What? You mean to say that the table is not objective, but you don't mean to say that it is not true?
This data is not taken from the head, but from tests, this is not an opinion. Tell me specifically which indicators are lies. In this table, everything is in fact.
If the numbers are not true (not objective), then tell me what exactly is wrong. But it is "objectively" to say that everything is in order with mg34, when this is obviously not the case.
If you're not saying these numbers don't lie, then what do you mean by "objective"? I see only an attempt without arguments to prove to me that I am wrong.
"per se" in this context means that the table is not automatically wrong because it is subjective. You're also not showing real data nor the method used to collect it, you're mostly showing (subjective) conclusions. Data would be "After 10 tests of the Maxim shooting Volks, the Volks had 73% health left on average".
Anyway, my main concern is:
Some of this data is questionable.
Suppression of the MG34 for example is, according to the table, lower than of the MG42. From what I know and from what Sanders (balance team member) posted, the difference is until an enemy squad is suppressed is very small. I don't have any hard data on that personally, but it was mentioned in previous discussions. Suppression apparently also depends on the squad size of the targeted squad. Axis MGs mostly shoot at 5-6 model squads for most of the game. As Allies, you're rather in the range of 4-5. Additionally, higher damage weapons like the Vickers can have the issue of sniping the model before suppression, leading to a small break in shooting and enemy units sometimes traversing out of the arch. Low damage can be a good thing if you only want suppression.
Next, the single bullet damage and the "whole line damage" (here I assume you mean total damage between reloads?) don't really matter. The M2HB looks 4 times better than let's say the MG42 in the single bullet damage. Does it do 4 times the damage when you test them in game? No it does not. This metric does not give any info since MGs will almost never connect only one single bullet.
Similar is the whole line damage. You classify the M2HB as medium, the MG42 as high. What if the MG42 needs longer to cycle through the belt? This is the DPS data on all HMGs against target size 1 infantry.
M2HB, MG42, Vickers and Maxim have similar damage at max range. Yet, the M2HB is classified lower.
Also, those four MGs split at mid range. A similar difference lead to the MG34 being classified as lower damage and the Dshk as high damage. Now, do we compare at max range, slightly below max range, mid range? Options are endless. Abilities of the MGs are neglected or only quickly brushed over, and so are penetration values that can come in handy vs light vehicles, cost for the most part and population.
I fully understand that the table is there to give a quick overview and it is fully okay and even necessary to leave out information. But I would not take it at face value as the only basis for discussion, for the reasons I just described: There are too many nuances missed. Especially since no one knows how exactly the table was made and how you collected the data and came to those conclusions.
By the way you respond I assume you know the person who made the site or maybe you even made it yourself. In that case: Very good job! Kudos to you!
But please be aware that many of those classifications ("good", "poor", etc) are sometimes wrong or at the very least not shared by all others. That's why I said those are subjective. |
While I like this site, all of these descriptions are just a subjective opinion of the site owner.
Doesn't mean they are wrong per se, but these are by no means objective metrics and many details are lost.
I am also not sure what exactly you want to point out with the MG34. |
DOTA2 use it with fairly good success. You even must play a certain amount of game or having a certain playtime in non-competitive lobby before being autorized to hit the competitive button when you're new.
Bottom end of competitive ladder is still full of toxic players but new players are not mixed with them. I don't know what you don't understand with this concept.
DOTA2 has currently about 100x the playerbase of CoH2. It is also free to play which ensures a constant influx of new players to populate those "unranked" matches. I don't really know the game apart from it being a popular moba, so I can't really comment on how many game modes there are and how well they are populated, nor do I have even a gut feeling about how many players play it online vs how many do bot matches. Anyway, the main point is that CoH2's playerbase is already fairly small. It is one of the largest strategy games out there, yes, but there is a lot of singleplayer content, diminishing the number of players that play a) online and b) competitive which then get divided into 4 different modes. The MM does not have an awful lot of players to draw from to create fair matches.
The next thing is, what does a forced unranked system achieve, potential player base issues aside?
- Reduce toxicity?
Surely not. Toxicity is not rank dependent, there are cunts all over the ladder. And even if we assume the majority resides at the bottom, then what: Do new players get 10-20 "toxicity free" games before being thrown into the snakepit? I doubt this helps THAT much. Also this assumes that new players can't be toxic by themselves. Who ensures that those 10-20 initial games are a "safe space"? How do you ensure it? And if you can ensure it, why do you not do that for ALL of the games?
