I try to watch you stream whenever our schedules sync up, going back to the CoH2 days. Thank you for creating so much quality content, CoHmunity is better because of individuals like you!
With the 1.7.x meta coming to a close, who is looking forward to the 1.8 patch? I'm curious to see how much the upcoming patch will effect this light vehicle meta game! :)
A summery of the deep dive changes that are mentions. Cheers, thanks for the videos. Balance Goal for 1.8.0 mention is an overall nerf to spamming light vehicle particularly shock vehicles with minor increase in population, fuel cost, etc that compounds if you want to get multiple. Flamers hurt bunkers more. Make USF less reliant on Rifleman with buffs to other infantry particularly the utility. Infantry sounds like they are getting a near penetration buff to slightly counter ULV. Overall, moving accuracy decrease on ULV against other ULV, infantry unaffected. Changes specifically mentioned, USF -Engineer will get a HP increase not sure about the Assault Variant -Scout build time decrease -GH gets the light vehicle nerfs, damage is shifted away form the main gun toward the MG, less manpower cost but more fuel cost -Chaffee "slight" point blank penetration nerf, S&D loses the speed buff -ASC ability are no longer going to put other abilities on cooldown UFK -Dingo and 250 will have a harder time chasing each other down. -Sapper gets their short range extended, I assume its to 10 from 7 possible a slight extension outward from there like the Assault Engie(speculative) -Some unspecified TTK changes to infantry mainly to assault units -Commando(SMG) and Gurkha getting slight short range buffs -"Artillery changes" -Sounds like Matilda getting some sort of unit model cap due to low scatter and fast ROF WM -8 Rad getting whack it damage will be nerfed, cost more resource, cost more CP so its coming down slower -Mechanized Assault will "let your unit survive 1 ATG at best not 3" -Pioneers getting a significant durability increase DAK -Same as the Dingo changes -Bikes give combine arms (pretty big deal) -Palms getting unspecified damage buff -PP getting a durability buff -Assault Gren's grenade is supposely going to merk units -Flak must be stationary to suppress -251(*edit 254) cost more and be a much more powerful unit(reworked) -ISG nerfs inc Salvage will become more common gives 30% Manpower and will be more powerful(Recovery Vehical Buff?)
@@Ogema-1 Nice summary of the upcoming patch! Some of these changes will impact what's shown in this video for USF and WEHR, but I think the meta game presented in this video will buff that of UKF and DAK (maybe with PGs instead of Bersa). Although the UKF and DAK meta game were more counter able with good play but the USF vs WEHR meta game much more difficult! It'll be a nice shake up.
I just hope they fix some of the myriad of issues this game has. It feels like they didn't have enough people who played the previous games on the dev team because there are so many little mechanical, interface and control oversights. With 3.5k hours in CoH2 moving onto CoH3 just feels bad, nothing works quite like it should and the forced unchangeable hotkeys are a joke. For instance, retreat being changed from T to R but reverse also being changed from U to R, with the retreat key changing to A when you have both vehicle and infantry selected, unless the vehicle cannot attack ground in which case the retreat key changes to E is the most braindead, insane, convoluted and unnecessary change I've ever seen in any game ever. And to top it all off, they even set one of the hotkeys for weapon upgrades on units to T, so when your muscle memory makes you hit T to retreat a unit you automatically get the weapon upgrade whether you want to or not, which can't be undone while the unit is retreating. It really is straight up retarded. I do not have the words to convey just how fucking incredibly stupid these changes are, and it's the sort of thing that literally any CoH player would tell you is a serious problem after just a single game. Someone on this dev team has way more power than they should, whoever thought of these insane changes shouldn't be allowed to make any creative decisions ever again, in all seriousness.
Great video!! Please keep doing this videos of the meta game, its really interesting to see what its strong in each factions and help a lot to know how to play agains that things, how a recurrent player of coh3 i really appreciate this type of content :D
That's the plan! Each time I see the meta game begin to stabilize I'll do one of these ON meta reports! :) OFF meta reports will be as new, fun but not always the 'best' strategies come to the surface!
