16:20 The problem with late game DAK is you can't keep up with medium armor scaling just because P4's come so late and very few. Panzerjager, AT guns and Marders all feel gimmicky. If you get to the tiger, it's underwhelming against other tanks. They are the highest micro required faction just due to a lack of true AT
I wonder how many players ever used the DAK panzer 3 call in. It must be the most pointless ability inte game. They should just replace it with another vehicle.
It is a cost problem. Add AR cost which is 100mp and 75 fuel and first 3 PZ III call ins cost 40mp and 15 fuel more, than building them with pios. Negative power spike xD
Choosing defensive line comes with huge opportunity cost of no command/special bunkers. I guess command bunker is not as relevant in 1v1, and tightrope mostly plays that. However, in team modes on large maps, command bunker acts as a forward retreat point, and provides some pretty useful buffs alongside that for other bunkers nearby. Command bunker in front, with med bunker behind on the edge of the radius is a VERY powerful strategy for large maps.
Relic, you need to contract Tightrope for balance change reviews before they go live. And I'll be the bad guy and say, I am convinced that the balance team at Relic doesn't seem to understand how unit performance should reflect manpower/fuel/reinforce costs. And when factions can reduce bleed on their manpower costs, it gives them a distinct advantage, especially in 1v1s
I don't want to shit on your parade but need I remind you the sorry state of balance in CoH2 when the community got involved? Whatever the thing that's wearing relic's skin like a skinwalker is doing now will still be miles better than whatever a community lead balance team would do despite me also mostly agreeing with what tightrope has to say.
@@Schaden-freude I agree but only some. Most of it was absolute shit, especially since they were pushing hard for esports so team games suffered the most because those weren't taken into consideration at all.
@@Tygrys205 i wont lie to you you will never be happy because the meat and bones of coh is the 1v1. team games will always be varying levels of suck because thats just the nature of coh. always has been always will be. thats why people split coh and vcoh into different terms because brits and panzer elite were fuckin ass to play against
@@Tygrys205 nowhere did I suggest balance should be a community democracy. I suggested Relic make changes, have somebody like tightrope who understands the mechanics and meta test them, and then adjust. And I’m sorry but when this game launched, DAK panzergrens were quite expensive and didn’t outperform riflemen. See now I’m providing concrete examples whereas you just want to act like you understand what’s going on. But that’s alright because it’s clear your comprehension skills aren’t sound
Spot on with the call-ins. I thoroughly enjoy CoH3 more than CoH2, but the call-ins need to go. It took like 5 years for CoH2 to finally lock it all behind tech. I hope it doesn't take as long for CoH3
Really disappointed with the training center change, as you said, due to callins being so strong, now a lot of brit builds I messed with even pre-patch are no longer viable. Can't do 4 sapper aggro builds due to the MP nerf + training center not arriving after the 4th sapper, and I was toying with a heavy vickers build trying the new training center buffs but that no longer works either. Bit disappointed as the build variety with Brits just got a lot lower. At least the dingo is okay Edit: Your thoughts at the end are spot on!
The call-in changes being tied to the battle group tree structure is bad, because unless there is a parallel free spot you can't implement it. It's why they didn't do it for the Churchill tank. They need to stick with one or the other. Also, they should just scrap all resource discount abilities, it just makes the game a nightmare to balance.
Great review, must have been a lot of work - thank you Tightrope. I don't think it's a fair comparison to use the winrates 48 hours after the patch dropped as an indicator of how good the Brits are though. I had a lot of Axis opponents trying their same old strategies against me without any adaptation, like rushing in with their 250s and getting obliterated by the newly buffed Dingo or charging into close range with my Sappers. After a couple of weeks this would have settled down and we would have a better idea of what's overperforming. Instead we've had a balancing process more akin to a drunk driver veering wildly across the road, feels very erratic.
@@tightropegaming I imagine so, although how it won’t be ruined by Jaeger spam which is still a thing or Carro spam - both of which I see a lot in team games - is beyond me. Maybe this is less prevalent in 1v1s.
