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Thread: Relic's WBP v1.3 2v2 Tournament29 Dec 2016, 15:03 PM
Basic stats are here. In: Events Central | ||||||||||||||||||||||||||||||||||||||||
Thread: Tournament Statistics: Allied Meta29 Dec 2016, 15:02 PM
What?! Tank Hunter Tactics is actually in the meta? Is there any place where I can find all casts of that tournament? For WPC: The biggest chunk here in the replay section. The ones for the finals are listed here, for earlier rounds a list is here. However, the replay section also contains several replays that are listed in neither thread. Some can also be found in the in this section of the offical forums. For TT: Most are listed here but there are a few in the replay section that are not in the thread. In: News | ||||||||||||||||||||||||||||||||||||||||
Thread: WBP 2v2 tourney stats27 Dec 2016, 09:47 AM
...also skimming through the matches it seems that the better known players play mixed faction teams and their higher skill level will to some extend improve win rates for those teams. So, lower winrates might partially be also due to better players perceiving single faction teams as UP (which in itself I'd consider relevant). If e.g. Jove and Alastor would have played SOV/SOV instead of SOV/UKF, that winrate probably would have been significantly higher. But then again, maybe they wouldn't have won the tourney. So there is a bit of a chicken and egg problem: Are successful players successful because they play a certain faction, or are certain factions successful because they are used by skilled players? And my guess is that the answer is: A bit of both... In: Lobby | ||||||||||||||||||||||||||||||||||||||||
Thread: WBP 2v2 tourney stats26 Dec 2016, 23:43 PM
although the sample is quite small I think it is interesting that double Soviet or double Ostheer seem to be doing bad indicating that faction have good synergy... Well, the "double x" counts are pretty low, so we're on shaky ground here. If we add the results for this tourney and the NMC cup (yes, different patches and different commanders, but the basic faction design wasn't changed), we get this:
so the win percentages for single faction teams are lower than for mixed factions (given the low sample counts this has to be taken with a truckload of salt; USF/USF has only two games, the difference between OH/OH and OKW/OKW on one hand and OH/OKW on the other isn't significant, same for UKF/UKF and SOV/UKF; the only faction were this is close to significant SOV/SOV). If we compute winrates for all mixed teams, we get about 53% while single factions teams end up at 37%. Again, no rock solid proof, but some hint that single faction teams might be weaker. In: Lobby | ||||||||||||||||||||||||||||||||||||||||
Thread: Current Ost Commanders?25 Dec 2016, 19:08 PM
You might want to check out the post on the axis meta which also covers commanders choices and loadouts. We'll have to see how the meta changes when the upcoming patch hits, though... | ||||||||||||||||||||||||||||||||||||||||
Thread: WBP 2v2 tourney stats25 Dec 2016, 19:02 PM
So USF was theleast played faction yet had the highest winrate. Well, due to there only being two axis factions, it is no surprise that one of them ended up being the most played faction. I should have noted that while I didn't include confidence intervals, they ended up being 5% or more for all factions so that the confidence interval in all cases covered the 50% mark (with the exception of OH, which was slightly below that). But yeah, in particular USF+x was somewhat more successful than SOV+UKF. That said, this is just data for 58 games so this at best is one data point and not an authoritative statement of the 2v2 faction balance. In comparison, the WPC series or ESL stats included more than 3 and 8 times as many games, respectively; and that was for 1v1 without effects of faction synergies and so on. If the same trend shows up consistently in upcoming tourneys, the numbers might be considered more reliable . In: Lobby | ||||||||||||||||||||||||||||||||||||||||
Thread: WBP 2v2 tourney stats25 Dec 2016, 00:02 AM
For completeness, here are the stats of the WBP 2v2 tourney. I had a few issues finding the correct games due to battlefy and the apparently somewhat chaotic turn of events, but I should have almost all games and certainly all of the games involving the better known players. If you want to compare the stats below to previous ones, well, the closest I can offer are those for the NMC 2v2 tournament. In total I found data for 58 matches. The longest match of the tourney was the second game of the - later nullified - semi finals between "The lost Legion" and the "Turkuaz" with 58 minutes in which Desert Eagle also produced the largest total damage of the tourney with 62468 (playing soviets). In terms of team setups we had:
Stats for individual factions: It has to be said though, that apparently all BO3 rounds ended with a clear 2:0, so the minor difference between axis and allied win rates are due to what happened in the earlier BO1 rounds. Map stats: Happy holidays! In: Lobby | ||||||||||||||||||||||||||||||||||||||||
Thread: [WBP] Frequently Questioned Comments about Soviet T122 Dec 2016, 20:27 PM
Thanks for the reply.
