N7 SHARK
N7 SHARK
  • Видео 96
  • Просмотров 141 965
CoH3 | State of Balance // Where do we go from here?
SHARK breaks down some frustrations with the current CoH3 balance and talks about how to prepare for the upcoming 2.0 patch.
00:00 - 00:54 - Intro
00:55 - 06:36 - Balance Issues
06:37 - 07:32 - How to Fix USF Scouts
07:32 - 10:56 - Optionality and Agency
10:57 - 14:53 - What to do Now?
#coh3 #companyofheroes3 #companyofheroes3gameplay #rts #rtsgames #rtsgaming #update #balance
Просмотров: 4 128

Видео

CoH3 2v2 Cast | Flokl (DAK) & Dumbass (DAK) vs Leo Invictum (US) & NickTamAir (US)
Просмотров 87914 часов назад
SHARK and the Rather Splendid Cromwell cast a cheesy 2v2 between two high-level teams on Campell's Convoy. Can the DAK survive an aggressive USF rush? FLOKL (DAK) | AUT | #76 - Armored Support Battlegroup Dumbass (DAK) | USA | #25 - Battlefield Espionage Battlegroup Leo Invictum (US) | NDL | #160 - Armored Battlegroup NickTamAir (US) | FRA | #165 - Special Operations Battlegroup www.youtube.com...
CoH3 1v1 Cast | Top3Control (WM) vs nub (US)
Просмотров 1,2 тыс.14 дней назад
SHARK and RedLeader cast an exciting match between a Top 10 player and a talented challenger. Both players choose to stall for late game units... but can they outlast their opponent until reinforcements arrive? Top3Control (WM) | GBR - Breakthrough Battlegroup nub (US) | USA - Special Operations Battlegroup Map: Twin Beaches Patch: 1.9.4 00:00 - 00:39 - Intro 00:40 - 27:15 - Match 27:16 - 33:45...
CoH3 1v1 Cast | Akkerman (WM) vs Mishi (UK)
Просмотров 99114 дней назад
SHARK and Senpai Ares cast a nasty brawl on Semois, an extremely challenging (and polarizing) map. How would you solve this late game stalemate? Akkerman (WM) | UKR | #124 - Mechanized Battlegroup Mishi (UK) | USA | #87 - Air and Sea Battlegroup Map: Semois Patch: 1.9.4 00:00 - 00:42 - Intro 00:43 - 39:18 - Match 39:19 - 45:58 - Build Order Review 45:59 - 52:32 - Match Analysis and Recap #coh3 ...
CoH3 1v1 Cast | LEVEL UP Series | Cpt.Bod (DAK) vs Max1boy (UK)
Просмотров 1,2 тыс.21 день назад
SHARK and RedLeader cast back-and-forth game between two players looking to hone their skills. Can Cpt.Bod capitalize on the DAK's mobility, or will Max1boy's micro save the day? Cpt.Bod (DAK) | GBR - Armored Support Battlegroup Max1boy (UK) | ISR - Heavy Armor Battlegroup Map: Taranto Coastline Patch: 1.9.4 00:00 - 00:38 - Intro 00:39 - 30:06 - Match 30:07 - 38:59 - Build Order Review 39:00 - ...
CoH3 1v1 Cast | nub (DAK) vs Reakly (UK)
Просмотров 1,7 тыс.21 день назад
SHARK casts a vicious fight between two top 10 players with an extremely high body count and multiple (!) heavy tanks. Who can finally inflict the knockout blow and claim victory? nub (DAK) | USA | #7 - Battlefield Espionage Battlegroup Reakly (UK) | LTU | #1 - Heavy Armor Battlegroup Map: Twin Beaches Patch: 1.9.4 00:00 - 00:44 - Intro 00:45 - 40:15 - Match 40:16 - 44:59 - Build Order Review 4...
CoH3 1v1 Cast | LEVEL UP Series | Mr Gizard (DAK) vs YOMAMMA (US)
Просмотров 1,4 тыс.Месяц назад
SHARK and TurtleWar cast a marathon game between two Aussies looking to break into the Gold tier. Who has the endurance to go the distance? Mr Gizard the Lizard Wizard (DAK) | AUS - Battlefield Espionage Battlegroup YOMAMMA (US) | AUS - Advanced Infantry Battlegroup @Turtlewar www.youtube.com/@Turtlewar Map: Twin Beaches Patch: 1.9.4 00:00 - 00:49 - Intro 00:50 - 37:54 - Match 37:55 - 46:57 - B...
CoH3 2v2 Cast | GreyFox_13 (WM) & S K E N G (DAK) vs InfoWars.com (US) & MaplePine (UK)
Просмотров 1,3 тыс.Месяц назад
SHARK and the Rather Splendid Cromwell cast a special holiday 2v2 between two of their close friends and some talented opponents. Now get off youtube and go spend time with your loved ones! GreyFox_13 (WM) | USA | #1261 - Mechanized Battlegroup S K E N G (DAK) | GBR | #45 - Battlefield Espionage Battlegroup InfoWars.com (US) | USA | #143 - Armored Battlegroup MaplePine (UK) | SVN | #846 - Air a...
CoH3 1v1 Cast | LEVEL UP Series | Shawn (WM) vs =[EZGK]= T3dg013 (US)
Просмотров 1,4 тыс.Месяц назад