Hopefully there's a lot of shakeups in the next patch so that more of the rosters are useful. I feel like medium armor in general and AT guns need a look. Stalling for mediums should be an option, but it's not really with how much anti-infantry pressure that can be mounted with light vehicles. Id like to see all light vehicles have their HP reduced to limit their staying power. AT guns could use a pack-up time like other support weapons. The prohibitive cost of reaching medium armor in terms of manpower is a big factor - reducing manpower for teching by at least 100mp across T3/T4 would improve combined arms.
Man i do love these type of videos where u go over build orders. Can i ask why u prefer the 2pndr instead of the emplacements? (i mainly play team games)
Happy to help! The reason is this is a review for the 1v1 meta game and in 1v1 it's necessary to cover a larger front line compared to team games which can have more narrow lanes. The 2 pounder AT provides that necessary mobility for 1v1, whereas for team games yes an emplacement may be the better choice. In 1v1 emplacements can simply be easily avoided and the attack will occur elsewhere.
@@StephennJF appreciate the response as usual ❤️ That explains, i was wondering already since in team games late game the 17pnd emplacement is a gods gift, that is why i was a bit confused haha. Keep up the amazing work ! You are one of my fav youtubrr when it comes to brit games (personal opinion since i main brits), and esp the meta to understand every faction more.
Panzergrenadiers are good and I still get them to support my MG42 flanks, especially when I count my opponent getting 4-6 Riflemen squads. The heavier Grenadier count though is better in circumstances where the opponent goes for the on meta light vehicle based play style with heaps of M8s or Stuarts, so Grenadier's help protects the pak40 flanks with panzerfaust snares.
Awesome video. Will make a joke but is a friendly jab, please take it as a thank you for the good content: "Remember to get those numerical numbers on the field" - Department of redundancy department
It's my teaching side coming through where repetition with some extra repetition helps stress the important points! We need more numbers for our numbers! :D
If I start playing 3v3/4v4 more consistently I'll consider it, but I think it will be a more general format based around rules of thumbs in the meta, general strategy and faction combination synergies as opposed to breaking down each faction and their strategies like this video. 3v3/4v4 has so many more variables compared to 1v1.
If you play meta you are lame just have fun and play the game without sweating, how is it fun only using the same troops every single time thats boring,
I'm someone who prefers to use off meta strategies as well and I think my narrated gameplay series sums that up well where nearly every game is different. I find it fun in solving the puzzle associated with learning new strategies in the off meta space. Other people find fun in nothing else but winning, but hence stick to on meta play. It's just different perspectives :) I will be making both OFF meta and ON meta reports moving into the future to suit both play styles :)
COH3 is just bad at its core I don't think patches can fix it. Garbage audio, vehicle and infantry with cartoonish models, physics where everything slides around, commander trees where perks dont feel impactful, it's too much
CoH2 was even more cartoonish and the talent trees was so bad. Atleast CoH3 brings back some of the feel that CoH1 had. Damn I miss the artillery effects in CoH1 nothing felt more powerfull than a crated landscape.
I try to watch you stream whenever our schedules sync up, going back to the CoH2 days. Thank you for creating so much quality content, CoHmunity is better because of individuals like you!
Please make another video like this after the next patch
I will for sure! :)
GOATED video - as someone trying to get to 1.5k, this is great.
Happy to help on your CoH ladder journey! :)
With the 1.7.x meta coming to a close, who is looking forward to the 1.8 patch? I'm curious to see how much the upcoming patch will effect this light vehicle meta game! :)
A summery of the deep dive changes that are mentions. Cheers, thanks for the videos.
Balance Goal for 1.8.0 mention is an overall nerf to spamming light vehicle particularly shock vehicles with minor increase in population, fuel cost, etc that compounds if you want to get multiple. Flamers hurt bunkers more. Make USF less reliant on Rifleman with buffs to other infantry particularly the utility. Infantry sounds like they are getting a near penetration buff to slightly counter ULV. Overall, moving accuracy decrease on ULV against other ULV, infantry unaffected.
