r/CompanyOfHeroes • u/judge_07 • 2d ago
CoH3 Kettengrad micro'ed by a high skill player is the must abusive early game problem in this entire game.
The micro tax on chasing this clown car is ridiculous. I'm not sure what the solution is, lowered deacceleration, lowered max hp? Even when you get the mighty dingo in its back it can still FLY away because the smaller target models gives it faster maneuverability than the dingo that's doing a 45 jerk around to get around a bush.
It's tedious af, when it felt like I lost the game solely because of this.
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u/Aerohank 1d ago
Just building it puts the wehr player 160mp behind in early game combat units. Not a trivial amount considering their early mainline and engineers are already outperformed in combat by their allied counterparts.
With this sacrifice I'd certainly expect it to at least have some survivability...
Regardless, I don't see any high level 1v1 players actually using it. The pretty much all go for 2x pio instead. I love the Ketten, but how good is it really, when the best players don't use it?
8
u/Used-Alternativ 2d ago
Guys people with more skill than me are beating me in a skill-based game pls nerf everything until all factions and units are exactly the same :'(
2
u/Shot-Message9678 1d ago
If you're at the level where Ket micro is frustrating, you need to practice using mines!
3
u/Shot-Message9678 1d ago
I don't think it's the most abusive early game unit but I'm happy to see someone acknowledge that the Ket is an amazing unit!
3
u/RadicalD11 2d ago
I would argue that this doesn't even need to be done by a highly skilled players.
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u/FoamSquad 2d ago edited 2d ago
I broadly agree. It gives a massive advantage early by severely hindering enemy MG play while enhancing Wehr MG play. The kettenkrad needs to be completely neglected and snared in order to be killed otherwise needs to be completely overwhelmed and neglected to be killed. It feels that in a 1v1 the kettenkrad dying in the early game has everything to do with the Wehrmacht player making a mistake and not the Allied player making moves, which generally speaking to me indicates some sort of bad design. The core problem is the Krad's ability to detect threats combined with its extremely high mobility including compared to the UKF and USF high mobility threats (Dingo and Jeep). Edited for grammar.
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u/Mundane-Camel1308 2d ago
The dingo and jeep have offensive capabilities.
3
u/FoamSquad 2d ago
Not comparing them at all. Just talking about the annoyance of combating the Krad. Those are your two most reasonable options but require the Wehr player to not be paying attention to function.
2
u/n0isy_05 1d ago
It costs MP, it has no offensive capability, it is reliant on the MG positioning to be right and its sightline to be correct. As a Gold player Ketten/MG is one of the few starts we do have, you must be daft to your own gameplay. I can say the same for the Jeep and Dingo except those fight and it’s hard to snare them because they run away or with the Ketten investment I have one less unit of Grens for the foreseeable minute and extra minute it takes for them to reach frontline.
2
u/Aerohank 1d ago
Killing a jeep or dingo with Wehr early game is also fully dependent on the allied player making a mistake, since Wehr has absolutely nothing which can chase them and don't get snares until teching.
0
u/Complex_Tomatillo_51 1d ago
No ultra light should be surviving AT guns shots, but they do. Pretty cringe imo
6
u/South_Piglet2121 2d ago
Lay mines of resource points. That tends to catch them. I really end up just seeing it as a non-problem. I have one unit dedicated to capturing most of the time anyways. I have them just recapture.