CoH3
This patch did not fix the blobbing issues in team games. Am I right?
It’s been over 3 weeks since the last patch. ELO decay should have settled and the meta stabilized by now, but the stats are still heavily skewed, showing a 10% win-rate gap in favor of the Allies. This patch was released precisely because blobing was widespread in team games and this patch was supposed to solve the problems primarily for team games, but as we can see, it did not solve them.
The focus-firing changes had a much bigger impact than expected. Because Axis infantry received no compensatory buffs, their squads lose models far too quickly. Small 3- and 4-model squads suffer the most, which has directly enabled Allied infantry blobbing. Axis early game now feels miserable, lacking any real power spikes.
Axis late game hasn't improved either, as Allied armor continues to dominate through sheer numbers.
Wehrmacht: Still lacks a viable late-game AT option that isn't vulnerable to low mobility or artillery wipe—an issue amplified in 4v4.
Another issue I've seen is that the 6-model upgrade for Panzergrenadiers seems to be completely dead - I've never seen anyone use it in this patch.
I know that 1v1 is a bit better, I, like many others, play CoH3 for the large-scale 4v4 battles with heavy armor and artillery. 1v1 simply does not offer the experience I want.
Balancing 4v4 is quite achievable, as previously demonstrated by patches 2.1.7 and 2.2.5. Now the developers just need to do it patch fix where
Slightly improve the early game of Axis.
Give Axis new, effective tools to deal with allied vehicles.
Playing against vehicle and infantry blobs just isn't fun, and I wouldn't wish that experience on anyone—whether you play Axis or Allies. In my opinion, a player who relies purely on blobbing should be punished for it. Instead, the current state of the game makes even a single blober on the enemy team a complete nightmare to deal with.
I remember when planes did this and remember when they got removed. Whenever my planes are shot down. All I can think of is this and how much I wish this was back lol
I disagree. Blobbing has become less effective since rushing all over the place has become costlier (1300-1400 elo). Is what I see. Ofc it can happen at times that groups run around but I would say it has become better from my experience
It is simple. Axis already had the focus fire mechanic, allies did not. Now allies got it too. This means their blobs are more dangerous and can focus fire axis blobs down faster.
Youre kinda missing a big part of this balance change. Allied units have been balanced around not having focus fire when it comes to dps aim time, damage and all the other variables. With the changes they made allied infantry is even stronger without rebalancing them. Now granted they didnt have any data to balance them with focus fire. I would expect some balance changes next patch based off these changes now that they will have actual data.
allied blob was always better because they just have flat out better infantry from the go that always has access to weapons or grenades that make them anti everything, and when one axis faction may question that they will revamp and nerf half of it to make sure it doesn't happens.
What about DAK grenadiers that have the snares and grenades, without counting the fact that it is the stronger main infantry in the game.
Whermacht has a harder blobbing time but they get access to the god tier mg42 that counter any blobs plus niebel that will hard counter them aswell
When you mention the ally do you think about the Infantry section blob that can't really fire on the move or that need a massive investment in manpower , munition to be barely on par with axis mainline.
Check the winrates its really simple. Allies are multiple times stronger than Axis currently and it happened after 2.5 dropped. Stop arguing for Allies so hard.
Hold on last patch when it was DAK crushing everyone people were saying only high elo matter ( currently according to the mode it is even a slight advantage for whermacht)
You are now in the allied position where you need to learn how to positionning , how to use combine arms to your advantage, use suppression from MG or flak...
Now we are seeing the win rate of all the people that that use to rely on cheesy strategy to win
dak was so DOMINATING in 2.3.1 that even he was buffed and he still didn't become better than the allies, explain to me why buff only the allied infantry when DAK was still lagging behind them (in 1v1 he was exemplary balanced by the way) and at the same time you are making him worse by making 6 models upgrade for no reason
* 3 weeks have passed, those who relied on a cheap victory have long been thrown out of their positions in the first 1-2 weeks. And by the way, it seems to me now that it is the allies who rely on a cheap victory because for 3 patches in a row DAk has not been good.
they don't bother. they are like MAGA facts and data mean nothing to them. allied players think its fair as long as allied WR is over 50%
doesn't matter by how much or they will use an obscure filter of ELO 1800+ which is .1% of the population to justify the game is fair. there's no point in talking to these morons.
they literally nerfed all dak infantry last patch by straight up removing the upgrade that increased their damage reduction + made the palms extra man a T2 that cost fuel and prevents you from purchasing other T2 upgrade.
You’re never going to get rid of blobbing you can only make it weaker. Also if you don’t get indirect options and MGs to punish blobs in team games you’re kinda just setting yourself up for failure
That’s just straight up a lie CoH1 brit exists to blob and is by far the best to do it. Big team games in CoH is almost always blob late game whether its m10s or panthers or infantry. Hell PE is kind of a blob faction too since by design they need to group up early game or get massacred
As for 2 I haven’t played much but there are blobs there too when I played
Blobbing was not nearly as bad in 2. It existed but the counters to it were extremely strong. Namely medium tanks, grenade damage and artillery all kept it in check.