You are right about the changes need to be done (Man power cheats etc...). Also in my opinion game general game balance needs to be adjusted before individual unit changes, unit classes should be standartilized over all efficiency. For exp elite inf way too different on factions. Maybe subclasses like elite support or elit infıltration can be implemented. Things may go rock scissors type but with more logical choices stategies also can be varied like that...
It's been funny seeing call-ins being such a big deal in this game after we already went through this in CoH2 with stuff like the T-34/85. Hopefully we can get to the point where all the call ins (except maybe the Wehr Tiger) are made from buildings rather than called in before too long.
I know the flak 36 doesnt see a lot of use but do people actually know that its vet 1 is the best snare in the game? It does engine damage at massuve range. I never see anyone use it even when vetted up
To AR call ins you need to add its tech cost 100mp 75fuel. First 3 call ins of pz III cost more than building them + pio. Also first pz iv call in is 600mp 145 fuel with AR cost added.
The vet 3 mortar pit has a bunch of fake HP because of a bug affecting its dummy models. It would be helpful to publicise this - the vet 3 pit will die at roughly 1/3 hp. Really confused why they didn’t fix this
At 32:37 you show the rifleman squad as having a Thompson, 4 Garands, and a Bar. The first Bar upgrade replaces the Thompson though. Similar to how whatever upgrade you give to infantry sections replaces the revolver that the officer carries. It's also a gimped Thompson that isn't as powerful as either the ranger or foot guard Thompson. So the Rifleman correctly modeled would be 5 Garands and a Bar. That should increase the overall dps of the squad more than what you displayed.
Non universal Manpower cheats abilities are impossible to balance. I don't understand why they exist... As for tech skip calling well... I don't like it... But it does bring some fun to the game i cant argue against that aspect of it. I have an idea. You can made them cost more if you skip tech. So you have a choice get a power boost in the mid to late game at the cost of the very late game. Or rush tech and save money to be more powerful with more tanks/strong units. Before those two things are done it will remain IMPOSSIBLE to balance DAK too... As they affect how that faction works the most in this game.
It took relic more than 2 months to make these changes, and i agree with you about the not targeting the core problems. How long more are they testing? Isnt that a big tournament coming? Is it going to use these?
Hey tightrope what do you think about buffing pioneers? I know theyre "cheap" at i think it was around 160 manpower or so, but being in that three man squad they basically arent good against anything unless you get the flamer and even then they die soooo easily
They could probably get 5 more health pretty safely. Building 3 pioneers was pretty popular last patch as a counter to 4x4 spam though so they aren't completely useless.
Guess I'll check back after a few more months. They really need to wake up and fix the core issues. At this rate they're going to spend the next year continuing to chase their own tail.
I'm really not a fan of this style of patching. Nothing for 1-2 months followed by hard nerfing problematic units into the ground. Wish they would do smaller more frequent changes.
i just agree because by this rate of updates it really is isn't putting anybody to play super long time when there is no new content really... + still no sale sad
So for the tractor, is the amount of shells fired different if you weren’t locked down since the patch specifically says “Lockdown mortar barrage”. Does that mean if you needed more damage you should not use the lockdown ability?
I would like to see a mid game tech that gives the Royal engines the +10 health or bolsters them to 5 men, since the brits don't have dedicated assault infantry
AND sappers being 165mp with armored BG does not allow for buffs like these. Anyway snappers can fight most CQC units 2v1, even rangers 3v1 + plant mines, repair and build, when out of fight.
@@Damo20 armored BG right now feels super bad and full of non choices IMO, the only real choice is between the Churchill call-ins and thats not enough. Noone is going to take mark vehicle when recon arty is so good, nor is anyone going to take vet crews when sapper MP reduction exists. I doubt anyone is going to really use light vehicle withdraw, especially now it costs muni again. Radio Net and repair stations are fine, I guess
@@dragonltu8349 By dedicated I meant in their base kit without a battlegroup. Also I agree with @Damo20, the cost reduction has to go, maybe replace it with a bolster to 5 men that competes with the Crusader AA, make the bolster 3 or 4 CP.
