Your Timezone in GMT: GMT -7
Max Number of Mentees: 3-4
Do You Require a Mic?: No
Any Other Request: I am a team game player (3v3/4v4) and am really only qualified to mentor those game modes.
Axis is my favorite faction, but I play mostly Allies (team games, my partners are allied fanbois).
My experience tells me Axis is better in 3v3/4v4, and data from coh2chart.com reflects a strong win percentage.
It is a cycle: Axis are slightly better at 3v3/4v4 -> Axis win more, People play Axis -> Disproportionate matchmaking occurs due to so many players playing Axis -> Axis are slightly better at 3v3/4v4
I love playing random 3v3 as Axis, as most of my AT partners prefer Allies. My random OKW 3v3 record is 122-12 with a 91% win rate, which is better than many of my arranged teams, and would be worthy of a Top 10 spot on the AT ladder.
Axis are really good in 3v3/4v4, for a lot of reasons. Equally skilled arranged teams will probably push the match up to its limit, and balance problems would be less prevalent.
Matchmaking disparity seems high (Experienced Axis vs Inexperienced Allies).
But, I also think you can take AT rankings importance a little to far. The data is interesting, without a doubt, because it represents a different population of players. That said, its population is comprised by those same AT players playing randoms.
Many people who play AT games play randoms in 3v3+, which means the AT data will necessarily be comprised of players who exist in the Random populations. These players who (can reasonably be believed to) enjoy team games are likely to be: more experienced, more skilled, and have more hours spent playing COH2 team games. The point being, AT players are also sometimes Random players,and in both cases they areoften matched against players who are worse than them.
Everyone is playing against randoms.
AT Data will not necessarily reflect "Competitive 4v4s between arranged teams" because the data sample is polluted with random games.
Let me put it simply. Something being worse than everything else cannot be justified through the lens of "asymmetrical balance".
I believe the problem with your viewpoint on asymmetrical balance is that you have oversimplified the issue by throwing asymmetrical out the window. The change is not justified by asymmetrical balance, but it is guided by the idea. Asymmetric balance is a set of choices made regarding the components within a system, and not two components to each other.
We do not say "Conscript dies to P4 therefore P4 OP" because it is not good reasoning. This statement does not achieve balance, because Conscripts and P4s don't exist alone within the system. The same is true for "Stug G has shorter range than Other tanks of similar type, therefore Stug G needs buff".
I'm not even here to argue about the Stug G, more so to argue about the way you argue.
errr yes, this thread reached it's final stage. Not a fan of watching 6 years old fanboys raging and chest beating lol. The Angry Boys mob trashing every high quality thread.
The problem lies in the attitudes of responders, as well as the confirmation bias of its original poster. You should stop to consider how little proof and/or alternatives you suggested in your original post before referring to it as a "high quality thread."
If your goal is to list frustrating game play issues, your goal is admirable. Frustration in video games due to lack of player control over outcome is an important part of game development. That said, many of the issues you listed are not exactly "game play" issues, and you should devote more time to proving your point, as well as suggesting alternatives. That is, if you would like your post to be of the quality you are suggesting. Examples:
Plane Crashes
The randomness associated with planes crashing and destroying units/retreat points is an example of bad game play. The destruction of the plane, where it lands, and what units happen to be there are (generally speaking) out of the players control. This has the potential for changing the outcome of a game, taking control from players.
Green Cover
Listing green cover as problematic game play, and suggesting it reduces tactics, is not high quality. Green cover creates terrain with different relative value, and adds strategic depth by giving players positioning considerations. It also adds tactical depth in deciding how to overcome terrain advantages with superior micro/tactical choices.
Several responses have also made good counters to your points. You are actively de-railing your own thread and blaming others, its a good way to get the job done.
I can see you devoted a lot of time to this post. Frankly, I commend your effort to bring some form of intellectual analysis to the game. I hope to return the favor by giving you some intellectual critique, and helping move the point along. It's 3am, and I have written over 30 pages of University final papers in 48 hours, so I won't actually go through the process of reiterating all your points. In online content in particular, format is essential in getting your point across. Try playing with it a little bit.
In general, I found many of your points to be "easy picking" when it comes to COH2 gripes/problems. There is some redeeming analysis, however, and my suggestion to you is that you "boil down" your thread by way of making your points more concise. Focus less on listing "features" of COH2, and look more critically (and concisely!).
Your use of formatting is also commendable, I suggest taking it a step further:
Introduction
Relic has made clear it intends to continue supporting COH2 for some time. As we approach the two year mark of its release, we have an opportunity to intellectually examine the game. I would like to have a discussion about what COH2 improved over COH1, where it failed to improve on the original, and what lessons should be carried forward.
What went right?
Vaulting added additional depth to infantry movement, opening up new tactics.
Vehicle reverse increased player control over vehicles.
Where has COH2 fallen short?
Strategic depth in tech structure reduced variety in strategic game play
Excessive RNG in the form of vehicle crits, thermo-nuclear plane crashes, and other unpredictable game elements which adversely affect game play.
What lessons should we learn?
Engine limitations need to be overcome in order to incorporate side armor and reduced speed when reversing.
Again, your effort is commendable, and I hope something good comes of this thread. Feel free to use my formatting if you believe it will enhance the readability/engage-ability of your thread.
I suggest, for the sake of satiating the curiosity of arm-chair statisticians, that you include a more thorough description of your methodology on the website.