But those Axis players at the top edge don't stop playing just because some equally skilled Allied player has downranked. They also keep playing - and winning - if their faction is OP, therefore creating a >50% win rate.
Example: Assume we're looking at a player using a weak faction that is currently being rated correctly for his skill.
1. Mid-ELO: You just lose ELO until you play against less skilled players using a stronger faction, which overall leads to similar strength -> =50% WR
2. Low-ELO: You lose ELO. However, there is no one with similar ELO to get matched with, therefore you get matched with the lowest possible ELOs on the opponent's factions. Since those factions are stronger, you will lose more often than win -> <50% WR for the weaker faction
3. High-ELO. You just lose ELO until you play against less skilled players using a stronger faction, which overall leads to similar strength -> =50% WR for YOURSELF. The opponents which play the strong faction now have no one at their ELO to get properly matched with, so they get matched with the highest possible ELOs on the other faction. Since their owm factions are stronger, they will win more often than lose -> >50% WR for the stronger faction.
The search times for Allies are not longer because of ELO issues, but because there are apparently more Axis in queue that will never find an opponent.
They don't stop playing = they spend half their playing time in the lobby waiting for a match.
The number of game played is the same for Allied and Axis.
Each game provides 1 winner and 1 loser.
Top Axis players can win all their game, that wouldn't change much because they play less games in average. Top Allied players (which are usually the same players) can lose all their games vs Top Axis players, the superior number of games available vs lower skilled players they going to win will make it up for the W/L Ratio, which will be in favor for axis, but not that much.
Now take in condition the human factor, top players avoiding themselves on ranking matches, the fact that they aren't numerous per definition and the high probabily they are unmatched in their respective time slot etc... Let's also add that if a faction is underpowered or harder to play, mostly only good players are going to play it on regular bases.
So now I'm going back to my initial statement that W/L ratio between faction isn't an indicator of balance on itself and even more at high level.
CoH2 history and its 40-60% faction win rates at times would disagree here.
Perfect balance will never be achieved in asymmetrical game, but we're closest we've ever been across all 3 games so far.
Anti-all blobs and super heavy IWIN tanks not existing really contribute here in my opinion. Slower pace and lack of vehicle inf crush on non pinned infantry is a significant factor as well.
Overall, in CoH3 we have actual Italian forces, yet there seems to be very little cheese, even FRPs are very manageable(once coastals get across the board nerfs)
From what I've heard from 3vs3 and 4vs4, balance isn't there at all. But I'm not going to check it myself for my own sanity.
1vs1 seems to be too also too plagued by cheese at the moment to really see if the game is balanced.
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Not at the edges of the ELO ranking, where there are no other players to match against. The question is rather if the smaller deviation in WR is true or statistical fluctuation. Also, the question is which part of the game you're comparing. If the game has one strong meta build, you're not comparing the overall faction, but just the capability to replicate that build. Which is especially true at higher ELO. Low ELO is much more diverse in play.
Not really. At top edge, you'll get 2, 3 or even 4 times faster games as Allied. So you'll probably keep losing vs same level players but you'll always fall back on lower level players and have more games vs them (since they are more numerous) making up for your initial lose.
So at top level, I'd say winrate is even less relevant to check as a metric once the meta is settled. As Allied you have access to more games so statistically more win than Axis.
Or said otherwise the game tend to balance itself as quantity vs quality while the only metric we, as players, care about is quality.
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Winrate has nothing to do with balance since matchmaking can always compensate the lack of balance with ELO.
Not that I'm saying the balance is off in 2vs2 but the argument isn't valid.
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Which shows the global issue, you're forced into LVs or dual atgun facing wirbel or FV because they completely negate infantry play around them.
Although I do not agree this patch DAK is helpless vs brit even without the FV, all those LVs need to step down, reduce M8 skirt buff, reduce FV being anti everything, reduce stuart AI and reduce wirbel health if the unit is to be considered as LV, with LV timing and LV price. |
I'm not sure DAK wouldn't survive with a less oppressive FV, a unit that is well performing anti everything when it hit the field isn't good for balance, it leaves the faction forced to work around it in every match and leave the rest of the faction in bad state because of balance synergies.
I rather have it be much more dedicated AI and less able to counter LVs and buff jaeger AT back in the middle. |
Given how the unit is the lynchpin of the whole tier, I wouldn't count on it being touched a lot.
They could simply twink the super buff they gave the unit that didn't really needed it. Remember that unit was what made DAK playable even when the rest of the faction was trash.
