Chill Your self mate. Look at the stats, look at tourny's. Ostheer is the weakest of the 4 factions and if you wish to contest that then you have invalidated all of your claims. Personally I love Ost and find it a more enjoyable faction thank OKW. That being said the Tiger Ace is neither a draw back to the faction nor a "I Get A Free WIN Card". Your well supported claims are not not well supported for you lack concrete statistical evidence as well as visual proof.
Please tell me what other Call in ability is unlocked at 15cp's? Furthermore the ManPower bleed of Ost is very high for Gren squads are equipped with 4 men compared to 5/6 man squads. Thus, the stats show that the likely hood of a gren model dieing are the exact same percentage of a 5/6man squad. Therefore, would it not be concluded that more Manpower is needed to bring a gren squad up to par to combat with a now 4/5 man allies squad.
Please come back after you have L2P. TA is nothing more than a Vet3 Tiger that hampers the Economy of a Faction that lives and dies on Manpower.
Right oh what stats are you pulling from? oh wait, there are very few statistics that mean anything in this game. Let me break down why:
only accurate statistic values are the game weapons profiles.
Win and loss rates for this game are very skewed for a generic statistical analysis method. The tournaments suggest that OKW and Soviets won the most in the past few tournaments. If you look at the fall out for the star crossed cup Ostheer the few times it was played had huge success.
The reason tournament statistics mean very little in our game is because the small community and the fact that players have to play both sides. The small player base means that there are large skill discrepancies and when taking a survey you'll get large variation. The second point is the most crucial. Players like Jesulin will win with whatever faction they choose because in the lower rounds they have a small chance of fighting an equally skilled opponent. This means whatever flavor of the patch has a much larger impact on the factions choose. People didnt choose US much because it was a huge risk to try and win early on compared to Soviets who have advantages at all stages. Similarly OKW was played because it was OP as fuck.
The most played factions on each side won the most, odd quiescence right?
Anyhow even if all factions were played equally the player base would have a large effect. going back to the example, if Jesulin crushes his way to the top round playing lesser skilled opponents it does not matter what factions were chose. This means that for tournament win rates, any factions chose have a much higher win loss ration based off who is in the tournament rather than a random sample.
You can go to Starcraft II and pick 200 random players and get good results because they fallow a normal curve, the Coh2 tournaments do not.
Enough of the statistics lecture, I would not be able to get any statistics on the tiger ace; that would require me to scroll through the open games, look for if the tiger ace was used, and record the results as well as save the replay for hours and months until I get enough data.
I would get the data, do the analysis, and half of the forums would attack my methods or call it rigged and all that time would be for nothing. You want some statistics? ask yourself this: in a 1v1, what is the statistics of a allies player getting 260 fuel outta nowhere? oh wait, that cant happen.
You should really also consider using paragraphs in your posts
As was addressed earlier, the manpower bleed in the tiger ace doctrine is mitigated by the tank presence. My example is Soviet Industry. That nerfed commander does not stand a chance in the 1v1 pool unless you use your tanks to soak damage so the Manpower reduction does not have as much of an effect. Remember the original Windustry? that is what happens when the trade offs are not sufficient for the gain, which is the tiger ace.
I also do not see the relevance of a tiger ace being 15cp justifying it. the game could go on to 100 cps, and if the players are close in skill the game can go on and on. Both players have to ration their resources accordingly and yet there is this magical tank that can come on the field with little detriment to one player. Its like calling a recon plane, getting it shot down and it crashes with catastrophic effects on your opponent. Little effort put forward, little cost compared to your opponent. In addition 800 manpower is not hard to get to for a "manpower starved faction", you'll be surprised to hear that USF suffers from this much worse in a 1v1 at the later stages of the game.
As Vuther has pointed out this is not a thread about the tank itself, its about the design flow and how a fuel-less tank effects the 1v1 game. In team games its not at all the worst thing ever to deal with, but its dreadful in a 1v1 that lasts long enough. From your posts it seems you have no experience in a 1v1, I implore you to try some with it, you'll find its saving grace pretty amazing when you're being outplayed