COH3 Patch 1.6.0 - Gameplay Changes
Вставка
- Опубліковано 2 чер 2024
- I cover the gameplay changes made to Company of Heroes 3 in the 1.6.0 Coral Viper Patch
00:00 Unit Attack Behaviour
03:40 Attack stop problem
09:06 Experience from vetted units
10:23 HMG Suppression
12:40 Height Advantage
14:04 Light + Medium Mortars
15:58 Heavy Mortar problem
17:29 Mines
18:50 Vehicle Recovery
21:25 Repair while moving problem
23:28 Sandbag Build Time
25:04 Snipers
25:52 Stealth Detection
28:24 Snares
33:25 Anti Tank gun
34:47 Ultra Light reload
36:06 Transport Loading times
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Tightrope. I'm a new subscriber and I have to say I appreciate your explicit breakdown. Your explanations are detailed and straightforward. The best way to digest information. I appreciate you. And making a ton of sentences for exaggerated effect.
Resetting attack priority on stop is a major issue.
Yes
They need a hold position button/feature.
yeah seeing that behavior explains so much about why things feel off about the game.
it is because it can be easily abused and can bait enemy forces out of cover
@@promchanathip6544 I wish more RTS games had it
You provide better and more accurate news than relic
Tight rope the plug lol
The weasel should be part of the detection units!
Leig has that same feature as the Brit Heavy Mortar. I don't know if it's that big of a problem since both have narrow cones and can't retreat.
18:50 "if your only going to be dropping one model for 300 munitions, your going to be pretty sad about that"
Looks at the Australian light infantry snipe ability at 35 munitions.
Fantastic analysis and testing as always. It's very exciting to see some of your previous work influencing changes in the game. You're pushing the game in the right direction.
God of COH
the british 120mm grenade catapult
the LG40 should be able to garrison like the CoH2 Rak
The change to your units not chasing enemy units, who break LoS, might have been to increase the power of the new Dak stealth BG? It certainly seems like it would make it stronger and the enemy can now "yo-yo" their units in and out of stealthy cover to first strike cheese your units.
Beyond All Reason has a target Command, they should have something akin to that, which is just a "attack this target" no moviment orders
I'll have to repeat my recovery time testing. Seeing the marder take the same time to recover as a medium tank makes me wonder if the casemate/fixed turrets taking longer is still in there.
I feel like they could do a similar thing to 'guard mode' in total war games where they won't chase even if you clicked on a squad to attack
Yeah or 'hold' to differentiate from stop, which kind of makes sense as a 'stop everything you're doing' command.
i know its thorough and i havent even watched it yet. thanks brother
Does COH3 not have "Hold Position" like Starcraft?
I think that would be a fix for the Attack-Stop issue while still targeting the unit you clicked on.
In fairness, I think you are interpreting the 'STOP' command to mean stop moving. But, I'd always understood it as stop whatever you are doing.
For example, If I issue an attack ground command to shoot at something in the fog of war, when I press stop, I want it to stop shooting rather than pummeling the ground after the target is gone. My point is that I believe that the stop function is working as intended by getting the unit to stop everything it is doing. Then, it also makes sense that any auto-engagement logic would kick in if no other commands are queued.
While I understand your frustration and wanting to have your units remain in cover, I believe that behaviour shouldn't be tied to the meaning of the stop function. A useful feature would be to have logic implemented for: "Don't leave (green? or any?) cover to chase" in a similar way that units don't leave a garrison to chase. This I think this is intuitive behaviour. In that case, pursuing a squad that retreats out of weapons range would require a deliberate move out of cover first. While that is another micro step that would be required, it probably more closely aligns with expected behaviour.
This 'don't leave cover to automatically pursue' could be a global option so those who are used to the behaviour as is, could opt out of this new logic (which I feel is superior).
Put another way, I don't think what you are showcasing is a bug, but I do think it warrants and additional feature :-)
I'm interpreting stop to function the same way as it did in COH2
nah dude, stop in coh2 was a feature that was extremely useful for high level plays, it essentially means to halt, not necessarily override everything, it was most important in dives, where target prioritization was crucial
Can we repair destroyed bridge in COH 3?
forgot to ask😂😂
With the recovery times much faster, do you think the other factions should be given recovery vehicles now? Otherwise it could become quite a major disadvantage in team games...
It is only in 1 USF battlegroup and DAK have a pretty terrible economy late game. Maybe they intend for this to make up for it.
@@tightropegaming On release, Dak's salvage type abilities was one of the descriptions of the faction's uniqueness.
@@broodwarjc1517 in reference to their dire lack of fuel in real life, however in game their hard spent resource is manpower.
Buff mines back and gimme 4 man Pios.
but for real with the prevalence of yellow cover all over maps, squads arent that spread out. pios are super easy to get wiped
Not a fan of snares increasing damage with vet. It just leads to confusing gameplay. I think health buffs for tanks and vehicles should be removed instead, time to kill is already too high for most tanks. Relic needs to work on simplifying their balance solutions because all of this becomes a nightmare to maintain.
I think would be nice if they add a command for pursuit attack, and stationary attack
First
You know, this is why COH2 and COH3 will never be E-sports famous, micromanaging units has always been a mess.
I swear my US snares only work 1/2 the time. It's infuriating. If the unit is in range of the vehicle, just throw the snare. CoH2 style please. Either throwing unit dies, or the unit is just in range, stops to throw, is out of range and has to creep forward another millimeter. Rinse and repeat.