You're looking at a super small sample size of 150 games here, which is not conclusive data at all. The data from these small numbers of games swings wildly. For example 3v3 top 200 with 277 games from 16-06 to 18-07 shows the complete opposite with Allies on 60-64% wr. The data only starts being reliable at sample sizes of like 3000-5000 games minimum.
No, it was 568 games for that time period. Also, if you want a good measure of the variability of data, you can take a bunch of individual samples and get an estimate of how many you would need for statistical significance. It isn't just some set number like 3000. I did a small portion of that, just as a reality check. I went with 1-week samples since that would also show trends over time. Here are the weekly results (except 13 July which is only 5 days):
There really aren't any wild swings. The average is more than two standard deviations away from 50%. As time has passed, the win percentages for both OST and OKW are on a slight upward trend. The number of games has been decreasing, but I don't know if that has as much to do with win rate as it does people trying a new patch and then going back to whatever else they were playing.
In general, I think the balance team has done good work for 1v1 through 3v3. There's just some things that scale really differently into larger games that are causing problems. Those problems aren't getting better over time.
(PS - sorry about formatting, it always seems to compress and make a table difficult to read)
This video from 2:30 onwards, he has sight of the whole map, from enemies leaving their base to no LOS blockers working.
Am I missing something?
What the others said, plus:
If you're looking for someone that is maphacking, you'd do much better to turn fog of war on, then click follow camera. It will show you where the person is actually looking. I've ran into some obvious map hackers who spent most of their time looking deep in the fog of war. Some people are better at it and just look a little distance into it.
I've also had times where something would happen that caused me to think I was being map hacked when it turned out to not be. In one case, a LEFH shell landed directly on a tank being repaired in the fog of war and a Con squad that happened to be moving through the area. I lost so much that it was basically GG. In watching the replay, the player was firing the LEFH at near max range at a visible unit and the scatter just happened to send the shell into my other units.
-Is this ability balanced?
-Is this ability worth the muni cost for what it accomplishes?
-Is this ability in line with similar off map aircraft call ins?
-For me, I used it in 2 games and it appeared to have no effect on tanks or infantry and I didn't lose sight. Is your experience different?
Lets discuss this
I do not have replays, I will try to capture replays show-casing this ability.
It used to be badly OP. Now it seems really so-so since it was nerfed. It feels a lot like the IL2 loiter, which sometimes does something but often seems like a waste of munitions. In both cases, I'd rather just build a bunch of mines.
The rest of the commander is really good, especially if your opponents don't bother to pick a howitzer counter.
i knew i wasnt imagining that axis are abit harder to deal with this patch in team games.
It's mostly in 4v4's where the problem exists. A single Sturmtiger on a map where you can flank isn't a big deal. However, double Sturmtigers that can back into an AT wall is really difficult. I've had several games as a random where I see the other side collapse, then see the double Sturmtigers. I've had it happen to me a couple times. The extra range means that it will wipe squads from the fog of war with no chance to react. Maps with lots of sight blockers become unplayable and their isn't enough vetoes.
Also, the Walking Stuka scales too well also, but that is unchanged. The all-or-nothing nature caused them to balance it so that it hits really hard, when it hits. That's fine in a 2v2 or 3v3. It never seems to bother me in those games, but in a 4v4, units are so clumped that they always seem to hit something. It will often wipe a full health Vet 3 7-man con, then the game starts going downhill fast.
Didn't want to turn this into a faction rant, but thanks for the contribution.
Don't think it's faction dependent. My guess is that when the model that is supposed to fire gets killed, it gets canceled or the command is transferred to another model, but that transfer doesn't happen reliably. Sometimes it does go off and the faust or AT grenade will look like a guided missile with almost the same range as an AT gun.
According to the bulk of the posts here, the Sturmtiger is trash, B4 has been buffed to the high heavens, and the Easy 8 is fine. In short, most people agree with you that the ratios are heading in the right direction.