Changes specifically mentioned,
USF
-Engineer will get a HP increase not sure about the Assault Variant
-Scout build time decrease
-GH gets the light vehicle nerfs, damage is shifted away form the main gun toward the MG, less manpower cost but more fuel cost
-Chaffee "slight" point blank penetration nerf, S&D loses the speed buff
-ASC ability are no longer going to put other abilities on cooldown
UFK
-Dingo and 250 will have a harder time chasing each other down.
-Sapper gets their short range extended, I assume its to 10 from 7 possible a slight extension outward from there like the Assault Engie(speculative)
-Some unspecified TTK changes to infantry mainly to assault units
-Commando(SMG) and Gurkha getting slight short range buffs
-"Artillery changes"
-Sounds like Matilda getting some sort of unit model cap due to low scatter and fast ROF
WM
-8 Rad getting whack it damage will be nerfed, cost more resource, cost more CP so its coming down slower
-Mechanized Assault will "let your unit survive 1 ATG at best not 3"
-Pioneers getting a significant durability increase
DAK
-Same as the Dingo changes
-Bikes give combine arms (pretty big deal)
-Palms getting unspecified damage buff
-PP getting a durability buff
-Assault Gren's grenade is supposely going to merk units
-Flak must be stationary to suppress
-251(*edit 254) cost more and be a much more powerful unit(reworked)
-ISG nerfs inc
Salvage will become more common gives 30% Manpower and will be more powerful(Recovery Vehical Buff?)
Will you make another video like this on 1.8? Would be awesome!
@@Ogema-1 Nice summary of the upcoming patch! Some of these changes will impact what's shown in this video for USF and WEHR, but I think the meta game presented in this video will buff that of UKF and DAK (maybe with PGs instead of Bersa). Although the UKF and DAK meta game were more counter able with good play but the USF vs WEHR meta game much more difficult! It'll be a nice shake up.
@@aloiskruger5892 Most definitely I will! :)
I just hope they fix some of the myriad of issues this game has.
It feels like they didn't have enough people who played the previous games on the dev team because there are so many little mechanical, interface and control oversights. With 3.5k hours in CoH2 moving onto CoH3 just feels bad, nothing works quite like it should and the forced unchangeable hotkeys are a joke.
For instance, retreat being changed from T to R but reverse also being changed from U to R, with the retreat key changing to A when you have both vehicle and infantry selected, unless the vehicle cannot attack ground in which case the retreat key changes to E is the most braindead, insane, convoluted and unnecessary change I've ever seen in any game ever. And to top it all off, they even set one of the hotkeys for weapon upgrades on units to T, so when your muscle memory makes you hit T to retreat a unit you automatically get the weapon upgrade whether you want to or not, which can't be undone while the unit is retreating. It really is straight up retarded. I do not have the words to convey just how fucking incredibly stupid these changes are, and it's the sort of thing that literally any CoH player would tell you is a serious problem after just a single game.
Someone on this dev team has way more power than they should, whoever thought of these insane changes shouldn't be allowed to make any creative decisions ever again, in all seriousness.
Awesome sauce video, will share with others!
Thanks for sharing!! Help get people prepared with some weekend games before the new patch hits next week :)
Great video, really helpful. You really deserve more praise and subscribers from the coh community
Great video!! Please keep doing this videos of the meta game, its really interesting to see what its strong in each factions and help a lot to know how to play agains that things, how a recurrent player of coh3 i really appreciate this type of content :D
That's the plan! Each time I see the meta game begin to stabilize I'll do one of these ON meta reports! :)
OFF meta reports will be as new, fun but not always the 'best' strategies come to the surface!
Hot damn, just what I needed. Could you please keep doing these when a new big patch comes out? This is wonderful!
For sure! :)
Thank you for your sharing! Used to struggle in playing Wehrmacht, always losing, now I can enjoy some games. Subscribed
Welcome! Happy to hear the report was helpful :)
I'm surprised Grants weren't mentioned for the UKF? With their big health pool, good armor and excellent firepower i find them very effective.