Your argument only works in the first place if you assume that toxic players are mostly low skill players that have a lot of matches, while new players or higher skill ones were not toxic. I don't know what you base that on.
- Diminish ELO hell/create fair games?
How? New players are bad at the game, yes. That's somehow the point of it. Even experiences players with hundreds of hours can still be shite at the game (and believe, I must know...).
I really don't get how this mechanism is supposed to diminish ELO hell, assuming that exists in the first place.
The games that used the system of gating off new players from old ones used it from what I know for a different reason: To protect the establishes community from people that still need to read the description texts of units and abilities. It ensures that players have at least a very minor grasp of how the game works.
If you describe ELO hell as being matched with these players, then I can agree. Although at this point you should be able to take on multiples of them. But we're not talking about that level of play here. We're talking about just heavy misjudgement of tactics and lack of micro, and I have seen players with a hundred games still perform poorly in that regard. You can't block them out.
Much of this could probably be improved by proper match making on Relic's side. I assume though that unless CoH3 grows hugely, 4v4 will always be a vulnerable mode. It is just logically damn hard to find players in somewhat the right skill range. |
Yes it is hard to recover from ELO Hell I experienced it myself and this is why I think we need a specific lobby for non ranking game with strict rules against smurfs.
Many people don't care at all about ranking, they just want to play a fair game and have fun and for those people there is absolutly no reason to force them to continuously be stuck in the ELO HELL.
Then ELO HELL will always exist, there is always a bottom side for everything where toxic low level competitive players are living but at least it only affect competitive players.
A non-ranking lobby will be beneficial for all of us. A safe place for newbe to train on competitive maps so when they decide to hit the competitive lobby button they'll already be superior to toxic competitve players making the ELO HELL even further away to anyone. And if the new player feels he's in it, he can always go back to the safe lobby to train more.
At the end the idea is that people in the ELO HELL are there by choice not because they're new. But it requires strong enforcement rules to protect the safe-lobby from toxicity.
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Custom games are dedicated to stomp, stomp IA or stomp lower level players. Even if you create a game you'll only have stomp players to join your game and leave if they understand that's not a stomp game or that they are the one who's going to be stomped.
I don't really get what 'new mode' you want.
If you want fair games, play competitive. The MM screws up at times, but splitting the playerbase to have two populations with even less players on each is not going to improve it for sure.
If you don't care about the rank but still want a fair game, then just play it non-seriously and have fun. These players end up at the bottom anyway, where they will get matched against other low skill players and everyone can just have fun fully separated from the meta. Otherwise, go custom game.
Custom games being stompers is no argument if you can check the opponents skill level somehow. Open the lobby, kick everyone that does not fit, play with people on your level.
How is your new mode supposed to function? What makes it safe? Are high skilled players not allowed to just have fun at times and play non-competitively? Where should they go? At which point are you too good to play in the chill out ladder? 50 games? 100? Or is there still some hidden ELO calculation to determine that? How will the new lobby create matchups if there is no ELO?
The whole ELO system is 100% supposed to deliver what you want: Fair games. If this system doesn't work, there are two possibilities. Either the implementation is faulty, which is a fix on Relics part, or the playerbase is too small so the MM is forced to make bad matchups. Introducing an additional lobby won't help. |
This thread made me want to try agin 4vs4 yesterday. First 4vs4 game since long and directly vs an arranged team, probably casted on twitch btw. Game lost.
I'm geniusly curious how 1 person can uplift his random teammates vs a team. I can agree, understand, that 1 really good player using a cheesy strat can do it at really low level but even then it all depend on the rest of the team to not themselves colapse vs their proper opponents.
That's not really what the discussion is about. Not adjusting for arranged teams is indeed a big problem in Coh2 matchmaking. But the point that Rosbone and others were trying to make - agree with it or don't - is that once you lose too much ELO, it is hard to regain it. This must be true for matches with all randoms as well, not just for arranged teams.
In my opinion, with Coh3 Relic should enhance the most their new non-ranking lobby where people could simply play chill&learning at low level and within this enhancement have a pretty serious ban politic on who would have the "funny" idea to come there with a smurf and fuck it up for the new comers and learners.
