I agree with his post, but that just says there's a design rather than balance issue if Allies are superior only in the hands of the top 10% of players. They are still working harder, in my opinion, at their micro than the equivalently skilled OKW player. Design considerations should include balance at the micro-level - neither side should have more work to do than the other to win.
It's not so much at the 'micro' level, you'll never get factions perfectly balanced at a micro-management level because micro is immeasurable. There are too many variables to 'balance' micro. Look at SC2. Protoss has barely required any micro in some match ups, much to the dismay of many players, but the game is still relatively well balanced. As long as the overall macro/meta makes sense, thats all that matters. Micro is what tips the scales of balance IMO and where the excitement of player experience, speed, skill comes into play.
OKW consistently has the highest winrate in 1v1 and 2v2. They are OP in 1v1: They are straight up broken in 2v2s.
Let's look at the ladder shall we? Compared to soviets, for the top10 (accurate 15-01-15, if I miscalculated please let me know):
1v1:
OKW - 2103W/443L - lose 1 out of every 5.7 games.
Soviets 5307/1742L- lose 1 out of every 4.0 games.
By comparison, US is at 1778/460 - 1L in 4.9 and Ostheer is obviously last although with a better than expected 1L in 3.8 (5035/1810)
2v2R:
OKW - 2250W/723L - lose 1 out of every 4.1 games.
Soviets - 2586W/1381L - lose 1 out of every 2.9 games.
And that's not even looking at the fact that soviets must face the (arguably) underpowered Ostheer.
Maybe it's because AT stats aren't counted? Nope, AT still says the same thing (I think it's fair to assume double ostheer is not an important factor in these winrates):
2v2 AT:
Axis - 1706W/239L - lose 1 out of every 8.1 games
Allies - 1658W/320L - lose 1 out of every 6.1 games
Top10 ladder not enough you say? I would disagree. As shown the sample size is easily large enough, but if you want tourney stats, here we go:
From Round 3 to 6 (round 2 has an incorrect calculation):
OKW total: 53W/44L - 1 in 2.2, 55% winrate, with an abysmal 9.1% winrate on Semois OKW still manages to get an above 50% winrate.
Then there's the constant 75% searching axis in 2v2 ladder.
Finally, some personal gripes:
Stuka - This thing is so fucking ridiculous. It kills any infantry it touches instantly. Only the B4 can compare, but the stuka is mobile so can never be killed. In 2v2s, this unit is massively overpowered.
Obers - Need I say more?
Vet5 - Why does this faction need vet5? Even historically this is stupid, why would troops stationed on the western front be more experienced than their counterparts on the eastern front when the most experienced ones there actually came from the fight with the soviet union. How does it make sense that a squad of volks comprised of old men and young boys can gain more experience than guard and grenadier squads that have been fighting the entire war? Of course the realism argument doesn't matter when it comes to balance, but it does when considering the faction design. It adds nothing to the game whatsoever, since gaining vet is so meaningless once you have a schreck. It only means that volks with schrecks get even better in the late game.
KT - Sure, it takes a lot to tech to. But why should this thing be completely unkillable by any AT gun and have such massive AoE it easily wipes 6-man squads in a single shot?
Schwerer Panzer T4 building - You know what, why don't we add a flak gun that completely nullifies anything not a tank in a massive radius that only long range AT can touch? Sounds good. And the worst thing is, it's only slightly more expensive fuel wise than soviet tech building that have no other function than unlock T3/T4 units.
Not to say the other factions don't have their own share of bullshit options, but OKW has by far the most and is easily the most forgiving and easiest to play faction in the game.
The biggest problem with OKW remains that it is a micro-less blobbing faction.
To play at an intermediate level, all other factions require micro, tactical positioning, and anticipation of an opponent's moves (ie., moving MGs, keeping grens in cover at range, flanking with conscripts/rifles). The Kugel + the high resiliency of vet OKW troops means that all you have to do is survive to win, but with the "noob friendly MG" that is the Kugel a finger on the reverse button is all that's needed to have an extremely powerful early game as well. To counter the Kugel, 5-man squads and a free assault unit, an Allied player has to do twice the micro and be acting twice as quick as the OKW player. It's imbalance at the micro-level. I don't think anyone's done it but I'm pretty sure if you analyzed the CPM of the last tourney, you would see that Allied players generally have much higher CPM, not because they are faster, but because OKW players just don't have to do as much.