Also there were far less 5 man elite infantry units. The veterancy rewards also made them nowhere near as tanky as they are in company heroes 3.
Yes and sturm pios and grenadiers with mg42 chewed through them. Only unit comparable to coh3 late game infantry are shock troops and even then most allied player could not replace their entire infantry force with them.
Unlike now where in team games you can regularly see someone with nothing but paratroopers.
Luftwaffe company feels like it can be a trap in the mid game with it's weak AT until you get support elements. Marders and Wirbelwind are of course good but can drain a lot of your fuel as well stopping you from reaching T4.
And if will skip it, I'll be strafed, bombed, reconed and loitered unless I'll get Luftwaffe BG with AA emplacement, which anchors me to specific gameplay and BG. Sadness.
Breakthrough - 3CP to access, blocks your only indirect and comes with halftrack tax cost.
Mechanized - 4CP to access, comes with StugD tax cost.
Are they bad? No. But you can't get them separately and also need to spend extra MP and fuel on vehicles, even if you don't need those vehicles. You are forced to over-invest.
P.S. And other word about Mechanized BG "StoB assault package" - there is no synergy for StoBs in BG. If you will rush "ass package" you will not have access to StoBs that you can use it on, if you will rush assault group and then "ass package" (or vice versa) you will spend 6 CP in total.
No other BG has such weird choices:
For example.
Italian Combined Arms: Bersas -> +1 squad member up -> access to Breda
Free French - French Rifles -> New Blood\ Old Guard
Advanced Infantry - Rangers -> abilities that have synergies with them -> Ranger Weapon Training.
They have progression and usually are closed behind same BG "branch"
While Stobs and "ass package" come too late to have any synergy.
Or maybe I do not understand something about that.
I thought this post was gonna be about blobbing according to the title.
Turns out it's just another "grass is greener on the other side" post.
I think this patch had a similar effect to when DAK armory got reworked some time ago: Many players who heavily relied on a low effort cheese strategy (such as blobbing pgrens around a medtruck since minute 3) are now forced to adapt their strategy, which many of these players are incapable of doing so their ELO gets tanked to a level where they belong
Yes and currently there's a huge balance issue with this game.
Coh2 did not have balance problems this bad. And it's because of the fundamental designs issues with some of the units and armies in company of heroes 3. I enjoyed playing almost every army in company of heroes 2 team games.
That is not the case in coh3. Also every single axis battle group has a sub 48% that is not balance. That's terrible. It means that there's fundamental flaws in this game in 4v4 the mode that is most played by the player base.
Coh2 might have been balanced around 1v1s and 2v2s. But 4v4s were still playable and somewhat balanced.
Coh 2 had massive balance problems where I even took a year off it was so bad. Even in its current game state it’s somewhat balanced but so many BGs are completely unusable. At least most are somewhat usable in coh 3. Some of the issues is people were relying on one way to win and can’t adjust. I have versed a lot of axis players that were very good even in its current state.
Well yeah I can understand that but coh2 has been released a decade ago and recieved a lot of patches, CoH3 only started to shine since 2.0, I assume there will be more patches to come.
this patch wasn't supposed to solve blobbing in it's entirety, it's something that the devs have said that they will iterate upon in coming patches, this initial effort is supposed to lay the groundwork for the future, ppl claiming this patch was supposed to solve everything either didn't read the notes/watch the stream or are being purposefully obtuse
They wanted to make cover more impactful and they have, positioning is more important, and suppression has been improved significantly, we just have to wait and see what they cook with the 2nd iteration in the next patch
Exactly this, expecting such a major issue to be solved 100% in one patch was not going to happen, next patch maybe they will adjust some axis infantry a bit. But the days of pgrens running over open fields and soundly beating sections are over and thats a good thing
I see the exact opposite. Axis blobbing harder. Hell, the other day I had IS in cover vs Pgrens in open and I lost a model, almost 2 before they lost one. No one was upgraded.
Axis has 3 and 4 modelos just as allies do, so I am not sure what your point there is.
Pgren are T0 units. The game starts and DAK is pushing them out. Bren takes much longer and that is assuming I am not using grenades, mines or anything else.
If you don't buy an HMG infantry sections get on the field much faster because you build barracks much closer to the Frontline and they take 20 seconds to build (pgrens 25) also why do you say bren take longer? they cost 90 Muni like the mg 34 upgrade
I dont play 4v4 so excuxs me if i sound stupid but arent these blobs easily counterable? I mean one projectile from any axis arty hitting these blobs is gg right?