SHARK casts a well-balanced match between two up-and-coming players looking to take their game to the next level. What do these high-potential players need to do to LEVEL UP? Shawn (WM) | DEU - Mechanized Battlegroup =[EZGK]= T3dg013 (US) | FRA - Special Operations Battlegroup Map: Faymonville Patch: 1.9.4 00:00 - 01:07 - Intro 01:08 - 31:44 - Match 31:45 - 40:56 - Build Order Review 40:57 - 50...
CoH3 2v2 Cast | lattouf (WM) & ohmygod321(WM) vs Ares (US) & PaNiC (UK)
Просмотров 1,2 тыс.Месяц назад
SHARK and FloofieDog cast a bloody 2v2 between two arranged teams of extremely talented players. As the match drags on, who will adapt best to the changing conditions and secure victory? lattouf (WM) | CAN | #31 - Breakthrough Battlegroup ohmygod321 (WM) | CAN | #98 - Breakthrough Battlegroup Ares (US) | USA | #66 - Advanced Infantry Battlegroup PaNiC (UK) | AUS | #62 - Air and Sea Battlegroup ...
CoH3 1v1 Cast | Havoc (DAK) vs Seocheon (US)
Просмотров 1,8 тыс.Месяц назад
SHARK and Fredsch cast a 1v1 on Twin Beaches between two CoH3 savants utilizing balanced and high APM builds. Can Havoc overcome early losses to earn the win? Will Seocheon's patience finally run out? Havoc (DAK) | CAN | #7 - Italian Infantry Battlegroup Seocheon (US) | ROK | #27 - Armored Battlegroup Map: Twin Beaches Patch: 1.9.3 NEW DAK META - ruclips.net/video/pkgynVT5geM/видео.htmlsi=b6mjX...
CoH3 1v1 Cast | DanceFKRdance (WM) vs MahnGiL (UK)
Просмотров 1,2 тыс.Месяц назад
SHARK and RedLeader cast a 1v1 on Pachino Stalemate between two seriously cancerous builds. In the battle of cheese... whose cheese will reign supreme? DanceFKRdance (WM) | DEU | #138 - Italian Coastal Battlegroup MahnGiL (UK) | ROK | #95 - Heavy Armor Battlegroup Map: Pachino Stalemate Patch: 1.9.3 00:00 - 00:43 - Intro 00:44 - 23:05 - Match 23:06 - 26:30 - Build Order Review 26:31 - 36:57 - M...
CoH3 1v1 Cast | Mysterion (DAK) vs StephennJF (US)
Просмотров 1,6 тыс.Месяц назад
CoH3 1v1 Cast | Mysterion (DAK) vs StephennJF (US)
CoH3 1v1 Cast | OrangePest (DAK) vs GFM. Erwin Rommel (US)
Просмотров 1,7 тыс.Месяц назад
CoH3 1v1 Cast | OrangePest (DAK) vs GFM. Erwin Rommel (US)
CoH3 1v1 Cast | mariopl97 (DAK) vs Colonel0tto (UK)
Просмотров 1,9 тыс.Месяц назад
CoH3 1v1 Cast | mariopl97 (DAK) vs Colonel0tto (UK)
CoH3 1v1 Cast | Alpenwell (DAK) vs *Mule (US)
Просмотров 1,8 тыс.2 месяца назад
CoH3 1v1 Cast | Alpenwell (DAK) vs *Mule (US)
CoH3 | ORCHID SPIDER Multiplayer Balance Notes and Analysis
Просмотров 1,3 тыс.2 месяца назад
CoH3 | ORCHID SPIDER Multiplayer Balance Notes and Analysis
BROKEN ARROW | US Deck Guide | Team Composition | Micro Tips and Tricks
Просмотров 2 тыс.2 месяца назад
BROKEN ARROW | US Deck Guide | Team Composition | Micro Tips and Tricks
BROKEN ARROW | US Support Deck Build and Walkthrough
Просмотров 4,6 тыс.2 месяца назад
BROKEN ARROW | US Support Deck Build and Walkthrough
BROKEN ARROW | Basics and Initial Thoughts
Просмотров 1,4 тыс.2 месяца назад
BROKEN ARROW | Basics and Initial Thoughts
CoH3 1v1 Cast | JLODGE (DAK) vs Leo invictum (US)
Просмотров 1,4 тыс.2 месяца назад
CoH3 1v1 Cast | JLODGE (DAK) vs Leo invictum (US)
CoH3 1v1 Cast | HellCats (DAK) vs Rei (US)
Просмотров 1,2 тыс.2 месяца назад
CoH3 1v1 Cast | HellCats (DAK) vs Rei (US)
CoH3 2v2 Cast | nub (WM) & FutureNP (DAK) vs Janko (UK) & Scotch (US)
Просмотров 1,8 тыс.2 месяца назад
CoH3 2v2 Cast | nub (WM) & FutureNP (DAK) vs Janko (UK) & Scotch (US)
CoH3 1v1 Cast | HulkSMASH (WM) vs Reakly (US)
Просмотров 1,5 тыс.2 месяца назад
CoH3 1v1 Cast | HulkSMASH (WM) vs Reakly (US)
CoH3 1v1 Cast | Caosak (WM) vs .:PSG:. RedxWings (UK)
Просмотров 1,6 тыс.2 месяца назад
CoH3 1v1 Cast | Caosak (WM) vs .:PSG:. RedxWings (UK)
CoH3 1v1 Cast | Rei (DAK) vs Orangepest (UK)
Просмотров 2,5 тыс.3 месяца назад
CoH3 1v1 Cast | Rei (DAK) vs Orangepest (UK)
CoH3 1v1 Cast | Clororaa (DAK) vs Pie-Eater (UK)
Просмотров 1,4 тыс.3 месяца назад
CoH3 1v1 Cast | Clororaa (DAK) vs Pie-Eater (UK)
CoH3 1v1 Cast | UMirinBrah? (WM) vs JEFG (US)
Просмотров 1,6 тыс.3 месяца назад
CoH3 1v1 Cast | UMirinBrah? (WM) vs JEFG (US)
CoH3 1v1 Cast | Barrow-Downs (DAK) vs Shinshigumi (UK)
Просмотров 1,5 тыс.3 месяца назад
CoH3 1v1 Cast | Barrow-Downs (DAK) vs Shinshigumi (UK)
CoH3 1v1 Cast | Oziligath (DAK) vs DaPopeCOH (UK)
Просмотров 1,8 тыс.3 месяца назад
CoH3 1v1 Cast | Oziligath (DAK) vs DaPopeCOH (UK)

