Can't count the number of time my RE zook keep missing light vehicles and don't pen anything superior. To me its a waste of muni to give them zook, better giving them 1 Bar and put the zook on lt. At least with the sprint you can do something sometimes...
With 1 Bar it has better chance to reach vet3.
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Thread: The problem with USF Rear Echelon Squads4 Mar 2022, 14:09 PM
In: COH2 Balance |
Thread: The problem with USF Rear Echelon Squads4 Mar 2022, 11:57 AM
Let's recall something important here, something you've seem to forget. Lt or Capt are supposed to be extra. In the current iteration of the game, they are just a regular squad in your BO with a bit of punch. They fill a gap (10-20 second late) when they should be a powerspike, an aditional unit helping you to overwhelm your opponent. With how the game is today, they should be your 5th squad on the field. 1xRE, 4xRM matching Ostheer 1xPI 1xHMG and 3xGR and then Cpt or Ltn as a bonus. The same way in return Ostheer get LMG as a bonus when teching BP1. Same goes vs OKW with SP, Kubel and Volks outmaching RE and riflemen. This could be fine if the lt or capt were reaching the field much faster bringing superiority. That's not the case since they are just regular units in your BO. You can't build 4xRM, that doesn't work in any way. The modding team through their various changes made Ostheer standard build order going from 1xPI + 1xHMG + 2xGR to 1xPI + 1xHMG + 3xGR with no extra cost delaying the potencial 222/Pgren coming next. OKW starting units have been buffed to heaven vs USF, SP, Kubel and Volks carefully preserved when they were already overperforming vs rifles. If we look at the situation here, Lt or capt should be 10-20 second earlier than the 4th grenadier or OKW hmg/whatever to make sense with how USF is designed. And you acknowledged it by yourself. You use the jeep/cav combo to make your way to top5, but look at the numbers: the jeep is cheap and don't delay that much you BO, can cap, can soak damage and let your translate into faster mid game. Cav also are better balanced than riflemen, they actually performs well according to their role and price. In: COH2 Balance |
Thread: The problem with USF Rear Echelon Squads4 Mar 2022, 10:55 AM
The problem with USF early game is that it is by far the weakest. RE is just part of the situation. RE is the weaker fighting unit unless you count the major or USF medics. RE don't have a specific rule of engagement, they lose vs anything at close range and only win vs pioneer if they are negative cover involved during the fight. They're also the most unreliable unit in the game imo. Even their ability to suppress is completely unreliable, sometimes it works sometimes not and you don't know why. Riflemen are overpriced for their performance. Or the other way around, the modding team buffed so much OKW and Ostheer early game that riflemen went from balanced to underperformant by far. - They get destroyed mid to close range by Sturmpioneer for only 20 manpower more. - Considering they delta in cost between them and Pioneer (80 manpower), they should perform the same ways vs pioneer as ST perform vs them, but that's not the case. - They should destroy the same way volks once mid to close range as ST perform vs them for the same cost (20 manpower), but that's also not the case. - They should destroy the same way grens once mid to close range as ST perform vs them since the cost delta is 40 manpower, but that's also not the case. Mortar is a smoking joke. You cannot count on it to do anything else than smoking an area making it a kind of non combattant unit. USF early game is also the slower, whenever you decide to do 2xriflemen or 3xriflemen your next unit will always come after you're opponent equivalent thanks to lieutenant/capt excessives build times. But hey! imagine if USF could field an early HMG or worst, an early ATgun! Vs Ostheer, you're always fighting the first 4-5 first minutes with less units, the only excepting is if the Ostheer player went sniper, in that case you're even in number but you still have less vision, your opponent has a HMG and a sniper to bleed you with enough gren to support it. Vs OKW, you can't do shit vs a kubel middly well managed, you're again late in number of units field that perform waaay better than your for a cheaper cost and obviously handicaped by the RE doing almost nothing at any range. This translate as "You must play perfectly well USF to snowball and win" kind of shitty statement during tournaments just to avoid saying that the modding team trashed the faction. In: COH2 Balance |
Thread: At the end the modding team didn’t balance the game.2 Mar 2022, 09:39 AM
