At full health they should be much better, but they will lose significantly more DPS as they drop models, because of how the weapons are divided in the squad. STG Stoßtruppen should lose 25% dps for each model they drop, while MG42 will only lose about 12.85%. The majority of MG42 squad's dmg comes from the MG, which is never lost on model death, unlike the STG. I haven't factored the ambush bonus here, so that might make it more worth it if you plan to do a lot ambushing.
Does suppression depend on the accuracy of the weapon? I could see the incremental accuracy really changing the suppression dynamics if that’s the case
I am surprised with those changes, more than welcome for the faction...Now Wehrmacht can be more dynamic but that medic bunker heal AOE is just too much...
hey guys i know it might be the wrong video for this but anyway. I play mostly 2v2 with my friend as DAK and i really struggle agains the US Ranger spam backed up with morter. early game the just overun my infantry and i cant get a foot in the game. Any idea how to handle this rangers?
@@asgardplays7139 they are basically conscripts from COH2. They do everything. And they can repair bunkers. Plus early game there’s fuckin 2 of them for every rifle squad I have lol.
@@joneszer1considering they’re a call in that has a recharge and are only 20 manpower cheaper you must seriously be doing something wrong if they have double the units than you
After playing for a couple days I don’t think the coastal reserves are that good. They suck in a fight, the artillery officers ability sucks until it gets vet , once you get arty and light vehicles their bunkers suck. Get any sort of armor and they scratch their heads rushing whatever they can I think people are going to see how simple it is
I think the infantry, the arty officer, and the heal/repair aoe you put on a resource point are the only really good things in it. The rest is 4v4 memery shit.
I hope so, the problem is a lot of team game players lack flexibility. They build the same things over and over (instead of counters) and rush the same corridors over and over (instead of flanking).
Italian Coastal is pretty rough in larger team games at the moment. At no population cost, I am seeing worse sim city than with the old version of UK enhanced emplacements from COH2. Will be interesting to see the differences between team game players feedback compared to 1v1 2v2 players.
get 1 mortar early and flank with inf. Bunkers are a meme.
Clueless. the team games are a mess. bunkerfest. You think 1 mortar is going to help against bunker spam. @@HIIIBEAR
@@HIIIBEARforget mortars, howitzers and spgs struggle to destroy one. Very clueless
@@AlexLee-je5jg if you watch gameplay on TH-cam you’ll see how easy bunkers are to beat. Don’t take my word for it
I've only played a few games but unless the pack howie from both SSF and Brit Air/Sea is somehow getting more anti structure buffs than it should, bunkers hardly survive a unvetted barrage. Just send a AT squad and they should land enough hits to take it out, even if its a MG bunker
I like the incremental accuracy buffs to HMGs that scale with model count. I think it would make for a great anti blobbing tool if it would scale with multiple squads.
It's just the amount of models, of any squads, in the area, so multiple squads means more models, and thus, more accuracy.
"Site Main Gun" may be spelled correctly, assuming they were referring to the classic terminology of the steps involved in using field guns of all types: siting (i.e. positioning and fortifying), laying (aiming), and firing.
2:15 Question 1: Can a squad fire from more than 1 directional port at the same time (by spreading the models out)? Obviously a MG can only fire in the direction its currently set up, but it would be nice if some models (in the case of MG, those who arnen't manning it) would shift to other ports without having to disengage the initial target (unless given an order to focus). Question 2: Do squads inside the bunker actually benefit from any bonuses (there's no icon present)? Descriptions of related buffs specify the surrounding area, iirc. I hope they do, as it seems silly that units inside a building or vehicle would not benefit from an AOE bonus specifically meant for them just because they weren't standing beside it.
As always, a much appreciated video, Tightrope. You are an invaluable pillar of the CoH community 👍
thanks for the update tightrope!
Thanks for these! makes me aware of the current state of the balance!
Problem with bunkers is that they’re not mobile. I’ve always got at least one medic bunker near the front and good enemies will expect troops to fall back there and use artillery of some sort. Sometimes it’s better to have a truck. But bad enemies will not focus on it you’ll have a good time. Anyways, I’ll be using even more bunkers now.
Also, if I remember correctly the Stosstruppen DPS ability has a somewhat short cooldown, and gives some pretty crazy combat bonuses
I strictly play 2v2s. I find that if im not playing hyper aggressive against costal the sim city will quickly become unbreakable.
Something loke torrente they bust down one or two on the high fuel and its almost gg. Need 2 mortars to break down the bunker. But you invest so much in the indirect theg usually roll a stug on you before you can afford the at gun.
Re-enforce so cheap as well ypu vant keep up on mp
The game is definitely getting better but there seems to be a sloppiness too it. Lots of arcadey abilities and weird mechanics. Definitely needs some polish and more things standardized.