Комментарии

  • @JackBodnar
    @JackBodnar 6 часов назад

    I think 3 things must change to make game both feel and play better. 1 - TTK - it’s not about too short or too long. It’s about how many “cheats” to not get properly damaged. Damage reductions, damage caps, survivability mostly based on HP than RA. This means that elites facetank rather then outgun. This is why they can yolo push, this is why they can face check instead of using recon units/abilities, this is why elite blob is so strong - too hard to kill. If it is more like CoH 2 - same HP but different RA - elites STILL survive more against mainliners BUT when something like Brumbar shows up Ranger will have to be more careful instead of just gun it down with srinting+bazooka+that 3 CP passive buff for heavy weapons. Same goes for tanks - survivability is mostly HP. That is why P4 can ignore crusader to an extend - crusader simply dies too fast to capitalize on it’s speed against “heavier” mediums. That’s why Grant is THAT oppressive - just too much HP instead of bouncing shots. Hard counters just don’t hard counter fast enough due to “artificial” survivability of tanks. Funny thing is - this is EXACTLY why LV spam is too strong. Lelic nerfed them but instead should have buffed mediums and heavies armor and nerf HP. Here is why - LVs are spammed and you roll out medium to counter them. But they win cuz they have huge DPS that mediums cannot counter since their armor is too thin for that but not enough damage to kill something. If armor is buffed, LVs can only scratch or should risk to dive behind to actually kill. But since HP is lower - medium against medium is not effected. Same goes for heavies against mediums, that’s why AT guns should also get some buff. This will also make sure that AT rifles that were almost useless against tanks will have decent chance against LVs (they are supposed to counter) but not snowball against mediums (especially lighter one like crusader or P3). 2 - MP cheats, that has to go, it just multiplies the strength of elites and makes USF THAT strong in 1v1. Remove MP cheats and suddenly USF is waaaay weaker. Same goes for grens merge - unlike CoH 2 there is no downside. Make green model still be green model just shoot better and tadaaaa - no more unkillable 3 Stoss/Pgrens due to a gren squad behind them. 3 - loiters and other BS that makes CoH 3 be more like C&C. It is strong enough to flip the battle just like in CoH 2 BUT everything else is less lethal so they feel stronger. With faster VP drain and longer TTK (compared to CoH2) they HAD to make SOMETHING to allow a comeback but unfortunately - that tool is too strong, eapecially in team games. Add there more “gamey” abilities like “X type of unit moves faster and ignore Y mechanic designed to counter it” (yes, designate assault position for USF and speed boost with engine crit ignore for DAK, I am looking at you). Edit: after this we can take a look on DAK and USF rework. USF needs base arty option to compensate for lack of MP cheats and nerf of rangers and DAK should have economy and armory reworked. Whole idea of DAK is to be, quoting relic, “bunch of rag rats scavenging for resources”. How to do it? Ez - swap MP starvation for FUEL. This way there is real incentive to actually scavenge vehicles rather than spam them from HQ - increase both fuel income and price but reduce MP income from scavenging but reduce price from buildings. Also armory cost less in MP but has a fuel price on top of removing passive repair and HP buffs (since we need HP as per section 1) Now DAK HAS to scavenge for fuel. Now DAK has to be played as it was designed from the start. P.S. Don’t get me wrong, I don’t want 1:1 copy of CoH 2, it had it’s BS that won’t be missed (JLI, officer, self spotting KT, sniper mortar, Guard Motor etc). Yet, I urge fanboys with duckling syndrome to accept what CoH 2 did better than 1 and don’t turn 3 into CoH 2 “alternative version for those who can’t comprehend the very idea of innovation”

  • @swifthippo1
    @swifthippo1 19 часов назад

    Balance aside, usf feels really boring right now imo. Their economy and battlegroups encourage spammy builds and it often feels like you are being punished if you want to have a diverse roster. I hate that they removed the canister shells upgrade for Sherman’s too. It was a very fun ability to use and their reasoning that ‘players didn’t understand the upgrade so we removed it’ was stupid. I hope that the heavy bgs bring it back in some way.

    • @N7-SHARK
      @N7-SHARK 11 часов назад

      I guess it depends on game mode. When I play USF in 1s and 2s I feel like the map and opponent drive my initial build concept. The only issue is the late game... In big team games I don't feel like I have any answers besides spam dozers or hellcats. I do like the Sherman changes. I think it feels more viable than it was. But I agree, the canister shot was cool and it's a shame they took it away.

  • @husseinassaf2602
    @husseinassaf2602 День назад

    Let them change the graphics to be more realistic instead of being like world conquer mobile game.

  • @empororziehr
    @empororziehr День назад

    As DAK I'll save all my fuel and rush to Stug D, using 250s to budget heal. The Stug D punishes heavy MG builds and can actually take a few volleys of bazookas, unlike the FlakVierling (which I tend to lose really quickly cause I'm bad).