In my opinion, the early game is still the big problem, because all the other stuff everyone complains about (Panthers, Luchs, Obers) are not nearly as powerful if you take away the incredibly strong OKW early game. Imbalance snowballs as the game progresses, and I put it to you that the early game is the problem, not the late-game units.
These two.
Nothing else needs to be said. These are the issues with OKW. Completely brain dead faction. Their supposed weakness, early game, isn't even a weakness with the mobile-MG42 Kubel. And as the mid game progresses into late, all the other issues become compounded and even more potent.
Relic, why are you so, so hopelessly bad at balancing your otherwise great games? For god sake, use your effin brains.
I cannot believe, even with all this post-game DLC and monetization, you are still giving such sucky support. How can you expect this game to be taken seriously by its players and fans? Why release an 'esports' patch with such sucky balance? Sigh.
Just had my first strat point bum rushed by Sturmpioneers, MG Car, Supply Truck then steel wired and map locked down within 3 minutes by a guy who has 2000 hours played, 600 games with OKW and is still barely within rank 1000. I can see why he feels the need to be cheese, nothing short of an absolute loser. A free win for him of course. GG.
You shoudld skip the half track, you need to tech as fast as you can to get your first Sherman out.
Otherwise if you need an early vehicle the m20 is cheaper. is useful early game for hunting weapons teams, kubels, unshrecked volks, sturms, and setting up mines that will aid you in killing in the first tank or light vehicle that comes on the field.
M20 crew's bazooka combined with vetted rifleman +at rifle nade can deal with most light vehicles early on.
I just assumed this was a sucky piece of crap, did not realize it had a bazooka team inside and could lay mines. Will definitely check this out, thanks.
To be aggressive in enough in early to mid game so your enemy is always on the defensive, wiping volks shreck squads early on with Sherman or rifles.
Trick with the Sherman is to run into single volks squads early on and prevent them from getting more than one shot while killing as much as you can forcing them to retreat or wiping them, also suppressing blobs before you charge with your tanks will force them to retreat as it takes longer to fire a shreck when suppressed.
The late game for US is to have wrecked your opponent so badly there is no late game.
Do you play 1v1 or team games?
Hmm, i can dominate the field early very easily but cannot guarantee i will kill entire squads in the early-mid. It seems like no matter how many points i control, his income is enough to take him into the mid game with a tank.
Assuming early game goes very well, what's the end-game to maximise control and push for a win?
I feel like every game i play a great early, dominating and getting out much faster tech then my opponent. Then as the mid advances into late i just start losing engagements to veteran Wehr/OKW blobs with AT support and i find it impossible to get back into the match unless he makes a mistake. How do i capitalize on my strong early game domination? Should i go Shermans before Jacksons? I feel like i start losing hold when the enemy tanks start hitting the field.
Twitch's emotes are to a certain degree an integral part of the CoH2 social community because [popular CoH2] Twitch streams often servers as the primary chatroom for discussion of CoH2 things.
There's really no reason to be offended by it; it's parallel to being a Grammar Nazi. If it really bothers you that much, either just ignore when it's posted or leave.
People with bad grammar cant help their stupidity or laziness. But even the smartest of people can help typing 'Kappa' at someone on the internet. Sure amongst Twitch chat and fellow potatoes, knock yourselves out! Yes i should just ignore it.
OKW has very strong jaeger-engineers. They can also field a fast Jeep. In combination, its very easy to force your Riflemen off one side of the map and wire that side's bridge before you can find your way back up there and kill the engineers in time. You cannot be securing both flanks utterly at all times during the early game, you can't always have total map domination.
All the OKW retard has to do is move his force from east-west and vice versa until he has managed to secure all bridges with wire. If I'm going for a half-track strategy, I'm fucked for another 5-10 minutes unless I invest in a unit i don't want to build nor is useful to my strategy just to break some free damn WIRE. I don't mind how you want to spin it, this is a design flaw, beyond stupid.
Kappa is used everywhere on the website dude, get used to it.
4Head
Thanks for the warning. I guess I'm just not cool enough nor hilariously original for this forum? KAPPA.
I suppose this design flaw truly is a broken feature, then? And no, im not talking about people still finding 'Kappa' and 'MVGame' hilarious enough to use outside of Twitch.