Grants are good! They could most definitely be substituted for Crusaders. I just prefer Crusaders for their mobility :)
Hopefully there's a lot of shakeups in the next patch so that more of the rosters are useful. I feel like medium armor in general and AT guns need a look. Stalling for mediums should be an option, but it's not really with how much anti-infantry pressure that can be mounted with light vehicles. Id like to see all light vehicles have their HP reduced to limit their staying power. AT guns could use a pack-up time like other support weapons. The prohibitive cost of reaching medium armor in terms of manpower is a big factor - reducing manpower for teching by at least 100mp across T3/T4 would improve combined arms.
Man i do love these type of videos where u go over build orders.
Can i ask why u prefer the 2pndr instead of the emplacements? (i mainly play team games)
Emplacement needs fuel, and the build needs fuel for vehicles
Happy to help! The reason is this is a review for the 1v1 meta game and in 1v1 it's necessary to cover a larger front line compared to team games which can have more narrow lanes. The 2 pounder AT provides that necessary mobility for 1v1, whereas for team games yes an emplacement may be the better choice. In 1v1 emplacements can simply be easily avoided and the attack will occur elsewhere.
@@Kethploy ahh cheers thank u !
@@StephennJF appreciate the response as usual ❤️
That explains, i was wondering already since in team games late game the 17pnd emplacement is a gods gift, that is why i was a bit confused haha.
Keep up the amazing work !
You are one of my fav youtubrr when it comes to brit games (personal opinion since i main brits), and esp the meta to understand every faction more.
Great Video!
One bit of feedback Stephen, the build order is a little confusing to understand the OR bit.
Thanks for the feedback! Maybe I'll add some extra arrows on the flow chart next time instead!
Thoughts on panzergrenadiers as part of the Wehr mechanized build? I see them used often in my ELO range (~1100) and have always liked them.
Panzergrenadiers are good and I still get them to support my MG42 flanks, especially when I count my opponent getting 4-6 Riflemen squads. The heavier Grenadier count though is better in circumstances where the opponent goes for the on meta light vehicle based play style with heaps of M8s or Stuarts, so Grenadier's help protects the pak40 flanks with panzerfaust snares.
@@StephennJF Thanks! Makes sense.
Awesome video. Will make a joke but is a friendly jab, please take it as a thank you for the good content:
"Remember to get those numerical numbers on the field"
- Department of redundancy department
It's my teaching side coming through where repetition with some extra repetition helps stress the important points! We need more numbers for our numbers! :D
Amazing.
goat video
An off meta video would be welcome. Knowing what is not the best but still viable vs totally trap choices would be cool.
Yeah I'll definitely an ON and OFF meta report for 1.8! Definitely will cover the doable, fun but not always best strategies :)
sniper tank matilda has become a staple in UKF
What do you mean by sniper for UKF? As in the Recee sections? Or you mean counter play from Wehrmacht which yes is true!
Please make one video for 3v3 4v4 meta.
If I start playing 3v3/4v4 more consistently I'll consider it, but I think it will be a more general format based around rules of thumbs in the meta, general strategy and faction combination synergies as opposed to breaking down each faction and their strategies like this video. 3v3/4v4 has so many more variables compared to 1v1.
Guastatori are not meta? I would imagine that you have played enough Guasta games so that it is a significant percentage 😜
Guastatori will definitely be in the future OFF meta report! :)
Morgen Wehrmacht 1vs1 please
There will be one in a couple days time! :)
If you play meta you are lame just have fun and play the game without sweating, how is it fun only using the same troops every single time thats boring,
I'm someone who prefers to use off meta strategies as well and I think my narrated gameplay series sums that up well where nearly every game is different. I find it fun in solving the puzzle associated with learning new strategies in the off meta space. Other people find fun in nothing else but winning, but hence stick to on meta play. It's just different perspectives :)
I will be making both OFF meta and ON meta reports moving into the future to suit both play styles :)
@@StephennJF winning is fun but using meta makes it so it it becomes brain dead. The game just needs better balance where every ability is usable
COH3 is just bad at its core I don't think patches can fix it. Garbage audio, vehicle and infantry with cartoonish models, physics where everything slides around, commander trees where perks dont feel impactful, it's too much
CoH2 was even more cartoonish and the talent trees was so bad. Atleast CoH3 brings back some of the feel that CoH1 had. Damn I miss the artillery effects in CoH1 nothing felt more powerfull than a crated landscape.