    • @N7-SHARK
      @N7-SHARK 21 час назад

      Yeah. It's really funny to me how a unit like the flakvierling can be so frustrating to deal with when a good player uses it... But then when I try to use it I lose it super fast

  • @MrDanials1
    @MrDanials1 День назад

    The only units that won were the long range infanty squads that got the accuracy boost from the last balance overhaul. Why are long range infantry important? They do damage at all ranges. The thing is long range accuracy scales up to closer ranges. Medium range combat units are suppose to be close range resistant with ether more HP or closer range accuracy. The problem about long range is they are effective at all ranges, and if you add more HP to them they become up-tiered over their comparables. Axis don't have Tier 1 close range staying power because of the Allied long range and T1 support advantage. But that also means medium range units can also be combat ineffective with only a 33-45% long range hit accuracy over 50-60%. A difference of two shots that miss per volley is still more than the differnce between HP pools of the same tier. The problem scince the game's release is the lack of close range damage output from close range squads in order to outmanuver or flank long range squads and weapon teams, or giving them an evasion buff because they literilly need to stand next to an enemy to hit them. The Wespe did the least damage as an artillery unit and so did the 105/28 Field Howitzer. The problem about Nerfing the range of Axis artillery is the fact Allied stationary heavy artillery got a range and shells per salvo buffs before the 105/28 Field Howitzer got it's lack of damage fixed. A few BL 5.5's can easily level an Axis base, and only for 40 fuel each. The Axis always had artillery that was either innefective or outclassed for their purpose. Even the Bison SPG easter egg in the North African Operation campain had less damage and range than a 75/18 Assault Gun barrage ability, and it had the same gun size as a Sturmpanzer IV. The M1919 squad loses it's defensive bonus inside structures, so the only vet choice is the Button to resist against light vehicles and tanks that get caught in the AT net. The M1919 setup defense buff effectivelly replaces the Rifleman Squad in long range infantry combat and forces the opposition to make mortars to waste manpower on. If you notice there was also a universial suppression buff, so that means if one unit gets supressed, pretty much half the screen gets supressed by one machinegun. The USF Scout squads have high long range accuracy and adding a unit will make them stronger against most axis mainline infantry squads thanks to Engineers already acting as close range tanks against Axis long range. Also Axis autocannon vehicles are still shovelware units.

  • @greensoldier2142
    @greensoldier2142 День назад

    To CoH 1 lol

  • @Theman2035
    @Theman2035 День назад

    Hola, PAX here. While i agree that perhaps an hp nerf would be good for scouts preventing them from being too oppressive, I disagree with your proposed changes. 1. I think converting scouts to paths would effectively kill them as a unit because no one will want to pay extra mp for a better scout, when they could just get a rifleman instead and 2. A big draw to paths/arty spotter choice is the 4th model you get and the 3xtra DPS you get from that. Both these changes IMO would make the other choices (ammo depot in particular) much more appealing relegating these options to purely meme builds.

    • @N7-SHARK
      @N7-SHARK День назад

      Great points. I agree and now I wish I had better answers lol

  • @mariomarques8491
    @mariomarques8491 2 дня назад

    Agree, 4v4 is unplayable as allies. Jager + Vespa is too Meta. And in 1 v1, the US MG plus zookas solve all vehicle and infantry problems

  • @mr_ako662
    @mr_ako662 2 дня назад

    great suggestions! thanks

  • @reaklyf3451
    @reaklyf3451 2 дня назад

    Nice video! About a difficult topic with humor😄 Good job

  • @listen9416
    @listen9416 2 дня назад

    Shark love your vids , but you only complained from USF standpoint, while USF is getting most wins at 56%. Can you also address DAK who is getting the lowest wins at 44%. They seem to be in more troubled with 1.9 patch.

    • @N7-SHARK
      @N7-SHARK 2 дня назад

      So it depends on the elo range, but I feel like DAK has a lot of optionality (bersas, espionage, tier 2 + infantry, tier 3 light vehicle play, etc), so they still get a vote in the game plays out. While they are slightly under performing in 1s, they are very very strong in team games because some of the late game units they get.

  • @Alpenwell
    @Alpenwell 2 дня назад

    my man Shark spitting out stone cold facts <3

  • @slipknotnorm
    @slipknotnorm 3 дня назад

    Normally the 1v1 and 2v2 strategies don't work as well in bigger team games, vise versa.

  • @manueldalbello8487
    @manueldalbello8487 3 дня назад

    Personally I have more than 1000 hours in COH2 and some time ago I migrated to COH3. I usually only play team games... 3v3 or 4v4... and unfortunately lately I find it unplayable. Team games are played only with artillery and off map attacks. There are way too many doctrinal alternatives with different bombardments, planes, etc... and they are available too often way or too cheap... it has become terribly boring for me.

    • @N7-SHARK
      @N7-SHARK 2 дня назад

      These big games can become super frustrating. Id recommend trying 2s, since some of that team games cheese can be harder to execute

  • @alexp-m9q
    @alexp-m9q 3 дня назад

    What not so many people are talking about right now, that I find pretty broken, is the match matching system. It happens much to often for in one team all players to be lower ranked as opposed to the other. Most of my games are right now in extremes: we are winning really easy, or we are losing really bad. About team games balance, Stuka is really broken. There should be no arty in the game, that should be able to instant kill squads... Not without warning smoke at least. It influence the game to much at the moment. If the allies are not building some sacrificial fast tanks to dive the axis arty, the allies don't stand a chance... This is why playing with heavy tanks as allies is not possible... The axis just goes for AT and mass arty...