There is definitely a need for a safe place for new players to learn the rope of multiplayer.
I'd doubt that another lobby will hugely benefit CoH3, as it would just split the player base further. They need to optimize their matchmaking though.
I think everyone understands that it will take some placement matches in the beginning, which is what every ELO system does to estimate your skill. Losing a game or two more than usual should not matter for the benefit of the system. If someone quits the game because he lost 6-7 out of 10 placement games, he wouldn't be around for long anyway.
The other option is also already existing: Custom matches. There just needs to be a proper and easy way to estimate the skill of each player in the lobby as well, and then you can kick people who are too good and want to stomp new players. |
Eindhoven is great, VPs and resource points are well placed, the map offers different regions for different playstyles and has a good width ratio. Cut offs could be a tiny bit more accessible in my opinion but also in the current state they work very well.
Moscow: I like the map, although it disvfavours Soviet Conscript builds due to the overall large ranges.
Crossing: I don't like it. It is has to transition between map areas to support each other.
Vaux: Fuels are too easy to lock down with an MG, and retreat paths can be odd. I like the battle in the middle part of the map though, but rarely play it.
Wolfheze: Engagement distances are too far and heavily favour long range engagements. Also the map feels "the same" on all parts of the map except for maybe the houses near the middle. Design wise not albeit not great, but just boring to play because it is uninteresting.
Elst: Good map, I like it a lot.
Winnekendonk: I'd also count it as a good map. The village in the corner freshens things up. I find it a bit hard to push fuel in general though.
Rails and Metal, Karkhov: Suffer similar issues: Narrow and long, it's just a huge slugfest. I don't like it.
Dreux: Overall like it, no detailed thoughts though. |
In addition, I have been testing coh2 recently. I finally found the reason why the archive capacity of coh2 will grow larger and larger for no reason.The previous RTS game save system only saved the present situation and did not save the battle process. This is good. In this way, you can play a game as long as you want. AI will not become dull and stupid and bug due to the larger and larger archive. But when I play COH2, I find that the save mechanism of COH2 is actually the save the process of the battle. Why do I say so? Because when I play a game of battle and save, then quit the game, turn off the computer, and then play again next time, I find that AI becomes stupid and bugs appear earlier and earlier. So I did an experiment: when playing the same game of battle, I played for 20 minutes every time, then saved, then shut down the computer, let the computer rest for 1 hour, then read the archive, and then continue to play for 3 minutes, and deliberately let my troops be destroyed by the enemy, and a large number of them die together with the enemy, which reduced the number of enemy and our units on the battlefield, I did this to reduce the number of enemy and our units on the battlefield before saving, so as to eliminate the possibility of increasing the archive capacity caused by too many enemy and our units.And I was surprised to find that the archive capacity I played only for 3 minutes with a large reduce of unit number,was 2600 KB larger than the archive capacity I played for 20 minutes before, so I understand, The archiving of COH2 is not save the end of the battle, but the whole process of battle!This is very bad. First of all, the archive capacity is very large, usually more than 60000kb. In the later stage of the battle, it will cause AI to become stupid and bug. The game is more and more easy to jump out and other strange phenomena and Bugs will happen, which will destroy the game experience. I hope this bad save mechanism can be changed in COH3,the save mechanism shouldn't save the battle process, but save the battle present situation.
I think this stems from how the replay feature works. The game does not save any state of the units, but player inputs etc and based on this simulates the battle how you experienced it.
I assume since Relic wants to also have the replay for Bot games, they just used the same mechanism for save games. Otherwise you'd need to keep both the replay file as well as the save game in seperate files. Which is possible, but somehow double the work.
I don't fully understand yet though how this should influence the AI. Do you have any ideas? The game itself might become buggy, yes, but not fully sure how this influences the AI, especially after rather short games.
Could you also elaborate what you mean by "the AI becomes more and more stupid"? The AI is always stupid, even on the hardest difficulty. Apart from some rare and surprisingly coordinated pushes, it mostly forgets its squads on the front line and lets them die. |
Thread: FRP11 Feb 2022, 09:18 AM
If FRP were to be removed in a CoH game then you need to scrap all large maps, nobody wants to play a match where you need to spend 5 minutes for retreating to your base & walking back to the front every time. Maps like General Mud, Vielsalm, Vaux Farmlands and Steppes are 0 fun without FRP and every sane person would veto them
I like those maps especially for the reason that you need to think about how to approach and retreat WAY more than in most of the other maps where you just slam your squads in frontally because there is no room and no need to maneuver since every spot it crammed with enemy squads anyway.
