Great video as always. This confirmed my thought that engineers always feel like a great counter to early 250 rush. Seeing the numbers laid out makes total sense!
You're very welcome! I'm glad you like the video. Relic did a pretty good job in the past few patches. Now, we have more choices than ever in regard of build variations. There's no need to just spam mainlines anymore
Something to note that, by investing in support stuff, you are exchanging the expected combat prowess of a faction for more utility. It's an investment which requires care and utmost attention, but it pays alot to get to the point where that utility comes into play. I've yet to get COH3, but learning from COH2, I got to experience some situations like: Do I get a T70 for overall benefit for my self; M5 Quad mount to counter loiters and having a mobile suppression with me; or get an M3 scout car to have a mobile capper that doesn't bleed manpower and provides vision. Probably not a good example for this, but I think it's something to note. Basically, it's a choice, and a choice that will directly affect you and your gameplay
Thanks, While that used to be the case, the past two patches (the major TTK changes) actually shake things up for the support units. In the early stage, where units have no veterancy bonuses and upgrades, the support units perform just as well as the mainline. Per squad, they are weaker than the mainline; however, having two squads of them costs about the same as a mainline squad. The thing is their veterancy bonuses don't actually their combat performance and they dont their upgrades are not as good as the actual combat units making them perform poorly in the late game. Also, do you plan to get into CoH3? It has gotten a lot better in the past few patches.
ok so this is build my friend and made 2xpathfinder 1xeng 1xMG 1xsniper mech headquaters 1xAT halftrack(primarely to protect sniper) 2xParas with lmg 1xATG if you need it spam shermans and when you have 2 of them start upgrading Also get healing whenever you need it This build lets you to rush sherman relativly quicly without sacrificing early game power, you can get shermans faster with other builds build but if your early game is too weak or you blead too much sherman will not help you, also this is only competitive build I know about where you can use sniper
IMO, that build is going be struggling in the early game. It would be difficult to stop the bersa blob or a 250 clown car with only 2paths and an engineer. All it takes is a misposition of the MG, which is too risky for me (my skill issue) xD The build could work in maps like campbells though.
@misterchoc2893 idk about Rangers v WehrPgren. Rangers would beat them in one on one fight, but i feel like it's too close to consider as a win since Rangers costs twice as much to reinforce permodel. Also, when they use the vet one ability, they pretty much can beat the Rangers. They also outnumber the Rangers normally. I normally just cope until I get some tanks to deal with the pgren. (12 min Sherman is really nice 😉)
And i dont get it why panzergranadiers are so simillar to rifles with double bar. For bars i need 40 fuel and muni that slows so down tech meantime wermaht dude just spent manpower and rush tanks.
@@misterchoc2893 the thing about them is the BAR and STG44 are more fill similar roles as assault rifles, where they do best at mid range. A BAR both out DPS the StG at every range; however, there are five StG in the Pgren squad. The difference is that the rifle models with garand got out DPS by the StG in CQC, so the rifles would need to keep distance form the Pgren. Normally, I just out number the Pgren with my rifles, and just retreat when the Pgren get close to my rifles (basically let them with until I got some vehicles to deal with them). Sadly, USF doesn't have infantry that trade up to the Pgren so far. BAR rifles can go on offense when fighting against other rifle units as they suffer less moving penalties, but they will loose to CQC specialist and stoss haha I have a vid that is about the differences between LMGs ruclips.net/video/snI_D0LZYcw/видео.htmlsi=MeOyhpVc9KSRryMg&t=94
Yep, I also find it hard to deal with team weapons camping as well, especially in maps like Campbell. The USF doesn't have medium or heavy arty as a base unit, so they are struggling in that regard in general. The way I scrap around is by either using mortar pit or ASC. The ASC strafing run only costs 30 muni after the discount upgrade, which is about the cost of a grenade. Since the recon plane is free, we can deploy the strafing run and recon at the same time, so we can bait the AA with the recon plane. The mortar pit is just coping with smoke. Maybe we can ask our Brit teammate or the arty hahaha
It is 100% viable. There can be many variations such as mixing them with Pgren, so we can make for Pgren mediocre mid and long range DPS. My fav build is having 4 ppio (1starter+3build) the rush the assgren. The combat power is less than 2pgren+pio starter, so we have to play defensively. However, we would about 150 mp higher than the pgren build. We can rush out 2x assgren very quickly. The assgren are there for when we need to push or prevent them rushing in. The ppio will be our main DPS unit with grenade launchers. I like to have around 3x launchers to be comfortable. The catch here is to use smoke from the launcher effectively: either to block sight for assgren or pushing. Be careful about the humber because getting secand ass gen right away would leave us with insufficient MP for an AT units like jeagers or the AT gun. I'll reply with a link to a replay file later. It might be useful.
Great video as always. This confirmed my thought that engineers always feel like a great counter to early 250 rush. Seeing the numbers laid out makes total sense!
That 100HP and DPS buffs in the last few patches make them a viable unit. They were just house keeper before 😂
Btw, if the fortress pio in the cheat command mod made to the live patch, it would be really fun. The 4man pios would shake things up quite a lot.
Nice job. I like videos that dig in to the stats and justify the reasoning. Lots to learn here. Tnx!
You're very welcome! I'm glad you like the video.