    • @N7-SHARK
      @N7-SHARK 2 дня назад

      It's very difficult to balance, because without powerful artillery blobs would be king. At least most of the arty is on map, but it's so hard to flank and kill even the light skinned artillery vehicles in 3s and 4s

  • @SuperKrisNOR2
    @SuperKrisNOR2 3 дня назад

    Finally some Balance talk! 🔥

  • @Scott-yl5gi
    @Scott-yl5gi 3 дня назад

    Really good video. Agree, it’s very hard to balance 1v1 vs team games but hopefully next patch fixes a few things, but we all know it will then just break others haha. My biggest concern at the min is the new battle groups bringing heavy tanks and late game axis dominance from them. On a brighter note, for the first time ever, I got an in game message from relic saying they have taken action against someone I reported - I don’t know what that is, but any action against toxic players is welcome, and a nice change over the total silence on the issue I’ve seen until now

    • @N7-SHARK
      @N7-SHARK 3 дня назад

      Thanks Scott I have similar concerns about new battlegroups... But the refresh in meta and abilities will be nice regardless. Glad to hear they've responded to your reporting. I know they're a small team but I admit I don't bother with reporting because I don't expect a response.

  • @mongolen-kn2yc
    @mongolen-kn2yc 3 дня назад

    USF is literally the most OP Faction out there wtf are you saying? Whizzbang is OP, i'm seeing bazooka squads being spammed with mg for an easy win. I just had a match up where an USF player had 5 bazooka squads and 2 MG units and steamrolled me. Even my two brummbars got owned. This fcking game is so broken aand full of cheese its so sad!!!!!

    • @N7-SHARK
      @N7-SHARK 2 дня назад

      @chrishu709 I definitely have a lot of room to improve

    • @chrishu709
      @chrishu709 2 дня назад

      @@N7-SHARK I wasn't referring to you but the person's post I commented on. 1. Whizbang underperforms 2. Bazooka Squads are super squishy. If they're killing your Brummbar, you're not using your frontal armor which you should be and things like Brummbars, Tigers and tanks in general should be supported by other types of units. If the enemy is going heavy anti-tank, you go heavy anti-infantry.

    • @N7-SHARK
      @N7-SHARK 2 дня назад

      @chrishu709 ok. Your second post is fine but please do not antagonize others in chat. Criticize me all you want but that's it

    • @mongolen-kn2yc
      @mongolen-kn2yc День назад

      @@ВадимКутьин-к4т you do know if they get the 33% damage increase and they get fully vetted they have extra penetration and can kill anything with ease. Try again bro it's OP and broken AF oh yeah also the extra range on them is mad OP

  • @mongolen-kn2yc
    @mongolen-kn2yc 3 дня назад

    balance is utter shit. Allie are way too OP. Axis players are full of idiots that dont know how to play with eachother. Blob spam is still idiotic. USF is THE MOST OP right now with airborne BG and rangers. Bazooka squad is massively OP. WHY is there still no nerf for bazooka squads???? the vehicles i lost to them is countless... Bruhh please they have too much range and accuary ive had trhis with this shit broken stuff

  • @TheBardem
    @TheBardem 3 дня назад

    The more videos I watch from different people the more I realize how broken arti feels. When it's just constant non stop..that's not a fun game.

    • @N7-SHARK
      @N7-SHARK 3 дня назад

      And to be honest I've seen it both ways... Bishops and M2A1s just cranking out death constantly as well. But without it you'd just have blobbing...

  • @ScanlineCity
    @ScanlineCity 3 дня назад

    You nailed it. And THANK YOU for specifying the balance differences between team games and 1v1s

  • @emanuelviera1786
    @emanuelviera1786 3 дня назад

    mmr on coh 3: casual guy 900 elo joins the 4v4 match vs... 2000 elo guys on team with discord 🤯🤯

    • @N7-SHARK
      @N7-SHARK 3 дня назад

      Oof. You're a brave man for random queueing 4s!

    • @emanuelviera1786
      @emanuelviera1786 3 дня назад

      @@N7-SHARK sadly ye u.u

  • @jcw855
    @jcw855 3 дня назад

    when will they fucking balance the dingo

  • @1987retroman
    @1987retroman 3 дня назад

    there are deep, deep design flaws in coh2 that make balance needlessly difficult and complicated.

    • @N7-SHARK
      @N7-SHARK 3 дня назад

      CoH2 or CoH3? Or both? 😂

  • @SolosasSolosas
    @SolosasSolosas 3 дня назад

    Coh1 better than coh3

  • @technicallyright16
    @technicallyright16 3 дня назад

    I just report everyone as map hacking.

    • @N7-SHARK
      @N7-SHARK 3 дня назад

      Lol everyone copes in their own way

  • @AstonHodge
    @AstonHodge 3 дня назад

    Worst part of balance is the US get no way to deal with blobbers. Wizzbang is garbage. If your unlucky enough to get a 4 US vs 4 Dak you auto loose to the Dak no brain blobs and US can’t use arty or anything to smash them.

  • @elpern
    @elpern 4 дня назад

    This was great!

    • @N7-SHARK
      @N7-SHARK 3 дня назад

      Thanks brother! Big fan of your work as well

  • @darkunion4
    @darkunion4 4 дня назад

    COH3 is much better now. It’s slowly getting there. I would argue at a faster rate than COH2. We all remember how that was a launch and for like the first two years!

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      I agree. And Relic really does care about trying to get it right. There have been frustrating things in every patch, but the changes have kept the game fresh.

    • @darkunion4
      @darkunion4 4 дня назад

      @ I do believe they are trying. When I got the game when it launched I played one day of it and was like “this is not it” and uninstalled it. I Just reinstalled it again earlier this month to check on it and it’s like night and day.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      @darkunion4 glad to have you back :)

  • @Zoulrage
    @Zoulrage 4 дня назад

    as US i always feel like im always reacting

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      What game mode do you play?

    • @Zoulrage
      @Zoulrage 3 дня назад

      @N7-SHARK 4v4 mostly main problem is German units are good against a video verity of units and often Allied units are lack luster against the things they are supposedly good against...

