Stronger Fraction in 4v4/3v3
Posts: 117
Posts: 2115 | Subs: 1
(no offense though)
Posts: 282
Posts: 203
So at that level, axis is probably easier.
Posts: 1220
I mean, you are firmy footed in the 4-digit club, almost a premium member.
So at that level, axis is probably easier.
this
Posts: 2115 | Subs: 1
Posts: 682
I mean, you are firmy footed in the 4-digit club, almost a premium member.
So at that level, axis is probably easier.
Why is that?
I'm curious as to why Axis is easier.
Posts: 1096
Why is that?
I'm curious as to why Axis is easier.
I think it's because team games as axis usually culminate in 'build panthers' so the late game is much easier to coordinate with each other than a mix of su85's, cromwells, churchills, jacksons, sextons and priests. All of which have vastly different traits and roles.
A homogeneous force is easier to wield if you simply want to club your enemy to death, which is 99% of 4v4 games.
Plus the panthers armour and speed make it forgiving to play with.
Posts: 682
I think it's because team games as axis usually culminate in 'build panthers' so the late game is much easier to coordinate with each other than a mix of su85's, cromwells, churchills, jacksons, sextons and priests. All of which have vastly different traits and roles.
A homogeneous force is easier to wield if you simply want to club your enemy to death, which is 99% of 4v4 games.
Plus the panthers armour and speed make it forgiving to play with.
Ah. I have always felt like lower ranked players are more defensive and have a tendency to turtle up and get arty, regardless of faction.
Posts: 808
Posts: 203
Why is that?
I'm curious as to why Axis is easier.
Having all "necessairy" units stock (rocket arty, panthers/heavy tank) means commander choice isn't nearly as critical , linear teching means there's less noob traps (ost)
Micro is weak, so allied TDs (which you need to kite with) usually die very quickly, Panthers meanwhile are tough, and have heavy crush (so they don't get stuck on stuff because of pathing problems, so they are much easier to keep alive for weaker players.
Everything is farily straightforward, and not very gimmicky, get a pair of MG42, point them roughly at the enemy, then a pair of mortars behind them and you're set
This also comes from my personal experience, when introducing new players into the game, they usually find Ost the easiest to play.
Posts: 1273
Posts: 1515
Posts: 1954
Why is that?
I'm curious as to why Axis is easier.
I'm pretty sure he is specifically talking about 1000+ranking. At your level, I don't think Axis is easier. I'm not sure it's harder though. My main 3v3 group (ranked a little worse than you) has a difference of 0.005 in win ratio between Axis and Allies. For as much as people want to complain, the last couple patches have really balanced out Axis and Allies across game modes.
Several patches ago (before the current balance team), I made the following account when I thought the patch was crap:
https://www.coh2.org/ladders/playercard/viewBoard/10/steamid/76561198351144414
I'm pretty sure I couldn't duplicate that with any faction right now.
Posts: 131
I think it's because team games as axis usually culminate in 'build panthers' so the late game is much easier to coordinate with each other than a mix of su85's, cromwells, churchills, jacksons, sextons and priests. All of which have vastly different traits and roles.
A homogeneous force is easier to wield if you simply want to club your enemy to death, which is 99% of 4v4 games.
Plus the panthers armour and speed make it forgiving to play with.
This is garbage.
Posts: 682
I'm pretty sure he is specifically talking about 1000+ranking. At your level, I don't think Axis is easier. I'm not sure it's harder though. My main 3v3 group (ranked a little worse than you) has a difference of 0.005 in win ratio between Axis and Allies. For as much as people want to complain, the last couple patches have really balanced out Axis and Allies across game modes.
Several patches ago (before the current balance team), I made the following account when I thought the patch was crap:
https://www.coh2.org/ladders/playercard/viewBoard/10/steamid/76561198351144414
I'm pretty sure I couldn't duplicate that with any faction right now.
Oh I know he was talking about 1000+. Was just wondering his perspective on why it would be slanted one way and not the other. I generally play in my own bubble and was just wondering.
I feel like balance is pretty good too.
Posts: 3602 | Subs: 1
Having all "necessairy" units stock (rocket arty, panthers/heavy tank) means commander choice isn't nearly as critical , linear teching means there's less noob traps (ost)
Micro is weak, so allied TDs (which you need to kite with) usually die very quickly, Panthers meanwhile are tough, and have heavy crush (so they don't get stuck on stuff because of pathing problems, so they are much easier to keep alive for weaker players.
Everything is farily straightforward, and not very gimmicky, get a pair of MG42, point them roughly at the enemy, then a pair of mortars behind them and you're set
This also comes from my personal experience, when introducing new players into the game, they usually find Ost the easiest to play.
You're hurting some feelings here. lol.
Posts: 1096
This is garbage.
Perhaps I touched a nerve?
Also, a slight aside, but is your signature complaining that the land mattress is OP?
Posts: 359
Axis is stronger because they have so many stock blob counter tools which is what the majority of players in 4v4 tend to do. The best counter to a blob is your own blob but not as effective when the enemy has a blob-counter unit to your blob. Allied equivalents with the exception of Katy/Pack Howie usually is doctrinal (calliope/landmatress/105sherman).
OST have Brumbar, Werfer and MG42,
OKW have IG gun and stuka.
The downside that I can see is Axis tend to be weaker earlier game if they can't use their MGs effectively. They need to hold a fuel point or they will be gas starved. Early light vehicles delays the really good late game vehicles and even worse is if you lose them early.
Axis tend to win for certain when their armour can reach critical mass around late game stage. When they can amass more armour pop cap than Allies. Since their armour is much more expensive, they get a lot more value for their resources. Its much easier to keep a Panther with 960 hitpoints and great frontal armour alive than it is to keep alive any allied medium tank.
Livestreams
45 | |||||
8 | |||||
51 | |||||
25 | |||||
23 | |||||
20 | |||||
3 | |||||
2 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.35057.860+15
- 3.1110614.644+11
- 4.624225.735+2
- 5.920405.694+4
- 6.276108.719+27
- 7.306114.729+2
- 8.262137.657+3
- 9.722440.621+4
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
5 posts in the last week
33 posts in the last month
Welcome our newest member, Cummings
Most online: 2043 users on 29 Oct 2023, 01:04 AM