Flakvierling Half-track
The Flakvierling Half-track is having its effectiveness increased to better reflect its timing and role as a low durability, but high firepower unit.
Accuracy increased from 40% / 35% / 30% to 44% / 42% / 36%
Angle scatter reduced from 8 to 3
Burst duration increased from 1.75/2.5 to 3.5/4 seconds
Weapon cooldown reduced 2/2.5 to 1.5 seconds
Weapon long-range cooldown multiplier increased by 50% |
And don't forget to double side since you're a team, send a lone capper on your side and push you're friend's one to rapidly force retreat then swip with your friend to the other side. |
Hi, I am a hardcore coh2 player and few months ago I started playing coh3, got 100 hours playing time. I play mostly usf 2v2 with my british buddy.
Whenever I got an Africa corps opponent, they beat me very hard early game. As first 3 units, I got 2 rifleman 1 scout. After that I got mostly another rifleman. Same time Africa corps got a panzergrenadier(stronger than rifleman), a special close combat engineer unit(didn’t play Africa corps yet) and a stupid overpowered halftruck. How am I suppose to win against those with 2 rifleman and a 3 man scout unit? I am far away for an antitank neither paratroopers or rangers, and for bazooka squad I must delay my tanks. Need a solution thanks for help
Take cover, flank the 250 with a riflemen, you need to fire at it side which are less armored (coh3 has side armor value unlike coh2)
You can also upgrade atnade and try to surprise your opponent.
You can dug-in a bit, accept to lose ground early game, go fast ISC and unlock atmines, then you mine obvious path for vehicles and see them being one shot.
You can also as you said go T1+T2 and get a zook squad, you can also go fast MSC and get at fast HT75mm.
Aside from it, USF is the faction whose get most of early BG pick, you can get a fast vet1 jeep, fast 5men assault squad, fast weasel upgraded with an HMG, fast HMG deployed on the field... use it. |
Don't get your hopes up. The game is boring as fuck.
Once they start adding heavy tanks. Rework tank ranges and reduce the VP tick rate. Then I'm guessing more people will come play CoH3. I bought the game, but I don't regret buying it and not playing.
Bought the complete COH2 for 5 euros. And played it a lot. Don't mind waiting for CoH3 to come up to a standard (if it comes at all) worth of CoH franchise.
For example. The Black Prince is super fun to play. It's a prototype WW2 tank. Who cares. But playing it is ill advised as it comes too late to be of use. Same with the Tiger. And now they've overnerfed the E8 because why not. It seems like those that make the decisions at Relic have really been smoking some bad s**t. Or a bad strain or something. Because for a change like the instant acceleration to pass the QA... I mean. Really? Are you telling me Relic deployed to a staging/test environment, the 1.4 version. And the QA/DevOps did the tests and found "yeah, I really like this toy car acceleration".
Holy f*** they should find a new supplier.
They'll surely address the acceleration rate of many vehicles for the next patch, apart from that I'd really like to know who's the master mind behind Coastal BG, this man deserves a medal and be put far away from the designer team forever.
Otherwise I feel the game is much more balanced between phases, this isn't a end game unit rush anymore at the moment and I'm not specially interested in seeing more heavy tanks. Maybe 4vs4 feels particular about that but 1vs1 and 2vs2 is fun. |
How are you guys dealing with it?
While I'm generally happy with where the game is after this patch the new Italian Coastal bg, IMO, is one of the worst things I've seen in CoH history. It takes everything that was bad about the Brit sim city strat in CoH2 and ramps it to 1000.
I've seen some good players use it well and creatively, but mostly I see (in 2v2/3v3) players spamming self building/healing/fortified bunkers across a map creating a huge force multiplier (with no impact on pop cap) that is amazingly difficult to break. Upgraded bombing runs don't destroy one of them, and even if it did, it's too expensive to rely on when they can simply point and click to create another one. On map is too inaccurate to destroy one in a single barrage so it generally repairs before the cool down is up unless you can hit it with a secondary source, and then again they just rebuild it instantly.
You can't approach with infantry because of the MG bunkers and you can't approach with tanks because of the PAK43 like AT bunkers.
The only thing that has worked for me so far is dominating them so badly early that they can't really get set up. That doesn't work in an actual competitive game. Similarly, if you can break a flank, you can often destroy a number of the bunkers until they send backup or get smart and create more bunkers facing your flank up the line which stops you cold.
Just curious how others allied players are faring against this?
As USF 2 emplacement mortars with the Armored BG repair truck to keep them up. This BG is effectively the worst of Relic concentrated. |