I don't know what you are talking about and why you bring a terminology discussion into this.
OST and OKW are the most played factions because there are only two to pick from. Allied faction picks dilute out over three factions and are therefore less per faction. That's not an advanced concept, and that's all I said.
Because you told me there are only two factions. There are more than two factions. There are five factions. Three allies factions and two axis factions. Both axis factions are the most played factions out of five. I even quoted you. |
They are the most played factions because there are only two...
Relic defines Ost, Okw, UKF, SOV and Usf as factions that are part of the game. There are more than two factions. Arguing about the terminology of the word faction possibly only encompassing two (axis /allies I assume?) is irrelevant schematics.
So yeah, Ost and Okw are the most played factions by far. Fact supported by stats. |
After having played a few 4on4 myself recently (moved from 2on2 OST) I am totally not surprised about these statistics. It just needs 2 people on the Axis team to play with a voice app to totally crush any enemy team made out of randoms.
Also both OST and OKW are the most played factions, easy showing that the balance in 4on4 is totally axis dominated. Are people still arguing they're the most played faction because they have the cooler tanks? No, they're just waaaaaaaay more fun to play with, and way less stressful.
At least the game feels better in 2on2, 4on4 is just total allies bash. If Axis rolls down the hill, they can just snowball allies. |
Vipper showed the real stats. Atm in the monthly breakdown there is a disparity of 6,5% between winrate of OKW and highest allied faction in winrate. The difference to lowest allied fation in winrate is 11,4%. At games with Players above Top200 the disparity rises to 11,7% (best allied faction) to 13,4% (worst allied faction).
I personally think it should be okay if OKW perfomces somehow worse in teamgames than in live.
The only difficulty is to hit the right spots, you have to weaken mechanisms that are strong in teamgames without influencing 1vs1 stats which are a lot closer to beeing balanced.
In addition to that, the stats clearly show that OKW is the most played faction (in addition to the highest win rate). |
Can we leave threads like these to people who are actually part of the modding team or actual relic staff? Or at the very least, something agreed with moderation? |
(edit to add context: this is a reply to posts which were deleted/removed)
I can confirm that any light vehicle play is common as and against OKW and OST in 2on2s top200. There are plenty of light vehicle play in 1on1s. Early RW is not unusual, it keeps light vehicles at bay who otherwise micro infantry to death from range - it depends on what the enemy does and reading hints.
I am not sure why people argue that it's a bad idea to build RWs and light vehicles early. They may not have much play space in 4on4s but I don't play them regularly or even seriously to give some feedback on that. It's a bad idea to build RWs if you don't know what you are doing, obviously. |
Don't touch my brumbar pls. If at all, it just needs to have acceleration reduced, so it can't go backwards from fights as quickly as it does in live. |
If one manages to keep it on fuel point it will return 30 fuel in 4.3 minutes but it will still not return the 320 manpower or the pop bleed. In sort Opel and Zis truck are cheaper cost no fuel and have non pop.
They are far more cost efficient.
Sorry mate, you couldn't be any more wrong again. Denying or retaking a point from the enemy is far more advantageous than putting an Opel/Zis truck on the field. Forcing the enemy to retreat their early infantry when they only got 3-4 cappers on the field and taking their point back is also more advantageous than an Opel/Zis truck. Knowing what the enemy is doing through recon is far more advantageous than an Opel/Zis truck. Heck, any field presence is better than sitting there with a Opel truck. That's literally basic play there. Know your fights with recon, deny the enemy early game resources and caps, force the enemy to do early retreats = massive steps toward victory. Putting an Opel/Zis truck and saying it's better = steps towards losing. Even a late game vet3 scout car sitting there just giving views over the battlefield is better than the meme trucks. The game doesn't work in blank excel sheet comparison. |
I often get as OST a quick scout car to harass infantry. the scout car gets lightly damaged but in return I still win these early matches engagements and force the USF enemy to hard retreat. Until USF LTD comes out, USF has no real counter to a quick scouty. I bet it's the same for OKW 221, I absolutely love 2on2s with a 1xOST + 1xOKW quick scout car infantry early game harassment play. The unit works great if used properly it has a clear early game timing window and is punishing. Also they do awesome against UKF (but everything does lol). Early Scout Cars for both OKW and OST do fine in top 200 and find play regularly. I would not say they get countered by small arms fire, that's like saying my PZ4 gets countered by a T70. |
Let's stick to the topic, shall we:
M4A3 Sherman E8
The E8 is having a number of its changes reverted. The improvements mainly helped the unit's performance eagainst medium tanks which it has no issues with, but the increased price and and 45 range do not help the unit enough against heavier vehicles. To solve the issue with this unit's AT performance in the late-game veterancy 1 has been changed to give the E8 additional penetration and range to help fend off heavier vehicles at a distance when used in a supporting role. Its reload speed at veterancy has also been increased due to the tank's long reload time and lose of Radio Net.
Veterancy 1: Focused Gunnery replaces Radio Net
Focused Gunnery: Toggled ability. Increases range by 10 and improves penetration by 20%, but decreases speed, rotation rate, and acceleration/deceleration by 25%. 5 Second delay before range and weapon penetration bonuses activate.
Veterancy 3 reload modifier from -20% to -30%
Price change reverted; restored to 380 manpower and 140 fuel
Range changes reverted from 45 to 40
I love the idea of a mini hull down as vet 1 ability. Can OST get these too? |