It's based on the win ratios of the top 200 players in each faction.
If you were able to look at the global stats, I'm going to make an assumption that it would tell an even more horrifying story of 'balance'. |
Someone should calculate whether those average winrates between the factions are statistically significant or not. For example between the USF and OKW.
I think the top 200 players will get to stomp over so many weaker players even as USF so the results tell nothing about the true balance really. Only matches between evenly skilled players and the winrates of those between factions would tell something about balance.
Yet looking at the top 200 allied players in bigger games, shows that is not the case.
It doesn't matter anyway. It's all semantics. Relic has all the information, and more besides. Are they doing anything? Are they even acknowledging there is a problem?
Nope. Nope. |
It's not shocking, it's exactly what everyone already knew. It's exactly what you already knew.
I dunno man. I knew it was bad, but well over 90% win ratio bad? Even that shocked me a little.
ETA: It's a win rate of 81.525 across all game modes (including 1v1) for OKW. That's a pretty shocking statistic, for a game that wants to be an E-sport. |
I agree that the amount of fuel is really important in the balance of 4v4.
Exactly. But unless the devs recognise the fact, what hope is there? Also, without taking away the communal bonuses from cache's, OKW is always going to be OP. There's a reason they not able to build them, yet in team games, they benefit from any ost cache/opal. |
You all seem like smart fellas, so lets drop the theorycraft and focus on the problem. The Jagdlol, Jagdlol dont care.
Well, if you look at my post on the previous page (RE caches and Opal trucks), then Jagd doesn't become as big a problem, as the OKW player will have to wait a lot longer to get one. He'll also not be able to build other tanks as efficiently. Then the question for the OKW player becomes: "do I dare wait for the Jagd?".
The key to balancing 2v2/3v3/4v4 is to bring the principles of 1v1 into the bigger games. If you make OKW play by the same rules in 4v4 as 1v1, they become a lot more manageable, without screwing up balance in other modes.
In other words, no need to nerf to the Jagd, just make the faction play like it does in 1v1. If a guy manages to get out a Jagd, then their team probably deserves it. |
Good thread and some valuable points.
However, I do feel there is a way to stop the over bearing advantage the axis have, when they have those commanders that synergize so well, without making counter part DLC commanders for the Allies. Relic has to stop the mutual benefits received.
-Caches should only provide benefit for the person who made them. This provides a problem in and of itself. If someone builds a cache, why should another member of the team be penalised, if they want to make a cache on the same point? Relic needs to find a way so that other players can invest their own 200mp into that same cache, without adding durability to the cache. Perhaps each player could have his or her own supply crate on a point, to signify they have one there? If so, it should be visible to all players (when the point is in viewing range of the opposing team). It also makes that point strategically very interesting, if a team has invested 800mp into that cache, and all of a sudden it becomes undefended...
-Aura's or Halo's should only apply to the players own units.
-Unit training should only be applied to the users own units.
-Supply/medical drops should only be able to be picked up by the player who dropped them or any opposing player. This goes for allies and axis.
-Opal trucks should only benefit the player who makes them.
Of course there should be exceptions to that kind of thinking. Things like Community repair bays (OKW truck/Industry bay) or community healing centres, should be accessible to all friendly players.
I also feel you forgot to mention map design. In larger team games, I find the narrower maps highly favour the Axis team, as they are so easy to defend and bottle up the allied forces. These type of maps appear to be more predominant in larger games modes. Some of the maps also make it very hard for the Allies to play to their advantage, offering little or very few opportunities to out manoeuvre the Axis, and cut them off from their supplies. I'd sat that the map designs account for about 15-20% of the Axis domination problem in larger team games. |
Just want to add that I also suffer form these freezes (usually 3-4 times a game ranging from 2 secs to 10 secs).
I've tested it, and it even happens when I watch replays in steam offline mode, so I'm making an educated guess that it is nothing to do with battle servers.
However, it defo started happening after the battle server patch, so who knows. |
I think this is an excellent idea. It makes the axis player consider carefully whether or not to use the ability, but also provides a risk/reward to said player.
The added extra muni's would be good for extra mines and other muni reliant abilities too. |
Thread: 4v419 Sep 2014, 19:01 PM
I just don't understand Relic's standpoint on team games. They have made the game modes, they are very popular, but Relic don't want to support/balance them (as said in their own words).
There will come a point in the future where people will just stop playing these modes, if the current situation continues.
Will they go on to 1v1? I don't know, but speaking from a personal stance, I won't. I just don't enjoy the 1v1 side of the game.
I don't want to make threats against Relic, by saying "if you don't do this, I will...", but I have to be honest, I'll just move onto another game. The general feeling amongst my friends that play, mirrors my own.
I also don't want to irk the exclusive 1v1 players either. I personally think all game modes should be equally supported, as that's how the game was marketed.
1v1 players should also be more understanding and considerate of those that enjoy team games. You also benefit from the revenue stream, team players bring into relics coffers. If those players disappear, the frequency and quality of any future updates will be impacted, which means the quality of your 1v1 game also suffers.
Consider that. |
No yelling often means it's good. Silence is golden and all that.
It's currently 'just' a vet 3 tiger, which is amazing in and of itself.
Not sure why you made this topic... |