Romeo - That "non capping" is an essential part of the strategy. All factions have the exact same base income, the one you have at the start regardless of territory captured. If you, as OKW player, can deny the enemy from capturing territory for a long time, even at the cost of capping territory yourself you come out ahead.
Such strategies (prevent the enemies capping at the cost of your own) were pretty popular in the early WFA Alpha as they fit the OKW perfectly. Not only do you to a degree circumvent the lower fuel income this way, but your low teching cost and great manpower units allowed you to perform still very well, while the other factions struggled.
To a great degree I think that is actually one of the most important parts of this strategy and I personally like it for it offers a nice difference from the usual "I cap my half, you cap your half, then we clash" meta. The kubel is perfect for this, as it can be repaired, can win vs most opposing squads 1v1 and usually gets followed up by the Mechanized HQ for Pumas. This in turn allows the Kubels to be even more effectively be repaired.
Amazing job on the balance Relic. This game is truly the next big thing in Esports.
Still laughing so hard xDDD
Especially the irony. You know what e-Sports is all about? Min-maxing. Getting the units that perform best for their price.
Brad did to you exactly what any 'professional' player would do. Kubels either overperform or at least most opponents do not know how to counter them yet, so abuse the hell out of them.
Is this lame, boring and pretty disgusting if you are on the receiving end and just want fun? Yes.
Is this though exactly what e-Sports is about, playing for the win instead of enjoyment? Yes.
I enjoyed the raging, especially after Brads comment.
According to my calculations it should be a decrease of 32.7% DPS
(20% damage nerf with 12.7% decrease in accuracy)
Feel free to correct me if i am wrong, I just got up :/
~30% roughly.
0.8 * 0.873 = 0.6984
Just adding the two does not account for the fact that if the damage is already lowered, lowering the accuracy has a smaller effect than previously. Not a huge difference with those numbers though.
No idea why AE exactly were singled out. My assumption is that they were far too good and used not to supplement Riflemen, but instead of Riflemen. Their strength should be rather easy to compare to other units, as it's similar to AGrens, Pios (to a degree) and Shocks. That's why people should know how to handle them.
The Kubelwagen on the other hand is pretty much unique, there is no other mobile suppression vehicle, so I assume more stats need to be gathered on it. Right now there are test games to counter Kubel spam strats. I assume that it's simply so different a lot of people do not know how to handle it. I so far saw one USF strat that worked really well and one Soviet T1 strategy that seemed to work a bit. Besides that Soviet T2 also should work well. And no, the players were not noobs.
I think the Kubelwagen is probably a bit underpowered since it can't capture territory. For that amount of manpower I'd expect it to at least be able to decap like the Sentinel in DoW2.
I personally would prefer if it had a LMG upgrade as well. Germans had so many LMGs, they must've surely made a twin-linked MG34 for those Kubels. I guess that is something the history fans here could back me up with!
Edit: After a short discussion Brad, Twister and IpKai suggested a twin linked Lascannon as upgrade for the twin linked LMG upgrade. I think that's a fine idea!
I don't like the idea of vet 5 squads. OKW players automatically gain an advantage the longer the game lasts (given the required unit preservation of course), but at the same time having trouble early on. As an allied player, you either have to win the game before the 20 min mark or you gonna have a bad time in the later stages of the game.
I also think that 5 vet levels are problematic, but keep in mind that it gets to a degree counteracted by the lower fuel income in the long run. Earlygame the fuel income does not really affect you due to the lower teching costs. As the game progresses and the higher veterancy kick in, so does the fuel income start to be more of a boon. Still, I think 5 vet at .2 value per level is too much.
Mine sweepers detect demo charges and can disable them (unless they changed something about it this patch, didn't try it yet). It is simply not a really good way to get rid of the demos. Your unit has to get directly above them to defuse. The second they start defusing the demo can't be triggered anymore, but if your opposing player is carefully watching he can trigger right before, wiping an upgraded squad.
Didn't even realise it would end up as a reverse popularity poll until he said it. I just hope people don't vote the factions they hate.
Welcome to the CoH2 community, where people hate each other over faction preferences, because they equate faction preference with a political statement (and not just gameplay preference). Another great facet is that it prefers to flame and hate on other people (and Relic) instead of trying to improve the game.
Such polls in the forums, like the petitions or whatever are never representative. Relic can easily judge the strength of the factions by evaluating the data they get (split into low / mid / high / pro ELO levels) and then probably just ask a few players they know as reliable / unbiased. That should give a vastly better result
I think that is far too much information. If you want to help people to learn the game you want to display the most important information and not flood them with tons. If you display all you said people would most likely ignore it.
DPS - Requires explanation as unit ingame do not use "DPS", it's just a value to estimate the performance of a unit at a range. Many people new to RTS do not know this value.
DPS*Moving Acc - First of all, why would you only factor in moving accuracy? There is a whole set of values that get changed when a unit is moving, accuracy is just one of them. Second again each of those would require an explanation if presented like this. Third - why not just "DPS on the move"?.
Accuracy - Accuracy is just one important value for ATGs. How about scatter values?
[...]
I could list you potential problems with each of those values. I tried to explain them to other people often and you always run into a lot of problems. The CoH2 weapon system is a really complex one, that is easy to understand once you know all the values. It's really one of those "Look at all the pieces, then you'll understand the whole system" things, just grabbing one value and trying to explain that is hard.
To show you a bit how complex it is:
- Moving Accuracy is as I said earlier just one of many factors that change the moving behavior. What about weapons that do not fire on the move (LMG42)?
- For vehicles (and ATGs), scatter values.
- For vehicles, artillery and other explosive weapons - AoE penetration (the penetration of the explosion is different from the penetration of the shot).
Besides that you would always have to try to solve questions like how would you display squads with mixed weapons? A Grenadier squad with 3 KAR98-k and one LMG42 or a Panther Squad with the Main gun and it's 2(3) MGs? How would you display the DPS and ranges for that?.
I think what you describe is not really feasible. An Encyclopedic section as tengen said and a simplistic UI is better. There is just too much information.