    • @N7-SHARK
      @N7-SHARK 3 дня назад

      Totally understand this. In large team games it's very hard to spread out and flank your opponents, which can make USF feel lackluster. Consider trying 2s... There's a little more space to maneuver there

  • @私たちは一緒に行進します

    all the accuracy increase has done is encourage path finder or jager spam. It changed nothing

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      I think initially it encouraged better and less risky infantry play, but now we're all used to it.

    • @私たちは一緒に行進します
      @私たちは一緒に行進します 3 дня назад

      @@N7-SHARK its a shame, the spammyness, sameness and pure blobs in almost every game has put off so many of my friends from playing. Now I am the only one left and im starting to hate it too

  • @futurenp3124
    @futurenp3124 4 дня назад

    I think its important to not LV speed at vet is also very poor this patch, stuart and greyhound are barely faster than p3 even fully vetted

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Yup, and a lot of the LV vet 1 buffs are basically useless because of the current vehicle movement mechanics

  • @HasiHasiHasiHasiHasi
    @HasiHasiHasiHasiHasi 4 дня назад

    TBH they need to limit artillery units to 1-2 per player. Artillery spam has been a major issue in previous COH titles. I also think theres nothing you can do against early Dingo spam. There is no german unit that can destroy them early and if you up against 2 players that each get 2 dingos early you just get stomped.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      A patch or two ago I would've agreed with you but I just don't see this strategy that much any more. It is a vulnerability though since the Axis units that can counter are all locked behind tech

    • @HasiHasiHasiHasiHasi
      @HasiHasiHasiHasiHasi 4 дня назад

      @@N7-SHARK Playing mainly 4v4 so maybe my experience is different :D Try playing against 2 premade players building 3 dingos each early. Axis have to tech into AT early and you just convert the dingos to manpower and spam infantry, basically tricking the enemy into building units that are completely ineffective against your strategy. But my main point is, that you cannot kill a dingo early and there is no way to counter it while Allies can counter your DAK Sdkfz Tier 0.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      @HasiHasiHasiHasiHasi haha yes, and to your point, I'm also on record as not loving the current state of withdraw and refit:)

  • @velandia4395
    @velandia4395 4 дня назад

    Great vid shark, also want to see one of your gameplays 🥸

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Haha thank you. I stream from time to time on my twitch channel... Will try to make fun of my own terrible play more :)

  • @412kjh41
    @412kjh41 4 дня назад

    Hey Shark! I hate the meme build as much as you do but I feel you casted this and kept mentioning how DAK was "barely holding on" while they pretty much maintained a k/d throughout the game that was between 2-3:1. DAK and especially espionage bg has so much staying power with just a FLAK truck and an AT-gun that it's insane. And you can take on anything they throw at you head on with very little issue. In part you have vehicles that impart bonuses on inf, then another special one that makes them terminators for 7 seconds out of ambush. Your flak truck deals AOE supression and negates any planes on the ENTIRE map. It's a wipe machine on retreating units so beyond that small unit comp US (especially) can do very very little. By the time any tanks arrive there is a buffed burn damage BIG FLAK and that's all she wrote for anything on wheels or tracks. In combination with a small AT-gun and snares nothing escapes its range and burn damage. The issue with the memey build of US MG's is that they can hold some territory and its massively lame to just stall for E8's but that really plays into the DAK-hands because of everything above. DAK stacks too many modifiers becoming a broken faction if you can make it past the 12-15 minute mark. You either win by the first two engagements or fall to their snowball because if the burn damage and FLAK don't take out your tank then the Stuka will. Their peak unit comp is basically 60-70 pop-cap and there is no real reason to get any more units before the tiger hits. But as you can see the k/d is massively in DAKs favor that they were never losing this, they were perhaps just not good at prioritizing capping up VPs instead of resource points. Look, I'm not a DAK hater and try to play equally across factions. I'm very poor with DAK but playing them is a nightmare if you haven't closed out the game before that "late game" mark. Also. You basically have to put down at least 2 big mines on your retreat paths and bait the flak there. That's a US players only hope.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Hey so this is totally fair commentary and I appreciate the time and thought you put into this. I may have been biased during the cast... I talked to Red before the game and he told me he felt like he was on his heels the whole game... And Leo really did hold down half of the map for twenty min before Red started to break through. You're exactly right about the espionage mechanics... They can be a little cheesy and downright cancerous when abused. The incendiary munitions need a rework in my opinion, and some of the late game upgrades can be very tilting to deal with. The flakvierling is one of the best units in the game in the hands of a talented player. It's reasonably fragile, and now that it only suppresses when stationary, I don't know how I'd rebalance it. It can be infuriating to deal with... Kind of like a coh2 sniper. And honestly DAK needs to have a KD above 2 to be able to afford the upgrades they need to maintain competitiveness. USF late game just feels very rough. You don't have the arty to counter the team weapons, and Shermans don't bounce at gun shots. You're basically forced to dive to win, which puts you at a disadvantage in the long run. I wish I had the answer, but I don't right now.

  • @lt_rainbowslash58
    @lt_rainbowslash58 4 дня назад

    What I find amusing is while the game is generally balanced around 1v1, if you look at the stats, the most popular mode is actually 4v4

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Very true, but I can't imagine how hard it is to balance for 4v4... All the variables become exponentially more challenging

    • @Dankdemon-r5y
      @Dankdemon-r5y 3 дня назад

      If 1v1 is always a perfect 50-50 % than 4v4 should be as well since the units and eco are balanced and the things that effects the outcome is map design, player knowledge, strategy and teamwork. meaning it should solve itself over time as players become more aware of METAs.

    • @Schaden-freude
      @Schaden-freude 3 дня назад

      @@Dankdemon-r5y thats not the case in practice since the way you play the game is different in 1v1 and 4v4.