14:46 Yeah I am a bit sad too because one of my most fun builds as Wehr was just going for Infantry Company and using Lufwaffe to survive with Raks while rushing out a P4 or Brumbar or something equally silly, it wasn't very good due to a lack of snares making the light vehicles painful, but it could catch people off guard and win you the game if you didn't throw the tank early.
Either way for the health of the game forcing people to tech at least a bit is a good thing, could be oppressive in team games with a DAK player rushing 8rads while the Wehr player rushes tanks and Stostruppen. I salute the death of my old build :P
i am late but great video... has me excited to get in game right now to try it out.... already know im gonna fail hard :p
I just got COH3, been a long time coh1 player, since it came out in 2006~. I built one of these bunkers, put an Mg42 in it. an allied engineer squad or w/e its called in coh3 with a flamer came up and killed the bunker in like 3 fkin seconds. Not just the mg42 crew, destroyed a whole ass concrete bunker. With flames.
Not sure if the Wehrmacht casualty clearing is as practical as US casualty clearing since I think the German medics have a harder time getting to the wounded models before they bleed out.
How can I send you a 4v4 replay from last night against a Sim City MEGA spam.
I ended up blowing all of his bunkers and we won an epic game
Hey tightrope,
I wonder where the point is to go for the assaultpackage on the Stoßtruppen. Obviously they perform worse in point blank range against the commandos as without the STGs. Shouldn’t they perform better with the upgrade up close?
If you are referring to the comparison he did in this video, then note that the Stosstruppen with the assault package were up against the SMG commandos whilst the Stosstruppen without were up against LMG commandos. I do not know, however, how good the assault package will be since I do not play a lot of Wehrmacht
At full health they should be much better, but they will lose significantly more DPS as they drop models, because of how the weapons are divided in the squad. STG Stoßtruppen should lose 25% dps for each model they drop, while MG42 will only lose about 12.85%. The majority of MG42 squad's dmg comes from the MG, which is never lost on model death, unlike the STG. I haven't factored the ambush bonus here, so that might make it more worth it if you plan to do a lot ambushing.
Do you have to turn off the healing of the base so that the med bunker does it for free?
nice
Does suppression depend on the accuracy of the weapon? I could see the incremental accuracy really changing the suppression dynamics if that’s the case
It did in COH2, not in COH3
I am surprised with those changes, more than welcome for the faction...Now Wehrmacht can be more dynamic but that medic bunker heal AOE is just too much...
hey guys i know it might be the wrong video for this but anyway. I play mostly 2v2 with my friend as DAK and i really struggle agains the US Ranger spam backed up with morter. early game the just overun my infantry and i cant get a foot in the game. Any idea how to handle this rangers?
Its ridiculous, i see the people just spaming bunkers and won all matches. Just destroy them and they will build twice as many of them in 1 minute lol
Ads on youtube are getting obnoxious
Did the change something for brits
Yeah commandos have passive healing and then that's literally all 😂😂😂😂 so shit
Bunkers aren’t the problem for team games the problem is the fact the costal reserve unit itself is way to strong
Are you kidding me? These units are trash.. losing vs everything even behind the cover.
@@asgardplays7139 they are basically conscripts from COH2. They do everything. And they can repair bunkers. Plus early game there’s fuckin 2 of them for every rifle squad I have lol.
@@joneszer1considering they’re a call in that has a recharge and are only 20 manpower cheaper you must seriously be doing something wrong if they have double the units than you
@@joneszer1 dont see how thats possible when they cost 20 less MP than a rifle squad
@@joneszer1 Now you feel our pain this is how Rifles were for us as Axis 2-3 riflemen squads to every gren squad
Axis meta
Mg42 needs to do moaaar dmg
So bad. A StuG that is made for far combat engagement can only see and shoot like 50meters 😢 so bad this game. Downgrade to CoH2
First!
After playing for a couple days I don’t think the coastal reserves are that good.
They suck in a fight, the artillery officers ability sucks until it gets vet , once you get arty and light vehicles their bunkers suck. Get any sort of armor and they scratch their heads rushing whatever they can
I think people are going to see how simple it is
I think the infantry, the arty officer, and the heal/repair aoe you put on a resource point are the only really good things in it. The rest is 4v4 memery shit.
I hope so, the problem is a lot of team game players lack flexibility. They build the same things over and over (instead of counters) and rush the same corridors over and over (instead of flanking).
If you really think the ability of the officer sucks until it gets vet, you should try playing against actual good player and not AI.
@@MisterGerbol I think we can all disagree without insults.
no insults man. i just say it how it is. because comments like yours make me wonder if you even play the game at all.@@HIIIBEAR