Bofors could be fun but i really hate the no reverse on Krad haha. Comprehensive analysis is hard work so we all appreciate it. You always lay it out well
I really, really miss the HE shells on the 17pdr, I hope they add them back. My favorite ability on my favorite unit because of the tactical decision making involved in weapon placement and when to use the ability, rewarding you with a shocked opponent and some serious damage when well used, but poor performance against tanks when misused. it feels like they removed a bit of that tactical decision making they want to promote overall this patch, at least in regards to the 17pdr.
Wow I didn’t even know they changed that. What a disappointment. I just can’t understand why they give so much utility to Axis while removing other utility from Allies (this and the captain losing the retreat point).
Great video, it would be cool to hear your overall thoughts on the meta if you're keen at the end of these patch breakdowns. I feel like Relic went the route of buffing counters to things that were strong in the meta previously rather than nerf the meta this time round. But definitely a patch that will change how people play a lot.
Nice overview! I like the way and attention to details this way! @Tightrope, would you be interested to showcase CoH3 units vs CoH1 units face to face to showcase their details, sound and shooting effects in a head to head comparison to educate the newer audience how awesome CoH1 FX are by today's standards :) CoH3 doesn't hold a candle still...
Churchills feel really meh if I’m honest. Slightly slower and expensive Matilda. I agree they need a rework. I believe a passive effect for nearby infantry, similar to Dak have with any vehicle would be cool. Maybe toggle between vehicle or infantry buff? Does still need smoke though. Every other Axis heavy tank gets smoke via some way anyway.
I like how entrenchment creates cover. It is a good tool for brits and fits their style. If that is intended then it should take longer and leave them permanently there. (as long a a Royal engie would need to build those) The guards ability is JUST OP it can't stay like that... Flashbacks to uncounterable soviet guard button abilty and t34 rams :( Assault disembark is a cool idea and fits the faction so well. Still need to see how assault infantry feel this patch. 250 9 being garrison able is amazing. It keeping the healing too... i am not sure about that. IMO it will be the best thing dak can go for early game. By far the strongest build.
I've had a lot of issues with the Vickers vet1 ability not deploying the weapon when clicking units, even before this update. Just using it a lot more now, can be a real pain.
It would be nice to have the armor of the 250/9 a bit higher so it would be able to deal with dingos better, maybe humber slughtly better... you are required to tech and upgrade, then upgrade the unit itself to make it... takes long time and resources, just to get it slightly better against infantry, and combine it with inf garrisons. The krad reverse change is unfair, while any other allied lv like dingo can do it and kite your inf. Dak inf does not have any bonus against inf in cover, unlike allies, which are also better performing in combat in some situations... you were able to debuff infantry and have a slight better chance at dealing with them, now it is a more tedious early game. 250/9 dies from small arms i mesn come on...
The anti tank rocket loiter is hard bugged. It targeted my p3 lile 30 Range out of the circle and in my base and killed it that way. Also bazookas op They were already ok-good pre patch now they never miss (they hit 22 out of 25 shots)
The circle indicates where the planes can lock onto the vehicle. Once they have locked on for an attack pass, they will follow the vehicle wherever it goes.
Every update seems to bring a new mess of unit bugs and issues not present in the previous patch . And then they fix it on the next patch and this repeats itself
I wish you comapred 250/9 to L6 and 8rad dps vs inf.... In tests, basic 250/9 do dmg close to L6 if not worse and with inf inside is only a bit better.
No they can. Moreover, that same motorcycle which used in CoH3 does have reverse gear. And it can be easily learned from wiki page en.wikipedia.org/wiki/Z%C3%BCndapp_KS_750
Ass.gren look good on paper, very hard to scale them, krad became useless, and barely escapes now..pzGren, have no right to mistake in their first engagement. Otherwise you end up with wounded squads and TTK bleeds MP by a lot, Dak has less than 40 % win rate on 1s... Late game became harder way harder, i don't think dak scales good in 1s, Allied inf is way more enjoyable and special units makes them maul DAK with ease
The reverse mortar is classic CoH behaviour 😂
Peak gameplay for the brits
I was initially confused by this comment until I reached that part of the video
Thats a feature, not a bug.
Better QA tester than Relic's own 😂😂😂
Thanks for the detailed video, Tightrope!!
Kind of agree with the reverse nerf on the bike. Its long gun range meant it would kite a section while still using the accuracy debuff indefinitely.
Bofors could be fun but i really hate the no reverse on Krad haha. Comprehensive analysis is hard work so we all appreciate it. You always lay it out well
I really, really miss the HE shells on the 17pdr, I hope they add them back. My favorite ability on my favorite unit because of the tactical decision making involved in weapon placement and when to use the ability, rewarding you with a shocked opponent and some serious damage when well used, but poor performance against tanks when misused. it feels like they removed a bit of that tactical decision making they want to promote overall this patch, at least in regards to the 17pdr.
Wow I didn’t even know they changed that. What a disappointment. I just can’t understand why they give so much utility to Axis while removing other utility from Allies (this and the captain losing the retreat point).
I agree the HE shells on the 17pdr justified the upfront tech cost for me
Yeah. The HE shells should have not been removed. I'm not very inclined to make 17pdr without them anymore.
Good. Most motocycles didn't have reverse.
Tightrope, you are the best! Thanks for the detailed breakdown. Looking forward to your 250/9 shinanigans 😁
Great video, it would be cool to hear your overall thoughts on the meta if you're keen at the end of these patch breakdowns. I feel like Relic went the route of buffing counters to things that were strong in the meta previously rather than nerf the meta this time round. But definitely a patch that will change how people play a lot.
Salt Gren + 250/9 sounds like the bane of team weapons now
Bofors still almost usless against inf, barely everyone playing AT gun
great breakdown as usual, thanks tightrope!