    • @zbigniew2628
      @zbigniew2628 3 дня назад

      Even Pros started to play team games, coz meta in 1v1 is so bad... More people play 4v4, for fun and lack of experience and willingness to learn to manage 1v1... No point to balance games for players who do not know more advanced basics. No matter what is going to do with balance, team games are going to be a mess, especially due to coordination potential... They are played for fun not competition.

  • @TheSpawnTrapper
    @TheSpawnTrapper 4 дня назад

    Orchid Spider unfortunately from a balance perspective was a failure, I think it overall made every mode less balanced and I feel the vet changes while it definitely makes the game feel different was too ambitious to do in this patch with all of the other changes.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      I generally agree. I like the thought behind the balance re work but the timing of it... Right before the holidays and the big anniversary patch... Means some of the unbalanced stuff will stay that way longer than we want

    • @listen9416
      @listen9416 2 дня назад

      @@N7-SHARK I'm confused. USF is the strongest faction right now and you complain about USF strength and the chat so far agrees for that. What?

  • @misterchoc2893
    @misterchoc2893 4 дня назад

    Stuka zu fuss is just broken right now. Slowly we are getting arty fest from coh2

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Yeah I hope this is the high water mark for artillery lol

  • @1sc241
    @1sc241 4 дня назад

    I think that super high armor is an even worse game mechanic than damage reduction. Balance issues aside, having the best AT you can get bounce shell after shell because of random luck results in frustrating gameplay.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Agree... Though I'm a big fan of high frontal armor. The side armor buffs frustrate me because they make flanking extremely high risk and eliminate good counter play

  • @JohnBigby
    @JohnBigby 4 дня назад

    You can simply calibrate to spammed units via just giving 3 or more infantry squads to negative buff to low suppression but more recieved accuracy to faster model drop with units aprox medıum or more range to each other. Not to nerf individual units performance the reason of gren bleeds lıke yourself explained... Game needs General game balance like this or no auto attack mortars or mortars getting aoe increase to suppressed units etc...

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      This is a pretty common suggestion... A kind of "reverse zeal" mechanic... But from what I understand it can be problematic from a programming point of view and produce some really weird engagements. The other problem is players optimize pretty quickly, so if mortars were anywhere as damaging as they are in real life everyone would just build two and then the game would revert into indirect spam.

    • @JohnBigby
      @JohnBigby 4 дня назад

      @N7-SHARK Mortar rate of fire can be altered also maybe mortars can use munition to fire and like ı said no auto fire etc... Yes this needs all kinds of new programming and balance overhaul but one big overhaul can resolve all of the cheese at least most of... For example tanks use munitions in order to fire so mostly using coaxial mgs to engage until players order them to use high ex or AT against armor... For example snipers can pin AOE but a small one until the model moves away the point it shoots or just another unit doesn't effect suppression catch on proper range (like scene on Private Ryan).

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      @JohnBigby I think this would only work if they hit A LOT harder than they do right now

    • @JohnBigby
      @JohnBigby 4 дня назад

      @@N7-SHARK of course but also needs to have a little bit RNG for obscure vision or elevation etc... If we come back to the real world currently mgs and grens can get vet buff with together for mg faster traversand grens can get rate of fire and accuracy etc. You know all the concepts of german ww2 inf tactics covering and moving with mgs so..

  • @marketingconsultant
    @marketingconsultant 4 дня назад

    Loving it.

  • @michaelchung1526
    @michaelchung1526 4 дня назад

    I don't know if these issues will ever be solved without really sacrificing teams games vs 1 v 1 games. The gameplay flow for teams, even if it is a 2v2 compared to a 1v1, is drastically different. Relic is keeps trying half measures that make units that are subpar in 1 v 1, a tiny bit better to avoid ruining team games but is still not nearly enough to make them usable. Or they finally give in and try to make an underplayed unit in 1 v 1 actually viable and cost effective in that mode and it just throws team games off kilter. I don't have an answer but I have never seen them actually make it work since CoH 1. I am doubtful if they ever will.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      I think this analysis is right on. If I had it my way, they'd balance around 1s and 2s while trying to keep team games reasonable, then slightly shift the meta every couple months with patches to keep it interesting. I doubt there will ever be a time where everyone agrees the game is exactly balanced.

    • @zbigniew2628
      @zbigniew2628 3 дня назад

      It is easy, just a split balance between team games and 1v1... Team games are played for fun, so most players are not going to care about different performances of units, especially when 3v3 and 4v4 players hardly ever play 1v1. Some players even do not know coh3stats and you cannot learn this game effectively without it + some mechanical stuff. Also different balances can be done with cost, trimming and availability of stuff, so then team game players still can learn performance of units. Reinforcements, heals, forward retreat points, planes... It all can be split.

  • @geoffgeon
    @geoffgeon 4 дня назад

    If anything's to happen, the dev need to get rid of their mentality of 'Allies are stronger early game while Axis will be outright stronger at late game.' As long as that is their go-to design, they're just gonna make allies players finding rush-stomping early game methods 'cause having a limited time advantage while the other side can wait indefinitely with just 1 point left while holding all cap points is not an experience anyone would enjoy. (Unless you're a Relic employee, I guess?) So yeah, they really need to keep the different margin more under control and let player's mistakes on both side be the key factor, not just because they designed one side to be outright better at that moment in time. And no, I don't want a symmetically balanced game, that's absolutely boring, but 'losing because I couldn't reach the power spike' or 'can't beat them before their critical mass power spike' aren't that much better for me neither.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      No, you're totally right, and I think this is why they are being way more deliberate about adding battle groups this time around. Designing multiple factions asymmetrically is so hard and you need to avoid these kinds of tropes. That said, based on the teaser for the new patch... You may not get what you want for a bit lol