Dak struggles so hard against greyhound and british humber. Two of them are wiping you on retreat easily. Carro call-in takes way too long with 4 points. 250/9 Armored Half-Track is ultra weak!
allies are broken, mortar emplacements and bunkers are indestructible, rangers are unstoppable, light vehicle spam is disgusting, artillery almost at the beginning of the game, it's really sad, it became unplayable Thanks for the patch review TR
No, relic have put quite a few stats in themselves this time around. And if they haven't we often don't know the bonuses because they are hidden in the mod tools.
Can someone explain why the f*ck graphics are so much better than I have?) I have all ultra except textures (it's craze how much does it need to activate) and lol, the picture in the video is much better
I don't understand how relic said that axis cannot get counter to centurion and crusader aa while axis have bigger anti tank potential than allies. And what is funny is that crusader aa being a BG vehicle is way more expensive and just worse than its normal tech counterparts. But I have so much fun using dingo now tho I was still hoping for it to get special ability but it is what it is
27:30 wirbelwind nerf was such a slap in the face. It already cost 200 plus fuel to get it going and it was easy out powered and out flanked by a Chaffey or bazooka troops there was no need to change it now and tank rifleman from the British Army which cost a fraction of the price of a major avenger wear it again smh smh
Around 170 fuel to get first even now... And you forgot about jagers with shrecks which defend whirbels from chaffees and zooks, so it is not so one dimensional.
@@zbigniew2628 the jagged and shercks are bad they cost ammunition and slow to fire. Rifle man out fire them The American army has bazooka troop, rangers, paratroopers they can all be bought without fuel and fight both tanks and infantry.
@@reyorocio7446 and whirbels outfire riflemans when they outfire jagers... Yeye, it is an asymmetricaly designed balance... 2 zooks are not going to kill jagers but the other way around... + it is 2x120dmg vs 160dmg vs vehicles +camo to hide... The last thing I would say is that, they are bad now. May be with slow micro and bad positioning. If you want whirbels you go luft anyway, which is 50fuel + 50fuel for whirbels tech... Zooks alone do not counter it, unless someone can not kite or got surprised.
@@zbigniew2628 luff is 800 manpower and take 5 or 6 cp to unlock by then the other team has m3s. the game is off balance go play as the axis and see how broken the game is you always have to play from behind
Of course there was a winn difference! For past year brits struggled especially with their low paced early game. And suddenly their early game got buffed so it would take a week or two for the axis to react. RE weren't OP they were easily countereable early game unit. And the only non-doctrinal CQB unit brtis had. And now ther're even weaker than b4 patch. The balance is a joke. They nerfed their eralygame back, and they nerfed them some more bc they had good eralygame for a fewdays.
Buddy I don’t think you understand how broken REs were before this hotfix. They literally ran up to wehr grens or coastals while in green cover and slaughtered them. Why? Because they were broken. Newsflash, Brit’s aren’t supposed to have a good early game lmao
Update patch ruin the game . Axis is unplayable and allies are overpowered Game is unplayable we all need to complied and get this fixed asap or have the deves fired
4:07 strange and pointless just weakest the axis all around and makes the allies op so stupid axis will always play from behind and they will lose. Games is trash deves are trash
14:20 what a bad nerd already cost 100 fuel to get on one the field for a light vehicle not it can’t run away from bazooka troops which cost a quarter of the price to get on the field Smh this game is unplayable
@@dragonltu8349 what vehicles they all got nerfed American , has airstrikes so you can’t set up defense, chaffy and greyhound fast and strong The Marta 3 lacks mo mobility and can easily be outflanked and it doesn’t work well against medium tanks. The list just goes on. The British have an ant tank rifleman which are super cheap and super effect they literally can snipe your vehicles with two and are strong against infantry The royal engineers can just be spammed in rush since They are super good up close and cheap if you try to set up an MG they will rush you with the dingo or mortar. Axis troop cost are expensive and are not mobile so they get out and rushed, the game at the axis it’s unplayable
19:30 the anti-tank rifleman for the British army are over They’re good against infantry and can destroy vehicles with two shots Afric core ant tank units lack fire, power and now they get it decreasing accuracy shaking my head
Tightrope is the man. You are my favourite part of every patch lol
thank you for the extensive review. I think you should take over the balancing of CoH3 :D
100%
I know it’s a small thing, but I really miss the coh2 unit cards. So much more character.