Before all, let’s agree that the balance team did solve quantity of bugs and release quantity of good quality of life changes. But they didn’t balance the game, and we can see that with the over-dominance of 2 factions during any 1vs1 tournament. At this stage I’m not even sure if one is superior to the other, which one is used to counter the other but for sure those 2 factions have beneficiated the most of the many changes the modding team applied to the game over the past years. The modding team had one vision, making Arranged Teams balanced. But arranged team matchs isn’t the game. You see, with factions that have access to any kind of tools and factions that have per-design gaps/weaknesses in their stock roster, balance in AT is problematic because it allows team players to select their factions and coordinate their armies. So when a faction is as per design weaker in a certain aspect of the game and stronger in another to compensate, players in AT just select their faction and coordinate their effort to have one player covering for the weaknesses and the other abusing of the stronger aspect creating an unbalance situation vs factions that have it all available but nothing specially stronger. So to re-balance this situation for AT games, the modding team just nerfed everything that could be stronger than usual from targeted factions but at the same time weren’t authorized by Relic to provide the necessary changes to fill the corresponding gaps. Knowing Relic would disagree in filling the various gaps to compensate didn’t stop the modding team from nerfing whatever they considered too strong in their targeted factions, they just came up later on the different media to say it was all Relic's fault to not allow them to do the gap filling. So we end up today with factions that rely even more on their last crutch units that were un-nerfed to make it for their lack of superior assets in exchange for gaps in their stock roster. In AT games, the “balance issue” is solved because all available tools are now balanced linearly across all factions, no more superior units to cover for nonexistent/weaker stock tools, you can play any faction strength with no balance issue other than that in reality some factions are still limited in what they can do on the battlefield and only picked for some limited aspects of their gameplay. For the rest of the player base, who don’t play AT or who simply don’t play that much competitively AT, the game isn't more balanced than before. Before someone comes with https://coh2stats.com/ data, let’s be clear about what those data shows. They show the win/lose ratio between players but the information isn’t correlated with faction balance. Even if a faction is stronger or weaker, we’ll all eventually reach the point where we’re only matched vs people we have around 50% chance to win/lose. In fact unless there is something completely broken that’s almost impossible to overcome as an opponent we’ll never see anything relevant from it regarding faction balance. In: Lobby |
Thread: Addressing the issue of ELO-hell.19 Feb 2022, 06:30 AM
There is flaw in your reasoning, both players should have wait enough time to be matched together. But that's not the case, I've been matched really quickly against players that were not close at all to my ELO ranking. I recall having been matched vs dutchman once in like 10 seconds while I was myself around rank 200. So maybe he waited 2 or 3 minutes before getting an oponent with the searching range increasing but what about me, the other player? And that's just an example I have in mind, but it happens regularly. In: Lobby |
Thread: Addressing the issue of ELO-hell.18 Feb 2022, 10:31 AM
Those numbers don't show anything about faction balance, Honestly I used to think they do like you but in reallity they don't. There are so many parameters behind that like what I said: maybe the pool of soviet players is less skilled than other allied factions, maybe a top100 Soviet player = top300 UKF player in term of skill. And maybe a top100 Soviet player = Top500 OKW players. Seems silly or stupid, well prove it. There are 0 strong correlation between average V/D ratio and skill required per faction. Another example is USF, the faction look like balanced if we look at those numbers, but that's probably not correct otherwise with all those sweat tears about Path&Scott OP all over the place the faction should be rocketing about 80% victory rate (at least below TOP200), which isn't the case which may show that the faction is artificially running about 50%+ victory rate thanks to Path&Scott and that without it would be far away from those 50%. In: Lobby |
Thread: Addressing the issue of ELO-hell.18 Feb 2022, 06:56 AM
Write this list to Santa Claus next winter maybe. On the other hand Soviet is by no mean the weakest 4vs4 faction and your vision of it is probably distorted because it is the most played allied faction at lower level being the easier. If you want to get out of Elo Hell, start playing 1vs1, improve, then come back to 4vs4 and uplift your side. It doesn't work every match but instead of a 40/60 victories you may get 55/45 or 60/40 victories ratio. In: Lobby |
Thread: nice usf pathfinder18 Feb 2022, 06:44 AM
Depends on the game mode but once every 3 or 4 games vs Ostheer on average. In: COH2 Gameplay |
Thread: nice usf pathfinder17 Feb 2022, 06:37 AM
You mean, usual strats In: COH2 Gameplay |
Thread: Addressing the issue of ELO-hell.16 Feb 2022, 12:34 PM
DOTA2 use it with fairly good success. You even must play a certain amount of game or having a certain playtime in non-competitive lobby before being autorized to hit the competitive button when you're new. Bottom end of competitive ladder is still full of toxic players but new players are not mixed with them. I don't know what you don't understand with this concept. In: COH2 Balance |
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