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Watch axis players come here saying allies are somehow OP because they lost their 1 panther due to fighting 3 TDs or 4 AT guns but then wiping all of that with rockets or schrecks
So... sounds like a skill issue tbh
NOOOOO HOW CAN A 280MP UNIT WITH 120 MUNI UPGRADES OUTPERFORM A 240MP GRENADER UNIT.
HOW CAN THE STUART DEFEAT MY 20 FUEL SCOUT CAR??!!?
YIKES THE JACKSON IS STRONG, WHY RELIC WHY? WHY CANT I BEAT A FRAGILE TANK DESTROYER AT MAX RANGE WITHOUT FLANKING OR AT SUPPORT??!?!?
ALLIED FANBOIS ARE JUST COPING THEIR FACTION IS TOO STRONG.
COH3 NEEDS MORE BALANCE THAN THIS! STUPID ALLIES AND THEIR CLOSE RANGE HIGH MICRO FIREPOWER!
And Riflemen are fine.
So recapping the USF is not really a weak faction and nor is there a higher win rate faction. It is all about use and skill etc.
It's also a little puzzling as to why you think you should be able to win against two players combined assaults. Would it not be too strong if a USF player can fight off two axis players on their own?
It would be nice to know what exactly you want buffed and what troops in particular.. Just to pick your brain a bit.
Riflemen, on the other hand, aren't as cheesy as pathfinders but still have upper hand earlygame. you can use bonus veterancy bulletin for them so you can snowball your earlygame further. Past that, every faction is about how you utilize combined arms. Stop comparing "unit a can't beat unit b solo" cuz it's never a thing. you win by using combined arms, which means, your units must support each other. If you play CoH in chess style, trying to engage multiple 1v1 fights, then don't complain queen takes a pawn.
IMO US infantry is good early-mid game because the ambulance exists, officers are stronk, and you have access to a lot of smoke, but they "fall off" pretty hard because the tools you'd use to support them as the game progresses vary wildly in terms of usability.
-Rear echs are the stinkiest engineer/starting unit. I like the rifle nades out of fighting positions, but volley fire costs way too much for a suppression ability that almost never finishes and makes the unit itself more vulnerable. smoke is nice, but officers and mortars quickly outmode the ech at equal or no munie cost (and no upgrade cost with the mortar). Not having access to real mines without riflemen field defences sucks.
-50 cal is bad. It's mutually exclusive with the AT gun for a while, has bad suppression (area suppression, specifically), and has a narrow arc. In theory, it makes up for this with good damage and extra anti-light vehicle capabilities.. it just doesn't perform its role as an HMG at this point, and the extra damage is not very noticeable against infantry. You do, however, occasionally kill some light vehicles that arent the 222, which is nice I guess, but the MG-42 seems to do the same thing just fine most of the time out of the OST HQ for less manpower and with better arc and suppression.
-Fighting positions and the AA half-track are both countered by the rak out of the OKW HQ and can feel like a waste of time. Fighting positions especially are mostly relegated to protecting deep flanks. The AA HT is also amusingly poor at AA, but it can bully light vehicles and usually doesn't die to raks too quickly. between these and the 50 cal, US has the wort access to suppression imo.
-Sherman is expensive, has poor HP and armour, and feels overly specialised vs infantry for a unit that has to manually switch shell types. Overall seems to have a short shelf life when shrecks and panthers are pretty much all you see after you get your first medium tank out. I don't have much experience or success with the commander variants of the sherman, but they mostly seem to also suffer from poor durability while trading too much anti-infantry focus for too much anti-vehicle focus while still losing to the omni-present panthers.
-US snares are bad and are accessed super late compared to everyone else, especially OST and soviets.
Overall I just end up with whacky lategame comps centred around commander artillery (priests, mostly), self-smoking infantry for capping, and M1 AT guns/jacksons for not dying to panthers and heavies. I just don't know how to fight german infantry head-to-head without proper MG support and no durable/expendable medium tank like the t-34. I think the scott is supposed to fill this role but I just cant bring myself to click it that often out of spite for the guys I run into as a german who spam pathfinders into lategame triple scott.. It looks too goofy and is just outside of what I want in a ww2 videogame.
I feel like if we were still getting balance updates I would like to see some change to the 50 cal, like adding a range and/or suppression ability for munies much like the M1 AT abilities. I recall watching old training films where they used the 50 cal in an indirect role, it might be cool to try adding the bofors indirect ability on vet.
And you can assist your useless infantry with otheres tanks.