I kinda hated them, despite actually prefering CoH 2 over 3 overall 😅
@@LuzikArbuzik77 yeah i think only coh1 had good cards. coh2 and 3 always felt like b team tier to me
16:20 The problem with late game DAK is you can't keep up with medium armor scaling just because P4's come so late and very few. Panzerjager, AT guns and Marders all feel gimmicky. If you get to the tiger, it's underwhelming against other tanks. They are the highest micro required faction just due to a lack of true AT
I wonder how many players ever used the DAK panzer 3 call in. It must be the most pointless ability inte game. They should just replace it with another vehicle.
It just doesnt make sene because why would you get it over the panzer 4 call in?
It is a cost problem. Add AR cost which is 100mp and 75 fuel and first 3 PZ III call ins cost 40mp and 15 fuel more, than building them with pios. Negative power spike xD
Great walkthrough of the patch notes
Choosing defensive line comes with huge opportunity cost of no command/special bunkers. I guess command bunker is not as relevant in 1v1, and tightrope mostly plays that. However, in team modes on large maps, command bunker acts as a forward retreat point, and provides some pretty useful buffs alongside that for other bunkers nearby.
Command bunker in front, with med bunker behind on the edge of the radius is a VERY powerful strategy for large maps.
The Manpower cheats and Call-ins are the number one balance problems with the game. Someone at Relic is really relucant to change them though.
100% agree
Its the only change that really.matters and they refuse to fix it. The manpower cheats should either go or be down at maybe 10%
Relic, you need to contract Tightrope for balance change reviews before they go live.
And I'll be the bad guy and say, I am convinced that the balance team at Relic doesn't seem to understand how unit performance should reflect manpower/fuel/reinforce costs. And when factions can reduce bleed on their manpower costs, it gives them a distinct advantage, especially in 1v1s
I don't want to shit on your parade but need I remind you the sorry state of balance in CoH2 when the community got involved? Whatever the thing that's wearing relic's skin like a skinwalker is doing now will still be miles better than whatever a community lead balance team would do despite me also mostly agreeing with what tightrope has to say.
@@Tygrys205 some good things did come out of it, like call in meta getting tied to tech. relic refused to do that for 2 years straight
@@Schaden-freude I agree but only some. Most of it was absolute shit, especially since they were pushing hard for esports so team games suffered the most because those weren't taken into consideration at all.
@@Tygrys205 i wont lie to you you will never be happy because the meat and bones of coh is the 1v1. team games will always be varying levels of suck because thats just the nature of coh. always has been always will be. thats why people split coh and vcoh into different terms because brits and panzer elite were fuckin ass to play against
@@Tygrys205 nowhere did I suggest balance should be a community democracy. I suggested Relic make changes, have somebody like tightrope who understands the mechanics and meta test them, and then adjust. And I’m sorry but when this game launched, DAK panzergrens were quite expensive and didn’t outperform riflemen. See now I’m providing concrete examples whereas you just want to act like you understand what’s going on. But that’s alright because it’s clear your comprehension skills aren’t sound
awesome thumbnail
thanks for the analysis tight!
Thanks for the video
Spot on with the call-ins. I thoroughly enjoy CoH3 more than CoH2, but the call-ins need to go. It took like 5 years for CoH2 to finally lock it all behind tech. I hope it doesn't take as long for CoH3
relic has a habit of dying on uber specific balancing hills in regards to coh.
