Not a statistically relevant sample size. Especially when you have two of them!
Do 1v1, have one schwerer and do it 30-50 times and report back to have meaningful data.
Statistically this is relevant. Your small sample size complaint makes sense when samples fall below 5. We call 30 tests a large sample size, but most tests I work with will happily take sample sizes at around 10 and report meaningful output. We don't know the true chance (it depends on the map, game type, plane origin), but 10-20% is also reasonable based on simple calculations.
Each shot from the base structure has a 0.5% chance to knock down the plane. If you have 10 base structures and they all fire 10 rounds at the plane you have 10x10x0.005=50% chance. On the other hand if you have 5 base structures that fire 10 rounds than you get a 25% chance. You can easily calculate for say 4 base structures and 5 round each. The range on the base structures for hitting planes is quite long and 10 rounds is fairly easy to do. All of this is assuming no Schwer HQ, if there is the chance of hitting the plane rises substantially.
Also why is 1v1 the only place to run the test?
If you feel so inclined not to trust the data Australian generated feel free to run the test yourself, you should not demand he do the work for you. |
I have no idea how the USF's strafe was priced, but it is outright ridiculous. Price needs to come down substantially.
OKW one is a troll call in. It is too expensive and random to use when the game is close, and is completely devastating when you have already won, because you can completely shut down his last attack with 0 MP. The strafe forces infantry to retreat since the bombs will hit them, and the bombs mean that tanks have to wait until the run is over to make sure not to get blown away. Ability is stupid and should never have been made. The fact that OKW gets the heavy hitting, late game air strikes is not only weird, its completely contrary to the design of the faction. OKW should get off maps from 88 mm guns at much lower CPs.
Also, somewhat unrelated but can the 105 Light Howie barrage for Wehr be renamed to 82 mm mortar strike? It certainly is not calling in 105 shells.
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You don't need all the AT by 15 minutes, you just need to be able to notice at 15 minutes if there's no OKW armor on the field, then in 3 minutes, OKW will probably field a KT. So you have 3 minutes to grab a Jackson and an AT gun or two. Assuming an average of 30 fuel income, 18 minutes will grant you 540 fuel. That's more than enough fuel for an American player to get a Stuart, Sherman, and Jackson out. On the other hand, that leaves the OKW player enough to get a KT and nothing else. Close to getting a Luchs, but still not enough. Jackson is all you need to force a KT to back down, and the Sherman/Stuart should be able to force the situation to where you have better map control.
You are not incorrect in your calculations, but look closely at what I said. An OKW player should recognize that you are building up AT for his coming supertank. At that point they retain the initiative because they can still choose not to build it and can divert fuel to other units. If they do, all that Allied AT is going to waste because OKW will presumably build counters to it with that fuel (For instance I see you have 3 tanks, I will get 2 JPIV, or I see you have 3 AT guns I will get 2 Stukas). On the other hand if the OKW calls in the KT they can try to force the hand of the Allied player by making him commit their AT units, and pick them off on his own terms. Basically the KT can decide where to fight the battle, stacking the odds in its favor.
The issue is not even getting AT, its that it lets the OKW player hold all the cards when it arrives. At this point they have to make a mistake, even when the Allied player has the right mix of units, for the Allied player to get in the game. This should not be, both players should have to be making plays to compensate for weaknesses in their current strategy. |
Can you please run a couple tests with base structures only shooting at lend-lease aircraft?
Also, yes I agree, OKW now has no fuel limitations so there should be 0% chance of base structures of any type shooting down aircraft. If you want AA get MG's on a tank, or get an Ostwind, or get your AA HT. |
The questions they ask about graph at the end doesn't get to the core of the problem:
Every game mode, not only 2v2, but also 3v3 and 4v4 show balance being skewed towards Axis, and that this is increasing in team size (e.g. Axis is heavily favored in 3v3 and 4v4).
Team games tend to be longer, which illustrates the main problem: late game balance.
The main problem in the late game is that Axis heavy tanks are more cost effective and simply easier to use than Allied tanks.
Also, the counters for heavy tanks are very expensive and harder to use. E.g. AT guns tend to bleed man power, a lot. Allied tank destroyers are frail and cannot chase a low health heavy tank.
In an engagement an Axis player is much more likely to back out a damaged heavy tank alive, whereas Allied players will likely lose at least one tank in the same fight. The heavy tank can then be repaired to full and keeps veterancy.
So even if 1v1, 2v2 games seem somewhat balanced by just looking at win rates, the game skews heavily towards Axis in the late game, in any game mode.
If Relic wanted to look into this they should just plot faction win percent by game duration. I am certain that statistic won't be pretty.
Keep in mind the data they present us could very well be made up, we don't know. Secondly, I agree with you that the underlying problems are not specified. This is a problem with surveys, they simply cannot cover all bases. The issue of why is best laid out here, as I think people are trying to do so don't fault the survey too much. |
This topic appears to be bash on Dusty, which is stupid. I think he got why his original post made people so upset. The back and forth hit and run stuff is stupid. You don't win discussions you have them.
Can we return to discussion about UKF? |
Its the OKW revamp survey or something new?
The OKW revamp survey (as I remember it) referred to balance changes to OKW directly. This survey talks broadly about balance in all game modes.
The short answer is no its not the OKW revamp survey, yes it is something new. |
I have not seen it pop up today so I would like to bring it to people's attention.
There is a survey based around balance in the main menu of COH2. Click the link in the front page and per usual it will take you to a SurveyMonkey and have you fill out some questions.
Please take the five minutes (literally it probably takes less) and fill out the questions. At a minimum it helps Relic know people are interested in balance.
If this has already been posted and I did not see it, please do not respond and let this fall off the front page. |
Thread: KV-28 Dec 2015, 16:46 PM
KV2 suffers from the "I was batshit OP and ruined the game for a few months and now I must pay for my sins for a few years" Relicitis Syndrome.
Let it run its course
Otherwise, comes too late, mediocre in every way, ISU is more attractive, etc.
This is how I feel about the unit as well.
KV-2 is gonna need more buffs to be relevant to the meta. Obviously its vet 1 is gonna need to change. Also why does vet 3 vastly improve its movement, when the tank is designed to sit still? Shouldn't that be something about tear down and set up? |
I ignore the majority of 2v2+ players because none of them have any idea what they are talking about. Again, you play one faction 90% of the time, why should anyone give you the time of day?
I think the issue remains, that you don't ignore, because you respond to them (us?) in posts, and you do so in what comes across as a very rude way.
You have no right to say your game mode (1v1) is more important, its not. We all have a right to play a balanced and fair game, we paid for COH2 as well.
The issue with this patch, balance-wise, is how bad it is for those larger game modes. The difference in win rates is as high or higher than it has ever been, making those larger game modes mostly a test of patience. I understand and support changing OKW, but not releasing it in such a state as to destroy 3 other game modes to help 1. Especially when those 3 account for the majority of the population. |