More USF is on the way! I think the infantry changes have favoured Axis in the early 1.7 patch, but there is still ways around it with some nice Scout play. I'll share a game in a few days :)
Thanks for the feedback! Glad you could follow along. I've got a microphone that can be a bit temperamental, but I think it's because my cats fluff gets in the USB socket. I've now got a dedicated USB socket for the mic so it doesn't get dusty and will consider upgrading my audio set up since it seems people are really enjoying/engaging with my YT videos which is nice :)
haha I suppose that statement could be interpreted two ways. Keep on breeding that winning pedigree or picking up that dropped Breda 30 LMG :D I think I miss pronounce that gun! :P
Lets start easy: so if you remember back in the coh2 days, we have a dictum of by the 10th min, you must have some kind of AT capability in your army to deal with the light vehicles (flame ht, t70, m20,...). The shock of the first vehicle to the match has always been present in coh and it is of paramount importance to at least minimize the effect. As we transition to coh3, through my research and experience, i have distilled that by the 5th min you must have some kind of AT capability, and by the 6th min you must have some kind of heal. This is to combat the theoretically earlier vehicle presence than coh2 with DAK as a whole and usf armor bg What do you think on this?
Getting AT to early can still get you in an awkward position, especially if your opponent sees the AT early and reacts by just making more infantry. I think it's still best to try count your opponents early game squads and predict when that early LV is most likely to come based on MP expense. Healing is very important! I'd argue even more important with the TTK changes in 1.7. I tend to get heals the moment I get 2 squads with low health. If it's just 1 squad I can send it capping and not effect my frontline strength to much.
@@StephennJF mp expense? Can you go deeper into it please? Especially because i see the barrier for the first LV is rarely MP but fuel to go through the teching. I have seen many people bum rush healing just to squeeze out a little bit more fuel to get the LV. Because of this i dont see it if say, an enemy you feel have a big mp expense warrants him not being abe to rush LV there and then. Also talking about the new patch, both you and i can see that its called the "ttk changes". But as we look deeper into it, is it really the right name tho? Like just intuitively think about it, a ttk change to lets say all inf interactions as a whole would mean all of their dps are increased, making the interactions faster to everyone. The actual changes increase DPS of either standard/early presence infs but left elite inf like Gurkhas/commandos/fallschirmjager/stosstruppen... Unchanged. It should really be understood as an overall buff of standard/early presence infs when putting into perspective other elite infs and veterancy as a whole. The goal is still the same tho (push early game to be more tactical) but the naming gives off the wrong vibe dont you think?
For example, if the USF player builds 4 riflemen and at the same point in time the WEHR only has 2 grens & 1 mg on the field that is a likely indicator that the WEHR player is most likely investing that MP into a T2 or T3 tech building. So tracking the MP expense and comparing the number of squads you have compared to your opponent is a really quick indicator to determine investment into tech which most likely means LVs may be on the way. Yeah I'm saying time to kill (TTK) because that's the term the community seems to have coined. Not sure what would be the best alternative either. I guess the best way to some up Onyx Shark patch is early game TTK changes.
@@StephennJF its very nice that you take the example of mp expense with wehr. I acknowledge the example you gave me, it will answer for the rush of the 221 in the faction or the stummel, but it doesnt answer the most prevalent rush of the faction which is the wehr 8rad. The 8rad only requirement is enough of 3cp and resources. What should we do to sniff out then? Edit: actually 2cp right? Even more dangerous
I love so much your USF videos, can't wait for more after this 1.7 patch where I feel I just lose every single game since then.
More USF is on the way! I think the infantry changes have favoured Axis in the early 1.7 patch, but there is still ways around it with some nice Scout play. I'll share a game in a few days :)
i feel the same man
Good commentary, even I could follow and I only played CoH 1.
Your mic is a bit rough sometimes but other than that fun, intense gameplay, GG
Thanks for the feedback! Glad you could follow along. I've got a microphone that can be a bit temperamental, but I think it's because my cats fluff gets in the USB socket. I've now got a dedicated USB socket for the mic so it doesn't get dusty and will consider upgrading my audio set up since it seems people are really enjoying/engaging with my YT videos which is nice :)
22:35 "We'll get some breeders as well" WutFace Kappa
haha I suppose that statement could be interpreted two ways. Keep on breeding that winning pedigree or picking up that dropped Breda 30 LMG :D
I think I miss pronounce that gun! :P
Used to play a lot of COH tales of valor fell off after that watching these videos make me want to play the new games.
Nice! CoH3 is in a better place now. A lot of strategic options and fun :)
Lets start easy: so if you remember back in the coh2 days, we have a dictum of by the 10th min, you must have some kind of AT capability in your army to deal with the light vehicles (flame ht, t70, m20,...). The shock of the first vehicle to the match has always been present in coh and it is of paramount importance to at least minimize the effect. As we transition to coh3, through my research and experience, i have distilled that by the 5th min you must have some kind of AT capability, and by the 6th min you must have some kind of heal. This is to combat the theoretically earlier vehicle presence than coh2 with DAK as a whole and usf armor bg
What do you think on this?
Getting AT to early can still get you in an awkward position, especially if your opponent sees the AT early and reacts by just making more infantry. I think it's still best to try count your opponents early game squads and predict when that early LV is most likely to come based on MP expense.
Healing is very important! I'd argue even more important with the TTK changes in 1.7. I tend to get heals the moment I get 2 squads with low health. If it's just 1 squad I can send it capping and not effect my frontline strength to much.
@@StephennJF mp expense? Can you go deeper into it please? Especially because i see the barrier for the first LV is rarely MP but fuel to go through the teching. I have seen many people bum rush healing just to squeeze out a little bit more fuel to get the LV. Because of this i dont see it if say, an enemy you feel have a big mp expense warrants him not being abe to rush LV there and then.
Also talking about the new patch, both you and i can see that its called the "ttk changes". But as we look deeper into it, is it really the right name tho? Like just intuitively think about it, a ttk change to lets say all inf interactions as a whole would mean all of their dps are increased, making the interactions faster to everyone. The actual changes increase DPS of either standard/early presence infs but left elite inf like Gurkhas/commandos/fallschirmjager/stosstruppen... Unchanged. It should really be understood as an overall buff of standard/early presence infs when putting into perspective other elite infs and veterancy as a whole. The goal is still the same tho (push early game to be more tactical) but the naming gives off the wrong vibe dont you think?
For example, if the USF player builds 4 riflemen and at the same point in time the WEHR only has 2 grens & 1 mg on the field that is a likely indicator that the WEHR player is most likely investing that MP into a T2 or T3 tech building. So tracking the MP expense and comparing the number of squads you have compared to your opponent is a really quick indicator to determine investment into tech which most likely means LVs may be on the way.
Yeah I'm saying time to kill (TTK) because that's the term the community seems to have coined. Not sure what would be the best alternative either. I guess the best way to some up Onyx Shark patch is early game TTK changes.
@@StephennJF its very nice that you take the example of mp expense with wehr. I acknowledge the example you gave me, it will answer for the rush of the 221 in the faction or the stummel, but it doesnt answer the most prevalent rush of the faction which is the wehr 8rad. The 8rad only requirement is enough of 3cp and resources. What should we do to sniff out then? Edit: actually 2cp right? Even more dangerous