Another great wrap tightrope! :)
Really disappointed with the training center change, as you said, due to callins being so strong, now a lot of brit builds I messed with even pre-patch are no longer viable. Can't do 4 sapper aggro builds due to the MP nerf + training center not arriving after the 4th sapper, and I was toying with a heavy vickers build trying the new training center buffs but that no longer works either. Bit disappointed as the build variety with Brits just got a lot lower.
At least the dingo is okay
Edit: Your thoughts at the end are spot on!
The call-in changes being tied to the battle group tree structure is bad, because unless there is a parallel free spot you can't implement it. It's why they didn't do it for the Churchill tank. They need to stick with one or the other. Also, they should just scrap all resource discount abilities, it just makes the game a nightmare to balance.
Great review, must have been a lot of work - thank you Tightrope. I don't think it's a fair comparison to use the winrates 48 hours after the patch dropped as an indicator of how good the Brits are though. I had a lot of Axis opponents trying their same old strategies against me without any adaptation, like rushing in with their 250s and getting obliterated by the newly buffed Dingo or charging into close range with my Sappers. After a couple of weeks this would have settled down and we would have a better idea of what's overperforming. Instead we've had a balancing process more akin to a drunk driver veering wildly across the road, feels very erratic.
I think they acted quickly because they didn't want the tournament this weekend ruined by sapper spam.
I can see Relic rebuffing Sappers after the tournament, for now theyre taking the safe choice of keeping the buffs that people liked
@@tightropegaming I imagine so, although how it won’t be ruined by Jaeger spam which is still a thing or Carro spam - both of which I see a lot in team games - is beyond me. Maybe this is less prevalent in 1v1s.
I had 4 games vs DAK where they tried to kill me with l6 spam still.
I hope we get to see at least some Brits in the tournament. It seems to have been purely usf vs wehr lately.
You are right about the changes need to be done (Man power cheats etc...).
Also in my opinion game general game balance needs to be adjusted before individual unit changes, unit classes should be standartilized over all efficiency. For exp elite inf way too different on factions. Maybe subclasses like elite support or elit infıltration can be implemented.
Things may go rock scissors type but with more logical choices stategies also can be varied like that...
Copy and paste symmetrical balancing in boring and ruins the point of coh imo
Not talking about symmetrical balance, already ruined and getting ruined in different ways anyway...
It's been funny seeing call-ins being such a big deal in this game after we already went through this in CoH2 with stuff like the T-34/85. Hopefully we can get to the point where all the call ins (except maybe the Wehr Tiger) are made from buildings rather than called in before too long.
I know the flak 36 doesnt see a lot of use but do people actually know that its vet 1 is the best snare in the game? It does engine damage at massuve range. I never see anyone use it even when vetted up
To AR call ins you need to add its tech cost 100mp 75fuel. First 3 call ins of pz III cost more than building them + pio.
Also first pz iv call in is 600mp 145 fuel with AR cost added.
The vet 3 mortar pit has a bunch of fake HP because of a bug affecting its dummy models. It would be helpful to publicise this - the vet 3 pit will die at roughly 1/3 hp. Really confused why they didn’t fix this
Weird, have you reported it?
At 32:37 you show the rifleman squad as having a Thompson, 4 Garands, and a Bar. The first Bar upgrade replaces the Thompson though. Similar to how whatever upgrade you give to infantry sections replaces the revolver that the officer carries. It's also a gimped Thompson that isn't as powerful as either the ranger or foot guard Thompson. So the Rifleman correctly modeled would be 5 Garands and a Bar. That should increase the overall dps of the squad more than what you displayed.
Why do mortar pits have such high health and 0 pop!?
Because the vetted mortar pit health bar is benefitting from a bunch of fake hp. The vetted mortar pit dies at 1/3 hp
Non universal Manpower cheats abilities are impossible to balance.
I don't understand why they exist...
