That's a story for another thread as you said, but:
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You're theory crafting and clearly haven't played any medium or high level team games. If 4v4 was a RNG arty-fest, do you really think that there would be win streaks like Jadame, GDot, Skabink, 102 game (or whatever current) win streak? Do you think they build arty better than anyone else and that's how they win? |
Game is meant to be balanced for 1vs1 and 2vs2. Please dont take 4vs4 win charts so serious , these game modes are for fun
Really? There are maybe 1000 1v1 or 2v2 players total. When I search for 1v1's, there are often less than 10 people searching. On top of that, most of those players don't buy DLC. If you take the 1000 (which is a generous estimate) times an average $0, you get $0 to pay for continued development and support (slightly less in Canadian dollars). You're a strategist. Do you really think that is a business model that Relic can sustain?
The last patch had win rates that were balanced across all factions within 10-12% across all game sizes. Axis players whined hard because 2v2's were around +12% for allies. Somehow, a 70% differential is okay when it favors Axis.
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Cool uniforms, etc.
No, it wasn't the uniforms. It was because people like to play the bad guys on the internet. At first, Nazi's were bad, but only in 3v3+. Then the British came along, and they were bad. But somehow, they're no longer bad, probably having something to do with them getting cost increases and armor nerfs.
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That's not what I meant. Any Squad inside the build does receive damage. This issue is in the database, I don't have an ETA on the fix. Sorry
Sorry, I thought you were saying something else. Thank you for the clarification. |
This is a known Issue. Explosives (like Grenades and Satchel Charges)don't do any damage to Ambient buildings. They will kill squads inside, they just don't hurt the building itself. Thanks
Except that they don't. Grenades and satchel charges aren't even the same type of explosive. Decent players react fast enough to grenades that the grenade rarely hits them. The three second timer on a satchel means that it is completely useless against infantry. The only thing that it was good for was to take out buildings as a way of denying cover and to blow up OKW trucks if you somehow had enough muni's for smoke plus 3 satchel charges and could get all of that into position. |
What it shows is just that game is much more ballanced right now than most community members believe and that huge ballance shifts, like in preview patch, are not needed, maybe even harmfull for the game.
This was the point that I was trying to make. If they wanted to get away from the dysfunctional OKW design, it would have been better to just do that instead of changing the design and massive nerfs to allies.
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Either Axis players have randomly started playing more or news of the incoming patch has energized Axis fans into playing more. With more people playing Axis, the win rates for 1v1 and 2v2 still show a slight (0 to 0.10) advantage towards Allies, and larger game modes have a larger advantage (0.05 to 0.13) towards Axis.
In general, I like the direction that the balance patch was intending, specifically eliminating the fuel/muni penalty for OKW, but everything should have been repriced accordingly. It wasn't, so combine this with the many significant nerfs for both USF and UKF and this patch will be pudding.
Here are my predictions for this patch:
1) Elite players will still be okay in 1v1's with USF or Russian.
2) All larger game sizes will be dominated by Axis
3) Search queue's will often go to 100% Axis
4) The people at Relic will get called neo-Nazi's. (They aren't, but should be prepared for this anyway.)
5) Anyone complaining about balance will be told L2P, L2Flank, and/or get called a mediocre, allied-only 4v4 scrub.
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If Major did nothing but provide a retreat point, absolutely nothing would change.
If I don't need the forward retreat in a 1v1, the Major works great as a S-mine detector. One use only. |
How about do away with signs but add suppression like every other mine so that units won't keep going forward until they're wiped.
The S mines are most annoying when you flank someone, have to retreat a squad, and the retreat path goes through one of these minefields, which guarantees a wipe. I'm not sure that there is really any balance changes that would stop that.
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To be fair the two can be combined in the Mobile Defense Doctrine.
Mobile Defense used to be awesome when one of the Ostruppen spawned with LMG's and they didn't have such a high RA penalty. I only tried it a few times but won several 1v1's by just going T1 & T2 plus call-ins. It felt like playing Soviets at that time.
I use the P4 command tank in most team games and don't think that it is game breaking, especially when Ost cannot build green cover (except in a few doctrines).
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