As the guy that posts this stuff (and you'll get a more thorough breakdown once the tournament concluded):
They are not irrelevant, but they are only one data point based on a small and specific sample; you can't just glance over the winrates and make balance decisions solely based on those. Apart from the disparity in skill in a lot of matchups, other issues include the very small map pool with fixed starting positions and the fact that we only look at 1v1 here.
Going back to winrates, one thing that you can certainly say is that it is possible to win with every faction against all other factions. And that's not necessarily a given; even the players that did not so good in this tourney still are likely better than about 95% of all players. Yet, most rounds were 3:0, so it seems like at least side balance is decent. But I guess that's as far as you can get.
If you want to look at only a few numbers: I typically find picks more interesting as actual win-rates given that players will pick the faction they think gives them the best chance to win.
Some facts to think about:
Soviets have the worst winrate as allies, OKW has the worst on axis side. Still, both are the most picked faction on their respective side. Why were they picked?
If we look at only the top 4 players, we have 18:9 games for OH vs. OKW and USF is the most played faction on allied side.
DevM is known for basically only playing OH and USF. However, he actually started playing OKW before the tournament and even did so in the tournament.
You guys might want to take a look at and rein in the 6 man crewed weapons with the new conscript buffed accuracy. They straight up beat pioneers and osttruppen head to head and do more damage than they deserve to actual combat squads on their own.
Shouldn't they beat osttruppen and pios though? I mean, osttruppen are like 15 to reinforce and pios are engineers.
Is infantry murdering machine such as the KT or the brumbar beneficial to gameplay? Because if the answer is yes, I don't know why you could suffer a almost instant wipe squad and then have to hard retreat till the end of the map to come back.
FRP is a necessity for at least the factions not having heavy stock tank detering both infantry and tanks around.
Okw and brits both have their share of heavy hitters in the late game. They also get access to their frps long long before even a medium tank hits the field.
Also, some of those larger maps are a freaking nightmare without FRP. They have these huge dead areas between the bases and actual strategic areas where the enemy almost never goes. If FRPs went, certain maps would need to be shortened.
People always forget that EFA has no FRP, and they do ok. If FRPs go, then all factions should probably get some halftrack or something to reinforce off of and ferry units between those stupid long spaces mentioned (not that many EFA players use halftracks to transport, but at least its an option).
If you retreat multiple squads, you should be punished by losing field control, which is exactly what FRPs prevent. If it only allowed for one squad at a time with a cooldown, it would probably be fine since you could retreat from a bad RNG roll or keep a key squad near the front, but not outright lose a fight or yolo an MG face-first and walk it off like it was nothing,
Yes. I still don't think they should even allow one squad to retreat cost-free though, especially since it would be much much more effective when utilizing elite infantry like rangers or obers or stormtroopers to some extent.
Do we play the same game? I rarely have a game without either the winner or the loser (or both) swearing in the end of the game.
So the implementation of a filter was somehow justified.
It does somehow take the edge off, even if it is pretty condescending, especially because your units will swear like no tomorrow when you tell them to do anything.
this isn't that confusing, I do play auto match exclusively at the moment but only 1v1, I don't use mods, if I play automatch team games is faction mixing disabled then? I have tried hosting team games but its hard to get players, I would simply like the option to join games, even if I check the factions in a game, i can be in there waiting 20 minutes and then some guy joins and mixes factions so im back to square one and have to leave, if faction mixing was disabled I would see that the server itself doesn't want it before joining.
What do you even mean by faction mixing? Do you mean something like okw and ostheer on the same team as faction mixing? Or something like usf and okw on the same team as faction mixing? It's very ambiguous.
1. Remove healing
2. Remove reinforcement
3. Add weapon racks to structures
4. Let built units spawn from it
This makes it a more aggressive frp that requires third party reinforce and heal support.
So the usf major plus weapon racks. Okw and brits also don't have nondoc "third party reinforce" options and okw doesn't have any weapon racks, and I don't know how you would give major weapon racks.
1.-FHQ For the five factions.
2.-FHQ Unlock in T4 for 1 ultra/light vehicle, maybe with 200MP 50FU.
This way there was a use for Kubel/UC in last game.
3.-FHQ Only until 60 meters.
So you can only retreat to the FRP if the squad is within 60m of it? Might as well soft retreat and save 300 manpower if you're okw or brits, or just call it gg if they're that close but you need to retreat to it. Only meaningful use I could see is with the major since he can move and offer an easy way to break suppression, which is still OP IMO (captain on me! is different).
Edit: I guess if they were all light vehicles they could be used in the fashion I described of the major, but hen they'd probably get sniped by TDs way too easily, and it's still my opinion that they should just be removed.
You will never see the med HQ again early game. Everyone will go Panzer 2, there will be almost no reason to buy med HQ any more.
I hope people consider the serious game meta changes that will occur when these changes are looked at.
Which change? Not having frp? Going battlegroup will still provide access to isg, dirt cheap maphack halftrack, and flaktrack, which still makes for a pretty solid tier for more conservative/defensive play. It will also still provide access to a forward reinforce point that can be soft retreated to, and you will still be able to get a real tank out sooner than if you went luchs/puma. FRPs probably won't even be in the game if the modding team gets another patch anyway.
I will preface my post by saying that I don't really understand this gibberish.
But what I will say is that Double ISG protected by Med HQ and Flak HQ costs 1260MP/165 Fuel and requires T4, if you lose all of it you essentially lose the game.
Remind my how much a mortar pit and bofors combo costs, then remind me what happens when you lose them?
It sure costs less, but the pit gets countered by double indirect fire and the game is also over if you lose all of a simcity. At least as okw you can get a command panther if you pick that commander (which I usually do for flares if I'm using double isg). Medhq and flakhq are also part of teching, so you would have to include platoon cp and bofors sidetech. Still, emplacements are lulzy and awful, but I guess they're cheaper as you say..
The only thing I compare the scott with is the brumbar. Scott has a higher range, but the brumbar can be used in tank fights, has more health, and more armor. Plus, you can get the pintle gunner. Sometimes I feel like some of the players on here just want defenseless opponents. That's what I think when reading someone calling for nerfs on what is generally accepted as the weakest faction in the game.
Brummbar also has pinpoint accurate attack ground.
Should have been clearer: mod team is planning on removing FRPs(I believe in all factions) as stated in the EFA revamp thread by miragefla, which isn't official or anything, but they are the ones who will be steering any future changes (if such a thing ever happens).