As for tech skip calling well... I don't like it... But it does bring some fun to the game i cant argue against that aspect of it.
I have an idea.
You can made them cost more if you skip tech.
So you have a choice get a power boost in the mid to late game at the cost of the very late game.
Or rush tech and save money to be more powerful with more tanks/strong units.
Before those two things are done it will remain IMPOSSIBLE to balance DAK too...
As they affect how that faction works the most in this game.
It took relic more than 2 months to make these changes, and i agree with you about the not targeting the core problems. How long more are they testing? Isnt that a big tournament coming? Is it going to use these?
Hey tightrope what do you think about buffing pioneers? I know theyre "cheap" at i think it was around 160 manpower or so, but being in that three man squad they basically arent good against anything unless you get the flamer and even then they die soooo easily
They could probably get 5 more health pretty safely. Building 3 pioneers was pretty popular last patch as a counter to 4x4 spam though so they aren't completely useless.
Guess I'll check back after a few more months. They really need to wake up and fix the core issues. At this rate they're going to spend the next year continuing to chase their own tail.
So what does the 250's armour end up at now after combat halftracks? If they're going to reduce the armour so much at least buff the mg
I'm really not a fan of this style of patching. Nothing for 1-2 months followed by hard nerfing problematic units into the ground. Wish they would do smaller more frequent changes.
They need to include the community again for balancing. Also, the wait time for this patch was unacceptable.
i just agree because by this rate of updates it really is isn't putting anybody to play super long time when there is no new content really... + still no sale sad
nice game when its coming to google play store ?
COH1 came out 2006, then on android 2020, so probably in 14 years time.
Great vid
does mobile repair station still function when 221 or halftruck is not moving but in combat?
not moving OOC is the condition. it also, uh, says what it does in the description.
So for the tractor, is the amount of shells fired different if you weren’t locked down since the patch specifically says “Lockdown mortar barrage”. Does that mean if you needed more damage you should not use the lockdown ability?
Its just what its called. Its an active ability that calls in a mortar barrage at the location.
I would like to see a mid game tech that gives the Royal engines the +10 health or bolsters them to 5 men, since the brits don't have dedicated assault infantry
vet 3 gives hp bonus to 95 hp and brits do have dedicated assault infrantry gurhkas with thomsons or even commanders both versions really
AND sappers being 165mp with armored BG does not allow for buffs like these. Anyway snappers can fight most CQC units 2v1, even rangers 3v1 + plant mines, repair and build, when out of fight.
@@zbigniew2628Then they should get rid of the Armoured BG cost reduction and replace it with something else.
@@Damo20 armored BG right now feels super bad and full of non choices IMO, the only real choice is between the Churchill call-ins and thats not enough. Noone is going to take mark vehicle when recon arty is so good, nor is anyone going to take vet crews when sapper MP reduction exists. I doubt anyone is going to really use light vehicle withdraw, especially now it costs muni again. Radio Net and repair stations are fine, I guess
@@dragonltu8349 By dedicated I meant in their base kit without a battlegroup. Also I agree with @Damo20, the cost reduction has to go, maybe replace it with a bolster to 5 men that competes with the Crusader AA, make the bolster 3 or 4 CP.
did you say "manpower cheats"?
I didn't know that was a thing
He means the 25% discount abilities that all factions but DAK have.
Dak struggles so hard against greyhound and british humber. Two of them are wiping you on retreat easily. Carro call-in takes way too long with 4 points. 250/9 Armored Half-Track is ultra weak!
allies are broken, mortar emplacements and bunkers are indestructible, rangers are unstoppable, light vehicle spam is disgusting, artillery almost at the beginning of the game, it's really sad, it became unplayable
Thanks for the patch review TR
Just get good, im racking 10 win streak on axis right now
I am first commenter, that means I'm cooler than everyone else 😎
Yep
Is there a better info mod for coh3 ?
No, relic have put quite a few stats in themselves this time around. And if they haven't we often don't know the bonuses because they are hidden in the mod tools.
