10 times this.
UKF, commander pick and unit usage. You can vouche for smaller balance changes but not this monstrosities some people are suggesting.
This is the short version of what I was implying. The balance team just delivered a patch where the "better" player won about 90% of the time. It's incredibly efficient at separating players based on skill.
If they wanted to tweak it further, at this point they would have to arrange for players like Lovenest/Noggano and Jove/Von Asten to play many matches on just a couple of maps and see what small changes to make. You'd also have to ask players like them, including Helping Hans, for suggestions for UKF since they are the ones creating the selection bias. |
In the round of 32, 15 of the 16 matches were 3-0 or 3-1.
In the round of 16, 6 of the 8 matches were 3-0 or 3-1
In the round of 8, all four matches were 3-0 or 3-1
In the round of 4, both matches were 3-0 or 3-1
Both of the finals were split 3/2.
Only 4 out of 38 matches (10.5%) were closely split. This means that the selection bias is so strong that you can't look at win/loss and conclude anything about the factions. The results are skewed towards whichever faction the better player picks. Even in the cases where the worse player picked faction, it would have rarely helped them win.
The only conclusion that you could make out of this is that elite players don't choose UKF. I haven't noticed any of them commenting on this thread so everyone else is speculating. |
Close The Pocket gives vision around capture points of all types; I think it's about 25-30 vision range. That said, It'll only drop arty on units that are visible in the cut-off sector(s), so if you have vision from other sources on units far away from capture points, they'll be hit too.
In some of the 4v4 maps, the sectors are large enough that the vision of the capture points doesn't get to all units. I'm guessing that was what happened in his case. He could always try it on Poltawa, which is a great map for this as the entire map can be cut from one point and the control points are close to each other. |
in my last 4v4 custom Annihilation match featuring the All units mod my Encirclement Commander Ability "Close the Pocket" when activated correctly would fire the light artillery at the frontline territories but didn't attack units in the territories that I cutoff which was the entire map. what am I missing here???????
Don't you also have to have vision on the units? |
I didn't watch the majority of the WCS games, but was there a resurgence of Su76s? I've seen a lot of them on ladder recently, and they're ok. They're not puma or AEC though.
I didn't see many in the WCS games that I watched. I see them occasionally on other streams when Ost gets a lot of T3. They work well enough against that. |
stupid theory crafting
Unless tanks only come in through the narrow arc of the SU85, the ability becomes a liability and delays the first shot, which you only get by taking it out of camo and losing the bonuses. |
conscripts/engies cant even make anti tank barricades.
Conscripts stuck to 6 men. Cons keep dying in late game, and its too expensive to reinforce due to lack of 7 men upgrade.
Camoflage turns SUs into immobile "please hit me" targets. I never use camo bc its so damn useless.
I dont even know what is good about this doctrin. Using it means definite defeat.
While true, all of these points plus several other problems have been discussed in other threads recently. |
The only way that UKF is coming back to tourney play is if the balance team consults the top 20 players on what it would take to make UKF competitive. Even then, they would have to have mini-tournaments to test the changes. I'd be surprised if Relic and the balance team want to put in that much effort for one faction.
Listening to the mass of players here, most of whom have a visceral dislike of UKF, just leads to nerfs like in the last patch, where bad units like the bofors were nerfed further. |
Most of the matches were 3-0. All you can conclude from those was that one player was better than the other. Out of all of the matches, there were only about five that were 3/2 splits. That makes such a small sample size that it isn't possible to make any balance statements.
If anything, the large number of 3-0 matches says that balance for 1v1 is close enough that the better player usually wins. |
I completely agree with Aerafield here, adding that Jaeger Armor also has the Stuka Dive Bomb to kill artillery (and Riegel mines, which win me quite a lot of games personally). I think that the revamped Breakthrough is a great and fun doctrine, the new Jagdtiger is a good unit, and I had hoped that the new Breakthrough would allow OKW to pick the heavy tank destroyer and give Ostheer some more options for commander picks, but Jaeger Armor is just so damn good and versatile that it will never get dethroned from being the top meta pick. It's a case of a good unit/commander being overshadowed by an even better one.
You guys did do a good job with the offmap on Breakthrough. It is fun to dive with a Panther and drop it in the middle of a large group, particularly if there is a Brit with a FRP. The JT is still okay if you're stuck in the middle of Hill 400 or Red Ball, but worse than the Tiger on most every other map or place. I'm not sure if the changes really affected the trade-off between Breakthrough and Grand Offensive. |