1) For the most part you only wanna use autofire and sometimes ground attack. So dont put the LeIgs super far behind. Always let them move with your army together
2) Barrage only vs enemy mortars & MGs
To OP, I'd add my $0.02 (or maybe nickel to aerafield).
If you're looking to get a lot of kills, you need two of them, preferably shooting at team weapons. If you're getting just one, think of it as free smoke more than anything else. The smoke is slow in arriving, but works well enough to negate a MG. Most players only get a single MG so one leig is okay at soft-countering it.
If you're playing against someone who's really mobile, they're completely pointless. Most decent USF players play aggressive so I pretty much never get them against USF. On the other hand, I got somewhere around 130 kills in a 2v2 against someone who badly wanted to make maxim spam work against ISG's. They're also good against UKF who camp.
Lastly, don't fall into the trap of just deciding that you want to try to make them work without waiting and seeing what your opponent is doing.
Its not only about your video but personal experience ingame. Even when retreating before the wind-up will end with a full wipe and trying to move without retreating doesn't work either because the aoe is too large.
If it wasn't the case we wouldn't see Sturmtiger almost every game.
I think that the only squad that have a slightly chance to survive it is the 7 men cons squad. or at least that's the only type of squad I've see survive it more than once in a match.
The radius is far more than the spread of a 7 man con. I usually only see survivors when the retreat starts early, and then usually just a model or two.
I had the misfortune of playing against it tonight on Ettlebruck(sp?). I didn't go up against it myself but my two teammates did and had no clue how to deal with it - no mines, not many heavy tanks, etc. They were winning easily before the Sturmtigers came out and collapsed quickly once there was two of them going.
I wonder what require more skills, blobbing or pushing a button to delete everything it targets on a unit that can roam around easily due to its high armor and high HP.
This unit is like a blob on itself. But a good old fashioned blob that delete everything on its path.
I think part of the problem is that the amount of effort you need to put just to counter that unit is definitively too high vs the amount of effort to get benefit from it. Even if you manage to catch it off-guard with appropriate counters you need like 30 seconds to destroy it. And this not counting on the potential support the player can bring during this time.
It is not that I'm against a nuke unit, but it must be a unit with various flaws exploitable by the opponent. Not what it is actually.
For instance the decrew if damaged while reloading was an interesting mechanism even if flawed. So instead of simply removed it, why not having change the decrew by something else like a damage modifier giving +100% received damage while reloading. So the opponent has a windows of opportunity to deal with it quickly and force the owner of the unit to be much more careful after a shot.
Oh and put back the manual reload, so the owner has a bit more to do than just going forth and back and until pushing the hit button.
The video I posted was probably a little misleading. The wind-up takes awhile so you have to guess where they're going to be. I disabled the FOW in the replay. The player probably would've been able to save some of his Penals if he full retreated instead of soft retreated. Still the result was as hilarious as the blob of five Penals was annoying. If there was a Sturmtiger hall of fame, this shot would have to be in it as I got 32 models in one shot.
The Sturmtiger still has manual reload, but that isn't the problem with it. If you time it perfectly, the shot can come out of the FOW and wipe a squad before you can react. I haven't got that good with it yet, but promise to keep trying until they nerf the range. The other problem is the guided-missile grenades that it shoots. When playing against a Sturmtiger, I've closed in on it but was unable to finish it on several occasions because the guided-missile grenades are ridiculously good. They'll usually kill at least 3 models for 20 munitions. Soviet mines were never that good and they got nerfed.
As for the B4 being OP, I've tried it a few times and never had much luck with it. It's better than the ML20 but roughly on par with the LEFH. I don't even keep it in my loadout now. Interestingly enough, the current B4 is almost the same as the old ML20. The ML20 used to shoot 4x 300 damage shells instead of 3x 400 damage shells. I wish the ML20 was the current B4 and that the B4 was restored to it's former high damage, with either an AOE buff or a reload buff.