The stats gathered are MOSTLY from top200 even when filtering by all. Because it gathers stats only by those who have at least 1 rank in top200 in any mode but people tend to play one specific mode mostly.
For 1v1 it's better to use the top200 only, because it's the only mode which has a relevant sample size (specially considering the % of matches) on which you can gather information when BOTH players are at least top200.
Also depending which month you look at, stats differ. I took the last 3 months worth of stats and this is what i got:
Brits: 44.74%
SU: 51.82%
USF: 49.39%
OH: 52.02%
OKW: 48.30%
Arguably, even if they were "purely" top 200 games, that's still a bit too broad of a net to cast, in terms of skill.
A little unavoidable though, given the game's population.
OKW doesn't have non doctrinal Ostwind and the Ostwind is still more expensive than the Flak Emplacement. It also has no issue hitting Air Targets.
Also they bundled in Bunkers with it now which is much better. If you want an emplacement to stop blobs get a Bunker. If you want super cheap anti air get the Flak.
You would be surprised how hard it is to kill a Flak Emplacement supported by a Bunker with tank traps and sandbags in front of it to absorb AT Gun shots.
16 damage to targets in the open or light cover. 20 damage against heavy cover or garrison. So 5 or 4 bursts to kill a model (80hp) depending on the type of cover.
They also have 2.5 penetration compared to standard small arms' 1, so they're good against armored infantry (Shocks and heavy Sappers) and they can damage light vehicles to some extend.
I think in vCoH they used to deal less damage to targets that were in water, but I'm not sure if they copied that over to CoH2.
They only do four more damage to models in Green cover? Strange, it always felt like they did more that that. Perhaps its just a factor of them generally also being very bunched up (And in the case of Garrisons, it hits all models automatically, right?)
I feel as though I've noticed Flamethrower bursts occasionally doing no damage, too, but I dont have any evidence of this, and can't really think why it would be the case.
Penal companies were what in-game battalion description says.
Penal battalions were trained OFFICERS and had supply priority over regular infantry.
Its historically accurate they are better performing and equipped then fresh conscripts.
Its also historically accurate that Relic doesn't do their research well.
Which sources are you using for this information? People keep saying this, but I've been unable to find any information that supports the idea that Penal Battalions were made up exclusively of officers, and were better equipped than regular, non-penal infantry.
I'd be interested to read about this, though I'm not entirely sure what the logic behind organising Penal infantry like this would be.
I am sorry, but this discussion moves into a false direction. As I said before, the problem of Pathfinders is not their weapon profile or sniper mechanic. They feel good and they are doing well!
My concerns are just their early and easy arriving and the possibility to upgrade them with heavy wepaons. Jägers are never capable of standing their ground versus allied core infantry. Their purpose is to scout and support from long range.
Pathfinders though can become a real threat to vehicles with double Zooks or shred down Volks and Grens with double BAR. All of that combined with their huge vision. That's NOT their purpose! USF got Airborne Rangers for that role. Pathfinders should be a supportive reconnaissance unit.
Therefore I suggested to town down their arrival, increase cooldown and withdraw their weapon slots. They will still be useful and powerful at long range, can snipe and spot the enemy. But Bazooka-Finders or BARfinders?? Really? ...
The UKF and USF weapon upgrade structure is what causes this problem, really. All of their infantry has access to BARs/Brens and Zooks/PIATs. It's an interesting idea in terms of the flexibility it affords the factions, but it does potentially mean there can be balance issues. I'd personally prefer than USF/UKF units just had in-field weapon upgrades like Axis (Or restrict them to only upgrading in the base sectors, if that's still desirable), units might then be able to have some unique options while retaining flexibility, and "unintended" upgrades would not exist.
I also thing weapon dropping (I.E, BARs dropping from destroyed Riflemen, LMGs from destroyed Grens, etc) is also a bad mechanic, but that's a bit of a tangent.
brits get for only 10 more fuel (which is nothing) a nondoc unit call bofors. which is insanely strong and in all department compared to the flak emplacement.
The Bofors is larger (and therefore harder to place/hide), and costs more population though, doesn't it? 10 fuel isnt really Negligible, either.
No, this is, and was, a terrible mechanic. I'm glad it's gone for the Flak Emplacement. Unpredictability is not an inherently positive thing, god knows why you keep insisting that it is.
Fun fact: They were, but certain Mannstein worship lovers were complaining that it makes half of that uncounterable.
You know that they were bugged, and occasionally became unusable after recrewing, right? I'd imagine that had more to do with them being made non-decrewable than this mythical "Mannstein worship lovers" you've invented.
It is just my personal preference and opinion on viper's suggestions, but as you taking the important of model drop into account, the current 75%hp crit of jLi is also nowhere near healthy, too. Otherwise, current pathfinder isn't cause any major balance issue (they have just been nefted). Still, If they really have to be heavily touched then remove the pair of m1 scope rifle and offer a custom carbine profile can be a solid way of doing so.
I suppose the difference is that JLI or Paths don't snipe on-demand, they're still required to actually fight their opponents, and their snipes still have criteria they need to reach before being possible. They can't (Barring exceedingly favourable RNG, which could be applied to most squads) instantly execute a model before combat even starts.
I'm still of the opinion that units within commanders should not be "callins" at all, nor should they have any sort of CP cost. If they need to be delayed they should be tied to tech progression (like any non-doc unit) and/or have upgrades to stagger their power-level, as EtherealDragon has stated.
The only units that could arguably stay as "callin" units, rather than Buildable ones, are infiltrators and paratroopers, simply because they both rely on their ability to be instantly placed on the battlefield, and because I'm really not sure if they can be implemented in a different fashion.
I'd probably go so far as to say the same for /everything/ within a commander, the "CP" system is a bit daft, things would be much improved if it were scrapped and everything were tied to tech.