    • @geoffgeon
      @geoffgeon 3 дня назад

      I would say that the main in-game problem right now is the whole USF faction itself, and their (broken and rotten) power scaling is just a symptom, not the cause. The cause is the fact that Relic intentionally make a crippled faction that can only be played in a single way, rush everything before the time runs out. And this is my not-so-great idea to adjust it even a bit. Early game: Rifles are quite strong early on, but they can increase their reinforcement time and have some upgrade to reduce this back to the current level later on (Maybe after support center is built). Pathfinders... They're just broken as they are right now... +80 manpower to convert each scout should delay their timing quite a bit. 1919 MG... Do they actually need the brace ability? Note: SSF requires at least 3 command points to call in is just a joke, and not even a funny one. Late game: Add M2 carbine upgrade or some made-up elite group of infantry with those things. At least they would have full auto firepower for close-to-mid range. They left out the Jumbo Sherman which could fill the role as regular anti-inf-focused heavy (with 75 mm only, and no 76 upgrade), basically a direct fire version of Brumbar that could withstand Marder spamming from Axis side after they accidentally threw away a few Pz and big cats (which is pretty stupid tbh, such an easy and unfair fall-back plan...). And if they put in the Jumbo to fill the role as heavy anti-inf, they can change the 105 to be more barrage focused and put it into M8 Scott's role from CoH2 (with a more reasonable stats, of course. We probably don't want to relive those horrible memories from back then.)

  • @TerpeneProfile1
    @TerpeneProfile1 4 дня назад

    Great video sharky. Love all the bullet points.

  • @Dunkerque351
    @Dunkerque351 4 дня назад

    It is what it is until the Anniversary Patch gives us completely different balance issues with the 4 new BGs. With their limited resources I'm fine if they want to try (and fail) to balance 2.0 before launch instead of pumping out more hotfixes for 1.9. There won't be any new content for a while once 2.0 drops so they can focus on balancing out the game in its post 2.0 state rather than a pre 2.0 state.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Yeah I think this is their approach and I very much agree with you. As gamers it's easy to forget about all the programming challenges that come with balance, especially when adding a ton of new content

  • @MrMalaphor
    @MrMalaphor 4 дня назад

    Definitely good advice to play with all factions. I normally play Brits 2v2/3v3/4v4 and have been struggling in this patch, started playing relaxis and have stomped with friends. I will say ive found the best way to win with Allies is with much more micro, at my lower level ELO it is so much harder. Axis I feel it is much easier to build a defensive line then hold on till you get vehicles out.

    • @slothner943
      @slothner943 4 дня назад

      Win rate wise, allies are much better in 1v1/2v2 while axis are better 3v3/4v4.

    • @JohnstyPonst
      @JohnstyPonst 4 дня назад

      Im assuming you have a big ELO difference between factions?… you should be stomping with axis if you’re 1200 player taking on sub-1000 (for example)

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Early MG play is very strong, and in team games with narrower lanes you can really choke out your opponents until better units and artillery arrive

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Yup... Most of the win rate stats I pulled show that, though at average elo the gap is actually smaller than you'd think

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      I am fairly certain the matchmaking tries to compare elo of the same number and doesn't account for faction balance issues. Over time this will sort out but when patches are new it can mean some weird matchups

  • @AstonHodge
    @AstonHodge 4 дня назад

    Please don’t forget the Stuka also got the BS vet 1 extra barrage with no shared cooldown. Don’t let them leave the Stuka out the balance. Both are Toxic as fuck in 3v3 and above.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Yup. I thought I included this when I was talking about the wespe... Let me go back and check

    • @yangkx
      @yangkx 4 дня назад

      Its not just the broken axis artillery, its that they made a new map (Rapido) with static lines that is built FOR artillery. Ever since vetoing that map the 4v4 experience has been way better.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      This is a great point and one I forgot to mention. Sometimes just vetoing a problematic map can do wonders for your sanity :)

  • @JohnstyPonst
    @JohnstyPonst 4 дня назад

    “I just want an MG” Relic - “Did you say Dreadnought?”

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Hahaha yes

    • @Ogema-1
      @Ogema-1 3 дня назад

      F-balance gimme dreadnoughts

    • @N7-SHARK
      @N7-SHARK 3 дня назад

      Space Marine battlegroup

  • @pietzaken2220
    @pietzaken2220 4 дня назад

    Good points. I was a decent coh2 player and altough i now like coh3 in general more, it feels abilities, perks/upgrades are much more important and sometimes kinda unfair. Just make team weapons kinda the same for all factions for example. Also, a sniper was waaay bigger in coh2, now i see no player use them which is a pitty.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Yeah, they've really leaned into abilities, which I think can add some skill expression, but makes some engagements feel unintuitive. I agree on snipers. Wish they were more viable.

  • @Turtlewar
    @Turtlewar 4 дня назад

    I like the ideas for the scout changes! I could see that working well. And it wouldn't snowball to lead to massive changes in play style across the gamemodes Relic has their work cut out for them, it's almost impossible to balance coh with 4 factions 4 Battlegroups each (about to be more) and then 4 gamemodes😂 if they could afford to do it, more frequent balance updates would help. But the situation they're in makes that difficult.

    • @pietzaken2220
      @pietzaken2220 4 дня назад

      indeed, it is though, becouse you want the factions to be different to play with, but also not to be op. That balacing act is hard and thats why most of us are still here

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      Agreed. And I think they try to be deliberate in their pace. Rushing out a patch can often be worse than letting it ride.

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      @pietzaken2220 well said

    • @yangkx
      @yangkx 4 дня назад

      @@N7-SHARK I had no idea about the balancing in CoH2 but how was that?

    • @N7-SHARK
      @N7-SHARK 4 дня назад

      I stopped playing 2 in 2016 for life reasons so I don't think I'm qualified to really opine on that balance.