Ok, I see. I can't comment much on teamgames, but risk mitigation via teammate works for more than SOV-T1 (most prominently OKW BGHQ/Mech.-Reg.). And I think that's a good thing, because it requires some cooperation between the players.
Well, you could leave the flamer and replace oorah with a token vet 1 ability ("trip wire flares" would make matters very consistent , or maybe OHs new-and-improved medkits). Brainstorm-esque idea to nerf them would also be to make it so you can half only two on the field so you have to supplement your infantry with conscripts (not sure if that's implementable for buildable units). If you go with PTRS, is the nerf against infantry on the weapon or the penals? Like, does it matter if I pick up a guard or penal PTRS or would they perform the same? If they are not the same, maybe you can name the penals version "PTRD" (same model and everything)? That would make both weapons distinguishable and makes a little bit of sense historically... In: COH2 Gameplay | ||||||||||||||||||||||||||||||||||||||||
Thread: Help getting specific opponent stats 1v119 Dec 2016, 23:18 PM
If you PM me your STEAM id and that of your brother, I can check how many matches between you I can find. However, this will only work somewhat reliably if you do play automatches regularly and don't play 10 like games vs. each other in a row. No promises, though... In: Lobby | ||||||||||||||||||||||||||||||||||||||||
Thread: [WBP] Frequently Questioned Comments about Soviet T118 Dec 2016, 00:14 AM
It's really great that that you put so much effort in communicating the thoughts behind the changes. I have a couple of questions/remarks, if you don't mind:
Because you allude to gamemode: Are they considered OP in all gamemodes? Asking because while they clearly see more use nowadays, it's not like everybody is going for a T1 start, far from that. Yes, commanders that provide some means of light AT seem to be used predominantly, but it doesn't seem like penals overshadow everything else... A question regarding the risk-reward thing, just so I'm on the same page there: What I think the idea is that a player picks a risk by going for penals. He has to be fairly aggressive with them, push other units off the field. If he manages to do so, he is ahead and probably can bring out his first T3 unit before the other player starts to have a significant impact with his LV (if he manages to field one). If he fails, he is confronted with a LV early and has to fall back on guards, partisans or even build T2. So, he is not out at that point, but at an disadvantage. Is that the same concept you have as well? If so, this whole thing is about that you mean that it will no be possible to get to the sweet-spot in the balance to this risk/reward thing by tweaking the current penals a bit? Or did some other dynamic (re LVs?) change that required the further changes to penals? Re: "The Soviet guy can always build T2 to get a Zis gun" In your example you assume that somebody would build two penals before going T2. Why? Because the typical number of Penals seems to be more like 3, also typically augmented with an M3 or sniper... Re: If Penals & Guards is the prescribed solution, how can PTRS Penals ever cause an issue? (in other words, what are you even complaining about?) Valid point, but crossreading these comments I have the impression that the main issue is that once you settled for penals, there is nothing wrong in spamming them, because if things don't work out, you can transform them into whatever the situation requires. Like, if somebody overcommits to penals now, the opponent can punish him by calling in a LV, to which you react by calling in e.g. guards which in turn costs popcap and manpower. With PTRS, one can simply turn one penal squad into a PTRS squad and be done with it. Similar to like if PGs would be available from OH T1. Also, for guards at least you need to commit to a commander and buy a separate squad (granted, the "committing" part is not that hard since GMC overall is pretty good). Re the part "I don't agree with the Anti-infantry direction of current Penals because..." In the points below that one, most of your comments are along the line of Penals scaling too well. Also you say that the penals in v1.0 where perceived as too weak. Well, ok, in v1.0 it seems like penals received four nerfs: No flamers anymore, reduced accuracy at vet3, increased pop-cap and higher vet requirements. The first point I'd say is related to their impact on the game, the other three (arguably) relate to their scaling. Later you address the point of "take away flamer". Now, I know that flamers on inf are a sensitive subject, but looking at this more pragmatically: When people say penals feel too weak, they likely mostly mean the missing flamethrower because early game we are not at vet3, regardless of the requirements. So, what would you expect to see if you left the flamer, but applied the other three nerfs? Like, this would not decrease the chance to get the reward, but would up the risk a bit, no? Also, this would make roving late game penal blobs less effective and more expensive... In: COH2 Gameplay |
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