Tbh only watching this just because tightrope uploaded a new vid.
why not nerf the wirbel as well
Can someone explain why the f*ck graphics are so much better than I have?) I have all ultra except textures (it's craze how much does it need to activate) and lol, the picture in the video is much better
maybe play around with settings ultra all does't mean everything will look great
I don't understand how relic said that axis cannot get counter to centurion and crusader aa while axis have bigger anti tank potential than allies. And what is funny is that crusader aa being a BG vehicle is way more expensive and just worse than its normal tech counterparts. But I have so much fun using dingo now tho I was still hoping for it to get special ability but it is what it is
27:30 wirbelwind nerf was such a slap in the face. It already cost 200 plus fuel to get it going and it was easy out powered and out flanked by a Chaffey or bazooka troops there was no need to change it now and tank rifleman from the British Army which cost a fraction of the price of a major avenger wear it again smh smh
Around 170 fuel to get first even now... And you forgot about jagers with shrecks which defend whirbels from chaffees and zooks, so it is not so one dimensional.
@@zbigniew2628 the jagged and shercks are bad they cost ammunition and slow to fire.
Rifle man out fire them
The American army has bazooka troop, rangers, paratroopers they can all be bought without fuel and fight both tanks and infantry.
@@reyorocio7446 and whirbels outfire riflemans when they outfire jagers...
Yeye, it is an asymmetricaly designed balance... 2 zooks are not going to kill jagers but the other way around... + it is 2x120dmg vs 160dmg vs vehicles +camo to hide...
The last thing I would say is that, they are bad now. May be with slow micro and bad positioning.
If you want whirbels you go luft anyway, which is 50fuel + 50fuel for whirbels tech... Zooks alone do not counter it, unless someone can not kite or got surprised.
@@zbigniew2628 luff is 800 manpower and take 5 or 6 cp to unlock by then the other team has m3s. the game is off balance go play as the axis and see how broken the game is you always have to play from behind
Of course there was a winn difference! For past year brits struggled especially with their low paced early game. And suddenly their early game got buffed so it would take a week or two for the axis to react. RE weren't OP they were easily countereable early game unit. And the only non-doctrinal CQB unit brtis had. And now ther're even weaker than b4 patch. The balance is a joke. They nerfed their eralygame back, and they nerfed them some more bc they had good eralygame for a fewdays.
Buddy I don’t think you understand how broken REs were before this hotfix. They literally ran up to wehr grens or coastals while in green cover and slaughtered them. Why? Because they were broken. Newsflash, Brit’s aren’t supposed to have a good early game lmao
Update patch ruin the game . Axis is unplayable and allies are overpowered
Game is unplayable we all need to complied and get this fixed asap or have the deves fired
4:07 strange and pointless just weakest the axis all around and makes the allies op so stupid axis will always play from behind and they will lose. Games is trash deves are trash
well this is just to much negetive thinking and axis you can win just use more vehicle and build up infrantry arty from wher is great
14:20 what a bad nerd already cost 100 fuel to get on one the field for a light vehicle not it can’t run away from bazooka troops which cost a quarter of the price to get on the field
Smh this game is unplayable
@@dragonltu8349 what vehicles they all got nerfed
American , has airstrikes so you can’t set up defense, chaffy and greyhound fast and strong The Marta 3 lacks mo mobility and can easily be outflanked and it doesn’t work well against medium tanks. The list just goes on.
The British have an ant tank rifleman which are super cheap and super effect they literally can snipe your vehicles with two and are strong against infantry
The royal engineers can just be spammed in rush since They are super good up close and cheap if you try to set up an MG they will rush you with the dingo or mortar.
Axis troop cost are expensive and are not mobile so they get out and rushed, the game at the axis it’s unplayable
19:30 the anti-tank rifleman for the British army are over They’re good against infantry and can destroy vehicles with two shots Afric core ant tank units lack fire, power and now they get it decreasing accuracy shaking my head