Nope you're wrong, if faction knowledge was enough then we would have 50% balance regardless of learning curve of each faction. But that's not the case, what bring this supposedly 50% between arranged teams (I didn't see any data supporting this claim) is communication that cover the gaps and lacks, with communication you'll obviously not ask an USF player lacking arty in its loadout to cover this function, but also - and more important - you'll define the strategy before the game start with specific commanders on each player's loadout, thing impossible to do in random.
You can be the best player in random, if you don't have the correct synergy with your random mates on each loadout as allied, then you've already lost unless facing much weaker opponents. Axis do not face this issue as their stock army already cover 100% of the functionalities required in any matches.
Then there are other aspects that favor Axis such as starting with the best unit available or being able to build them right from the start and having excellent synergy. Maps that are at best balanced between factions but for a big part favor Axis and obviously the best end game units stock wise and only sharing this state with some Commander specific units available on Allied side.
HMGs and Spio can be defeated easily with communication early on, the same with late game big units even if you don't have yourself any equivalent on the field, with communication. But communication isn't an active part of the game design, units haven't been designed with communication in mind. Communication just appears to be a decisive factor today, but that hasn't been always the case when the game was so badly balanced, even communication couldn't help.
Communication allows players to overcome gaps and lacks but is not part of the balance. Remove those gaps and lacks and Allied factions will not suddenly out pass Axis one on the the arranged team win rate, it will probably promote and enable more strategies, diversity and more commanders.
But we all know that gaps and lacks aren't going to be fulfilled because Relic doesn't want. That shouldn't be a problem, you can still balance the game with gaps and lacks but not with the decisions taken on the last patches.
^ Yep
If I'm not mistaken, both in coh1 and coh2, the reasoning for having gaps in the design of add on factions, was because they would release with really OP shit that breaks the usual mechanics of the game. At this point in the maturity of CoH2, those gaps have diminished significantly. UKF has had it's emplacement abilities so crippled that OKW is really the emplacement king, putting trucks all over the map that are extremely resilient and time consuming to dislodge. USF pretty much can't do anything well that I can think of. OKW has been warped into something very different from it's design(remember the reduced income?). |
gaslighting doesn't work in the face of an actual test as evidence |
wow that's fucked up, lol |
The numbers speak for themselves. Take Dota 2 or League of Legends for example, most heroes hover around the 50% win ratio regardless of skill bracket. Now granted neither of those are COH but they balance around the entire community not the top 1%.
I have no problem winning regardless of what faction I play as I play all of them equally. COH 1 and COH 2 combined I probably have well over 10,000 hours played. I am the minority as most people will not invest that much into a series.With that being said you can't balance a game around the top 1% while a majority of the player base is struggling as evident by the numbers because at the end of the day the only people left playing the game will be those 1% which isn't good for sales or the community as a whole.
There are serious design issues in the game. The Balance Team also has a history of creating game breaking issues such as the SturmTiger, Fallshirmjagers, JLI and a whole list of other issues that have usually been favored towards Axis while at the same time nerfing the bandaids that other factions relied on.
You can't give a faction counters to everything stock while limiting other factions to pick and choose certain tools from Commanders and expect the game to be balanced for the vast majority of players.
I agree completely. If anything, Relic should be paying attention to the experience that newcomers have with this game and the next. Having played this game since release, I can come up with strategies against dumb stuff like ST, so it doesn't hit me as hard. New people however are different, the level of frustration could have them put the game down for good and not even bother with coh3. The lower skill tier levels would be more important from a sales level, I would think. Ideally, all skill levels would be on even playing field.
Lets keep in mind, this cannot be explained away with asymetrical balance. It is STILL supposed to balanced. |
So the scott is still too powerful in it's current state? I must be the crazy one.
As USF, the scott is one of my last ditch non-doc tools to deal with bad okw players that come at me with ober/fall blobs and are incapable of micro, with a raketen wall following behind them. |
even if you have the skill, why use it when you can just run through the opponents fire like a GI Joe? For you young people that don't get, their enemy "cobra", has better accuracy than allies and can't land a single hit on a Joe. |
That is not a reason, otherwise axis win rates would be dragged down equally, if balance exists. |
If it's supposed to give sight, then make it a proper sight.
However, I do remember some fuss a while back that resulted in the termination of sight from smoke dropping planes. All of them, not just the axis. |
I assume some of you know about this and maybe some don't.
Some players are able to get cheap recon in order to accurately drop offmaps behind enemy lines.
Is this an intended feature of smoke drops or is it a bug?
If this is a feature, then perhaps the cost of the smoke drop should be increased to recon levels.
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This is just for use in a bug topic |