Suddenly properly timing your troops becomes important, flanking is possible and teaming up on an enemy actually comes with the real tradeoff of abandoning your flank because you can't jump back within 20 seconds.
I think they are decent maps. Overall they should be slightly more rectangular (wider and less deep) to slightly adjust walk times where they are a bit too long. Also there should be specialized 3v3 maps. If you e.g. play 3v3 on Steppe, spawn middle-left and have to take the left flank, this adds an additional 15-20 seconds to traverse the empty 'base'.
Slight adjustments in that regard as well as some adjustments to make them fairer for both Allies and Axis and they're very good for me.
I'd rather have reinforcement points for soft retreats like OST bunkers cheaper and more available for all factions. This way you can fight an attrition war and overrunning an enemy does not mean he will be back in under a minute. These are real strategic victories, forcing your opponents to think more about counterstrategies. Way better than Hamburg where the main strategy is to spam arty no matter what happens. |
Thread: FRP10 Feb 2022, 17:48 PM
I agree with the general notion. 2v2 maps are usually to small so that it is not really worth the resources to go for an FRP. The only factions that sometimes do that are OKW if they go for T1 anyway and USF since they can establish a forward base by regular teching, although it is very susceptible to the Stuka. In 3v3, they can be super strong on some larger maps.
My solution to FRPs is to just remove them. They are hard to balance and devalue soft retreats. They punish proper micro and risk assessment. If you played too risky with your units, the retreat should force them back to base. If you micro properly and assess the risks correctly, a soft retreat to replenish troops should be enough.
OST has the best design on this in my opinion.
The only other option would be to make a real play style out of it, but then you need to commit with basically your whole base. I doubt this would really work in CoH though. In the current system of CoH2, you can have a full base in the back and still cheese FRP strategies with comparatively small cost and risk.
What should probably also be done is that units under fire cannot reinforce anymore, unless they are in the base sector. This could then also be used to set apart some elite squads like paratroopers that might still be able to reinforce in combat. |
Again, completely false. I have played games where I am 2v1 all game long and have my side and we still lose badly.
Just played a game on White Ball where all 3 of my team went middle at the start and were losing. How can anyone win this game?????? And our team ranks were much better then the enemies.
So me as soviets with only 3 squads on the field will beat an OST and an OKW who each have 4 squads and MGs??? In what universe?
But this affects ALL players and is not Soviet specific, which was your original point. What happened to you in your anecdotal game will happen to your Axis opponent too: They just end up with one buffoon throwing the game, leaving you the win. If this buffoon plays on the other side of the map, you probably won't notice. You're busy holding your own part, you will at some point get more support from team mates and win. However, you'll probably not have enough time to find out if the enemy player is indeed an idiot or just got outplayed. On the other hand, if the buffoon is in your team, you will notice because even if you're holding on, other enemies will flush you out while you get no support at which point you'll probably check what is actually going wrong with your team mates.
Anyway, if Axis are easier to play in 4v4 (which according to 4v4 data they slightly are and I am not even debating, although it would be interesting to get more info on the low rank side specifically), then all average skilled Allied players will lose to similarly skilled Axis players and downrank. You will end up with similarly skilled Allied players. The real problematic region in this case will be the low ranked portion of Allies, since player ELO will get compressed. This could be "real" ELO hell, but we have no real indication of how large this problem is. Especially since it is hard to tell apart from subjective and anecdotal experience.
Obviously, the larger the mode and the worse the matchmaker, the worse your match to match experience will be. But again, this will go both ways: Undeserved losses and undeserved wins.
The main issues in my opinion are:
1. No ELO compensation for arranged teams. As a random, you'll always oscillate between your actual skill level (when playing other randoms), and being outmatched (when playing against AT).
2. The duration of games in CoH2. If you get matched with an idiot, your game will still last 30 minutes. If by pure chance you get idiotic match ups, this can cost you 1-2 evenings of gaming. Obviously this is HUGELY frustrating, especially if all you have time for is maybe only 1-2 gaming evenings a week. |