Ok I'm convinced now Relic should definitely hire you
Nice overview! I like the way and attention to details this way!
@Tightrope, would you be interested to showcase CoH3 units vs CoH1 units face to face to showcase their details, sound and shooting effects in a head to head comparison to educate the newer audience how awesome CoH1 FX are by today's standards :) CoH3 doesn't hold a candle still...
incoming video of Tightrope's 250/9 + panzerpio spam
Churchills feel really meh if I’m honest. Slightly slower and expensive Matilda. I agree they need a rework. I believe a passive effect for nearby infantry, similar to Dak have with any vehicle would be cool. Maybe toggle between vehicle or infantry buff? Does still need smoke though. Every other Axis heavy tank gets smoke via some way anyway.
Thr ragdolls looks amazing, I am so glad they are returning yo their roots
I like how entrenchment creates cover. It is a good tool for brits and fits their style.
If that is intended then it should take longer and leave them permanently there. (as long a a Royal engie would need to build those)
The guards ability is JUST OP it can't stay like that... Flashbacks to uncounterable soviet guard button abilty and t34 rams :(
Assault disembark is a cool idea and fits the faction so well. Still need to see how assault infantry feel this patch.
250 9 being garrison able is amazing. It keeping the healing too... i am not sure about that.
IMO it will be the best thing dak can go for early game. By far the strongest build.
I've had a lot of issues with the Vickers vet1 ability not deploying the weapon when clicking units, even before this update. Just using it a lot more now, can be a real pain.
got it too
artillery trip flares synergize ok with mines, but they need to reduce the scatter on where the shell actually lands so it’s more consistent
That mug: "ME GUASTA"
Such a game - I bet it costed more than the original CoH1 as result speaks for itself
At 14:50 the flak tank was shooting vertical bullet.
Yeah I think they mentioned that got fixed in todays hotfix
23:00 You can kinda see it here, i noticed it playing today now that autocannon shells have a really visible shadow now, its a bit annoying i think
It's not even a shadow, it's like a vertically positioned tank round flying through the air 😂
I think that's cuz the shells are coming out sideways
@@luisgomez-zn5mi yeah they look bugged af
Cannone my beloved
That mortar has been watching wanted xD
TY
It would be nice to have the armor of the 250/9 a bit higher so it would be able to deal with dingos better, maybe humber slughtly better... you are required to tech and upgrade, then upgrade the unit itself to make it... takes long time and resources, just to get it slightly better against infantry, and combine it with inf garrisons. The krad reverse change is unfair, while any other allied lv like dingo can do it and kite your inf. Dak inf does not have any bonus against inf in cover, unlike allies, which are also better performing in combat in some situations... you were able to debuff infantry and have a slight better chance at dealing with them, now it is a more tedious early game. 250/9 dies from small arms i mesn come on...
Oh no, I loved the motorcycle. How to beat Jeep gang now :(
4:18 - My exact emotions Remembering that I've bought this game almost TWO YEARS ago for full price. 😂
What's the name of the map you are using?
nice
Thoughts on TEMPEST RISING?
Overall, I'm pleased with this patch
So the Dingo is still OP af?
The anti tank rocket loiter is hard bugged.
It targeted my p3 lile 30 Range out of the circle and in my base and killed it that way.
Also bazookas op
They were already ok-good pre patch now they never miss (they hit 22 out of 25 shots)
The circle indicates where the planes can lock onto the vehicle. Once they have locked on for an attack pass, they will follow the vehicle wherever it goes.
Every update seems to bring a new mess of unit bugs and issues not present in the previous patch . And then they fix it on the next patch and this repeats itself
I wish you comapred 250/9 to L6 and 8rad dps vs inf.... In tests, basic 250/9 do dmg close to L6 if not worse and with inf inside is only a bit better.
I mean, motorcycles can't reverse irl tho
The Krad did have a reverse gear actually! It would be terribly slow though.
No they can. Moreover, that same motorcycle which used in CoH3 does have reverse gear. And it can be easily learned from wiki page
en.wikipedia.org/wiki/Z%C3%BCndapp_KS_750
4:18 XD
People know motorcycles don't have a reverse gear, right?
COH 為甚麼每次更新都要做上一堆增幅,然後太強了再改弱一點點
24:07 垃圾機砲 LOL
順帶一提, K98 的傷害是14-16,20mm 機砲的傷害 12 WWWWW
You can keep being calm, no surprise Relic listens to you 😂
I dont think remove reverse is good idea
motorbike with reverse sounds dumb
@@misterchoc2893when it’s a bike designed for us in a war a reverse gear was logical to make. It really could reverse, albeit not at that same speed
@@misterchoc2893it had a reverse gear irl
in my perfect vision for the game everything can only reverse as fast as it could in real life.
Ass.gren look good on paper, very hard to scale them, krad became useless, and barely escapes now..pzGren, have no right to mistake in their first engagement. Otherwise you end up with wounded squads and TTK bleeds MP by a lot, Dak has less than 40 % win rate on 1s... Late game became harder way harder, i don't think dak scales good in 1s, Allied inf is way more enjoyable and special units makes them maul DAK with ease
I think maybe USF is still OP in high rank 1v1s. It isn't showing as clearly as a problem for Wehr since some people are mechanized bug abusing.
man the 250/9 stinks.
Jesus Christ help us....
In time the COH3 moving on the same way as the COH2 did:
Buff brits like hell, nerf germans because baaad guyz...
Joke...
Axis got the most buffs out of the patch what are you on about? and even in coh2 ostherr has the highest win rate of the whole game
@@octaviogonzalezventura1919 joke bro, calm down
@@buivietdungtran3065 after playing for years you never know lol
@@octaviogonzalezventura1919 that's only because of the Iron Will of Ostheer players.