Company of Heroes 3

Company of Heroes 3

reBALANCE Tuning Pack
Suggestions
My list of suggestions after May 19th patch:



GENERIC

My proposal changes in the early game unit roster will make more usage for ultra-light vehicles play (like Dingo, Jeep, Ketten, 221 car, motorcycles and DAK HTs). We already have a lot of infantry incentives to use in early game. Ultra light vehicles needs to shine again.

This changes will reduce Rifleman and Tommy spam, because we will have more incentives and necessity to build other units like snipers and light vehicles.

*Change some units in the US early game roster:
-Scout to T1 barracks
-Jeeps to T0 HQ
-Sniper to T1 barracks
-Mortar to T2 WSC
-Reduce fuel cost for US HT

*Cut the US Grenade global upgrade into two separete things (1 - grenades/ 2 sticky bombs, like CoH1)

*Jeep - nerf cost in the captain Jeep upgrade to 50 muni. Because its so powerfull in the early game.

*Wher - Move 251 HT to Luft kompanie and 221 Car to PanzerGrenadier Kompanie

*Change Ketten to initial Wher unit instead Pionners. This change will give more capping power to Wher in the early game and will make US/ Brit to build Jeeps and Dingos to hunt the Ketten. More diversity in the early game is the key. MGs, Grens, DAK HTs and 221 cars will counter the Jeeps and Dingos.

DAK - give light supress or more damage for motorcycles. Increase some health for DAK HTs or less small Arms damage.



US

*Shermans 105mm need to bring performance in line with Wher Brummbar. Increase damage against infantry.

*M8 Scott needs more range. Maybe an ammo ability to bring in line with others Pack Howies and German ieG. Make M8 Scott imobile when they used this ability. This will give an intermediate solution for US lack of arty.

*Sherman Whizbang needs to be the "temporary solution" for US heavy arty (especially for teamgames), until Relic drop the paid DLC with US arty. Make more range for the rockets (like other heavy fixed artys), but increase fuel cost and reduce Vehicle Mobility.

*Bazooka squad needs some kind of buff. Maybe reduce to 2 man squad, but give passive cammo and an one more ammo ability like tank tread wrecked being imobilized for 30 seconds or more.

*M8 Greyhound dropping mines, like CoH1

*make the second BAR upgrade as global T4 upgrade. If you have Tank Depot, you can make the global 2nd BAR upgrade.

*Make Scouts/pathfinder great again. Maybe more sight increase for them when immobile. Give M1 carbines for them (because is cool ;P)

*Remove Airborne AT paradrop in anywhere. Drop only into visible sights (like T0 drop units)

*Mechanized Support - buff Speed repair for fixed Engies. Support



WHER

*Panzergrens (dak and wher) need some kind of passive bonus when they fighting along side halftracks and STUGs

*Wher 20mm flak needs some buff to make T2 more attractive. 221 car needs some love too (maybe reduce fuel cost a little)

*More global fuel upgrades for Wher T4, to give more incentives to build T4:
-Commander for tanks (for call in arty and better vision/accuracy)
-Tungstein shells for tanks
-Smoke lauchers for german tanks and light vehicles (Nebelwurfgerät)

*less rotation for Marders and Stugs. Marders need to be "glass canons".

*Tweak the loading time recharge for nebels. More time for reloading with vet 0 and maybe less time with more veterancy.

*Make HT Stummel more lethal. Maybe increase range.

*Make Panther more an "AT proper tank" than a generalist premium medium tank (like CoH1 and CoH2).

*Reduce a bit fuel cost for Panzer4, to make more incentive to build them and build T4. Same for Brummbar.


DAK

*Make Panzerjaeager infantry come early. To give more options to DAK infantry in the early game.

*less rotation for Marders and Stugs. Marders need to be "glass canons".



BRIT

*Remove 1 model from Sappers, to reduce early game close combat from this unit. Add a global upgrade for increase sapper/tommy squads models in the late game (this model can be the brit captain).



BUG FIXES


*Added enginners/pios spawn when HQ are destroyed. 2 squads like CoH1.


*Proper M8 Scott in game name.
Last edited by nigo_BR ᵀᴹ; May 28, 2023 @ 9:02am
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nigo_BR ᵀᴹ May 21, 2023 @ 4:19pm 
One more:


US:


Captain - Change main weapon to Thompson, for all squad. Why?

Thompson is cool
US needs a close quarter unit
Captain unit is almost useless. Change them to close quarter unit will make more effective
Most US officers used Thompson in the war :D

and

US in CoH3 without Thompsons is a attrocius
Last edited by nigo_BR ᵀᴹ; May 22, 2023 @ 6:21am
nigo_BR ᵀᴹ May 27, 2023 @ 10:15am 
Wher:

Raise cost of MG42 for 280-320, because its the best MG in-game (and deserve it).

This will prevent MG spam and force players to build other things in the early game. With my proposal to Ketten be the initial wher unit, players will need to build Pios and Greens too.


US


All 3 support centers will give the captain. But theres a trick here:

Captain will only buidable in the HQ only, not a free unit anymore. If players want more free vet for your units, they need to build the captain.
nigo_BR ᵀᴹ May 28, 2023 @ 9:06am 
GENERIC


Random drop area (like coh1/coh2) for all drop units

reason: All drop are pin point exact locations by the players. With that players can "flank" MGs or AT guns easily with paradrops. To prevent that, make a random location in the drop area.



AXIS/ALLIES Infantry :


Try to copy and past all main infantry line damage from CoH1. Axis infantry long range, allies close-mid range. This work very well in CoH1. In Coh2 and Coh3 is a total disaster with both factions have acess to all range tools.
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