Relic did a pretty good job in the past few patches. Now, we have more choices than ever in regard of build variations. There's no need to just spam mainlines anymore
Something to note that, by investing in support stuff, you are exchanging the expected combat prowess of a faction for more utility.
It's an investment which requires care and utmost attention, but it pays alot to get to the point where that utility comes into play.
I've yet to get COH3, but learning from COH2, I got to experience some situations like:
Do I get a T70 for overall benefit for my self; M5 Quad mount to counter loiters and having a mobile suppression with me; or get an M3 scout car to have a mobile capper that doesn't bleed manpower and provides vision.
Probably not a good example for this, but I think it's something to note.
Basically, it's a choice, and a choice that will directly affect you and your gameplay
All in all, great video, Willz!
Thanks,
While that used to be the case, the past two patches (the major TTK changes) actually shake things up for the support units.
In the early stage, where units have no veterancy bonuses and upgrades, the support units perform just as well as the mainline. Per squad, they are weaker than the mainline; however, having two squads of them costs about the same as a mainline squad. The thing is their veterancy bonuses don't actually their combat performance and they dont their upgrades are not as good as the actual combat units making them perform poorly in the late game.
Also, do you plan to get into CoH3? It has gotten a lot better in the past few patches.
My support opening builds showcase: ruclips.net/user/liveBfMSV5Etdo8?si=gS3gNVFgzhlc3HSB&t=324
ok so this is build my friend and made
2xpathfinder
1xeng
1xMG
1xsniper
mech headquaters
1xAT halftrack(primarely to protect sniper)
2xParas with lmg
1xATG if you need it
spam shermans and when you have 2 of them start upgrading
Also get healing whenever you need it
This build lets you to rush sherman relativly quicly without sacrificing early game power, you can get shermans faster with other builds build but if your early game is too weak or you blead too much sherman will not help you, also this is only competitive build I know about where you can use sniper
IMO, that build is going be struggling in the early game. It would be difficult to stop the bersa blob or a 250 clown car with only 2paths and an engineer. All it takes is a misposition of the MG, which is too risky for me (my skill issue) xD
The build could work in maps like campbells though.
panzergranadiers will eat you sadly. Right now pathfinders and airborne feels a little bit weak. For me its rangers or brits worth pick.
@misterchoc2893 idk about Rangers v WehrPgren. Rangers would beat them in one on one fight, but i feel like it's too close to consider as a win since Rangers costs twice as much to reinforce permodel. Also, when they use the vet one ability, they pretty much can beat the Rangers. They also outnumber the Rangers normally.
I normally just cope until I get some tanks to deal with the pgren. (12 min Sherman is really nice 😉)
And i dont get it why panzergranadiers are so simillar to rifles with double bar. For bars i need 40 fuel and muni that slows so down tech meantime wermaht dude just spent manpower and rush tanks.
@@misterchoc2893 the thing about them is the BAR and STG44 are more fill similar roles as assault rifles, where they do best at mid range. A BAR both out DPS the StG at every range; however, there are five StG in the Pgren squad. The difference is that the rifle models with garand got out DPS by the StG in CQC, so the rifles would need to keep distance form the Pgren. Normally, I just out number the Pgren with my rifles, and just retreat when the Pgren get close to my rifles (basically let them with until I got some vehicles to deal with them). Sadly, USF doesn't have infantry that trade up to the Pgren so far.
BAR rifles can go on offense when fighting against other rifle units as they suffer less moving penalties, but they will loose to CQC specialist and stoss haha
I have a vid that is about the differences between LMGs
ruclips.net/video/snI_D0LZYcw/видео.htmlsi=MeOyhpVc9KSRryMg&t=94
I feel para tech skip can really struggle if the opponent use a lot of mg
Yep, I also find it hard to deal with team weapons camping as well, especially in maps like Campbell. The USF doesn't have medium or heavy arty as a base unit, so they are struggling in that regard in general. The way I scrap around is by either using mortar pit or ASC.
The ASC strafing run only costs 30 muni after the discount upgrade, which is about the cost of a grenade. Since the recon plane is free, we can deploy the strafing run and recon at the same time, so we can bait the AA with the recon plane.
The mortar pit is just coping with smoke. Maybe we can ask our Brit teammate or the arty hahaha
How would you advise playing panzerpioneer primary start, if it is viable?
It is 100% viable.
There can be many variations such as mixing them with Pgren, so we can make for Pgren mediocre mid and long range DPS.
My fav build is having 4 ppio (1starter+3build) the rush the assgren. The combat power is less than 2pgren+pio starter, so we have to play defensively. However, we would about 150 mp higher than the pgren build. We can rush out 2x assgren very quickly. The assgren are there for when we need to push or prevent them rushing in. The ppio will be our main DPS unit with grenade launchers. I like to have around 3x launchers to be comfortable. The catch here is to use smoke from the launcher effectively: either to block sight for assgren or pushing.
Be careful about the humber because getting secand ass gen right away would leave us with insufficient MP for an AT units like jeagers or the AT gun.
I'll reply with a link to a replay file later. It might be useful.
I finally got a good game with panzer pio build: ruclips.net/user/liveBfMSV5Etdo8?si=zD3NzlFr-btoWfLA&t=6655
hope its useful
@@WilllTHENOOBz Thank you, I will try it out when I can