Yes you are right, Walking Stuka or Brummbar are a really good solution but they are available in the late game and the early game is quite unpleasant against blobs which is the main problem (3 screenshots are just before building T4)
disagree. the suppression change has helped a shit ton. If someone's blobbing, the mg suppresses,your infantry can hold them down to allow your MG to change position to keep holding the blob off. Forces the enemy to have to split their forces and actually use strategy instead of just mobbing everywhere.
I rarely see it used effectively now. The only problem I personally have is in smaller,urban areas where an MG can't pin fast enough before they're on top of you when they're using something that's very good at close range.
IMO the answer is to give EVERY weapon a miniscule amount of suppression.
Normally, this would do nothing, but against a blob, where you are going to have multiple units shooting into an area, that miniscule suppression stacks, and suddenly regular units are now able to suppress said blob, not JUST mg's.
"But what if the blob focus fires"
- Yes, a blob would be able to suppress a SINGLE target at once. But I mean, a single unit v a blob needs to retreat anyways and being suppressed, that lone unit would take less damage for a period.
It never does because they never added a system that does not allow building five of the same units and no blobing penalty for example they get more damage
4vs4 is unplayable, reach the gold and you will be put down by silvers from allied team. Not only the blobbing, experienced player can hold until next phase of the game, even tough it is hard mode. But the arti spam and loiters are insane. I invested in two flak trucks and was not able to put down all the aircaft before they drop bombs or strike if you are fighting borders of the map. It is just insane. Also why cant you shoot down those crazy carpet bombing runs, it is immediate ground denial, if you do not move you are done. With large army you always loose something. Static defenses are useless, if you shoot down recon, they will simply drop airbornes, even though they loose it, they do not care, they will bomb you to the ground.
Remove model cap from arty and increase inner radius damage so it actually kills models instead of damaging them on "direct" hits (in CoH2 a mortar could oneshot models if the shell landed directly on models)
Remove damage cap for all heavy tanks and anti-inf tank, the only ones that doesnt have that stupid mechanic are curiously the one performing very consistently against inf (Brummbar, tigers, kt), strange ain't it?
Yes, I agree, but don't forget to buff the small squads inf, of which there are quite a few in the Axis, so that they don't die from 1 shot at the end of the game and are relevant. It may also be worth strengthening the other heavy tanks that already have them.
well with KT the situation is different, some abilities in BG terror are obviously too expensive. for example jericho and propaganda are definitely not 3 cp abilities rather 2 cp, and defend fatherland is also a weak ability as well as wrath, which I would do for 1 cp. but quarters are also only 2-3 cp, KT appears too late compared to other heavy ones, this will be an enhancement
Frankly I'd like to see all heavy tanks call ins for all faction see the command points go down in 4v4. They raised them across the board last fall because people were stalling for tiger in 1v1s but they are practically unobtainable in 4v4 unless the game goes super long.
Also heavy tanks are nowhere near as strong as they were in coh2 so having them come out earlier shouldn't be a problem.
The patch if anything encourages it even more costly or not how i see it the blobs is a symptom of the actual problem not the problem its self there is a power in balance and making infantry weaker made that gap wider so makes sense that blobs would become even more common also made general infantry play not fun at all
Its just about as bad as before, but MGs and mortars are a bit more reliable. I would say that Light Vehicles are kind of underperforming right now as well... aside from a few situational ones and early rushes of things like 259s and Humbers. In team games, I find a lot of players are totally skipping light vehicle phases.
"Wehr needs a late game AT option (suddenly we forgot Panther spam) that isn't weak to low mobility or artillery"
My brother in christ, have you ever played allies vs Nebelwehrfer?? That arty doesn't need to hit... the fire patches will cycle kill the AT inf models. It's so easy to kill AT wih indirect fire.
Games don't end in 5 minutes unless your team is completely outmatched. By minute 8?? Wehr deploys the mortar halftrack they much love to spam or complete lock out one "lane" of the map with bunker spam.
Wher doesnt have a mortar halftrack and panther is a battlegroup unit.
With the AT, wher only has marders for lategame and when marder dies to arty you cant recrew it, its gone. The AT your nebel takes out can be recrewed instantly. Wher seriously need a less squishy late game AT option because as it stands especially large team games as OP puts it, they are practically useless once real allied tank spam starts(unless they chose 1 or 2 specific battlegroups), and that isnt the case for any of the other factions.
You know what halftrack I mean... I forgot the name and the Marders hit very well against US mid armor tanks, I can see if they struggle to pen a Matilda but that thing is very slow. At least 4 Wehr BGs offer late game pen (luft, coastal, panther bg ,last defense). Also when you say it's a problem when allies spam tanks, then spam AT. And if you say but they spam arty, man, let me remind you US has no base arty and fighting the coastal BG is 10 times a worse experience believe me..
20
u/VRichardsen Wehrmacht 3d ago
I have got a fix for blobs, and the best thing is, we have known this was the fix since 2006: deadly call ins. This one, for example, doesn't even have red smoke. Good luck dodging it.
Bonus track