But why increase the pop of OST poineers? Is the performance too good? The poineers is the busiest worker as the same as soviet combat engineers. They both have to retreat for building. They both have poor combat performance and suffers from slowest repair speed.Just wonder why the poineers cost 6 pop now. Always sucks at late games because you have no pop space to build more poineers.
They do have better LOS and slightly better combat abilities than either RE or CE's. If you dropped the pop cap, then wouldn't it make sense to buff the combat abilities of the other engineers to make it fair? If Relic does that with enough units, then eventually the game will be like Warcraft II where all of the units were basically the same but just had different skins. Also, RE's now cost 200 so Pio's are still cheaper on games lasting less than a half hour.
Shocks seem like a really good squad for 8 pop cap. Maybe that is Relic making up for all of Soviet T1 being garbage. |
Ok, stuff
I think PF's as a stock unit would be awesome, but get rid of those lousy AT grenades and replace with shreks. Since the other five models would feel left out, give them free LMG's. Also, since they work well with ISG's, make a special buy-one-get-one-free version of the ISG that has double damage against Soviet shock troops because the shock troop PF matchup at close range isn't fair. |
Still someone does not noticed I talk only about 1vs1 balance ?
Sorry, I hadn't noticed. Maybe you should make yourself a special badge and put it in your avatar to advertise.
You could start with this and add "No 4v4's allowed"
 |
What do u think about cost increased for Shrek and Bazooka? Shrek from 90 to 120 and Bazooka from 50 to 80-85 muni. I'm sick and tired to see all the players making hoardes of volks+shreks and riflemen+zookas.
Almost nobody bought bazookas when they were 60 munis, and few people buy them now. You can't really compare zooks to shreks anyway, because shreks penetrate nearly every time and zooks penetrate 1/2 to 1/3 of the time (and IIRC do less damage).
I'm not sure if shreks should have a price increase. Shrek blobs are still real and destroy allied armor quite well but they're also attached to an infantry unit that gets wiped somewhat easily. Leaving it alone for now would be good. |
I think puma + oswind meta is coming. Something like molo style 2.0 
Also tiger 2 is now overprized peace of pudding.
EDIT: I fear hidden sotrms with stun nade and tactical assault stgs so much ...
Four of us Bears ended up randomly matched against the #85 Axis team last night. I remember seeing a lot of Oswinds but not Puma's. On some of the other matches there were still quite a lot of KT's.
We had 7 vp's left for what felt like 20 minutes. They had good map control and even with the fuel increase still had a lot of vehicles. Fixing the pop cap was what made the comeback possible since they weren't able to replace squads as easily as they would have before the patch.
|
Sometimes you build a lot of engies because you have delusions of playing like sprice. Other times, you build them because you're not keeping anything alive anyway and would rather lose 200 mp instead of 280. This was one of the latter. We were down roughly 40 to 430 and still won. I tried to keep the middle VP and just got pummeled - but we held on just long enough |
Hope for allies? This game had some huge swings. We started even, went down to (roughly) 32 to 438 and briefly base-pinned. We stopped losing VP's at 7 to 380 and held on for a 7-0 win. Several times the other team almost took one of the VP's and would've only had to hold it for around 20 seconds.
|
Where are these popular strats then?
I hear a whole lot about them, but haven't seen ANYONE do any kind of engi spam, maybe except Romeo who tried to RET spam, sprice who is sprice and does weird shit that somehow works but exclusively for him and Redxwings, who usually fails if he tries stuff like that.
I hear a lot about how heavy REs were OP, but not once faced heavy RE spam-the apparently most powerful "engies are core" strat out there, at least according to forums.
So, if these engi centric strats are so strong, why no one plays them?
I bet a lot of people have tried RE spam, failed, and then went back to what they were doing before. Before the price increase, RE's were something like 20 mp to reinforce so if you could keep 6-8 of them going while not losing any then it would work out. As soon as you lose a whole squad then your cost is 40/model for the new one which is expensive for the low combat ability of a new squad. Also, in the previous patch you had to outnumber Grens at least 2 to 1 to win any of the early battles. If you had to retreat a few times you would dig yourself a big hole. I didn't enjoy it, even on the few games that I won. It felt like I lost almost all the battles but won the game because I didn't lose squads and simply out-capped the other player. |
did the numbers myself as well
Gamemode: 1v1
Timeframe (including): 29.10.15-2.12.15
Faction: Games won Games played Ratio
OST: 1890 2920 64.72603% OKW: 1526 2453 62.20954% USF: 1721 2376 72.43266% UKF: 1357 1989 68.22524% SOV: 1073 1533 69.99348%
(there could be minor mistakes in there, but i'm fairly certain that at least the math part is entirely correct)
clearly the numbers for the axis factions are not as low as i said i remembered them, but, to be fair, i was talking about a different timeframe (since brit release, so basically starting 19.09.15 instead). especially if you look at that timeframe (19.09.15 until, lets say 29.10.15, so your start date) the numbers should come down to what i remembered them as.
but even with your timeframe, all allied factions have significantly higher win percentages than the axis factions. and i guarantee you, if you go further back, the winrates for axis will go down further.
on a side note, as others have already explained, these statistics are at least flawed, if not downright false, at least at times (see oct 31st for sov/ost). but since only relic has the "real", the useful data, we'll have to make due with what we have.
The data you showed has a 63.6% win rate for axis versus a 70.4% win rate for allies. During that time, allies played 525 (9%) more games than axis. Normalizing for number of games played brought the difference down from 6.8% to 3.9%. I didn't get the data for the last week but it looks like about a 30%+ advantage for axis since the patch.
|
or we can just stop letting teammates benefit from caches which is actually the problem. It's not like teamgames have more default points then 1v1. It's just that caches put out 4x the resources into the game then they would in a normal 1v1.
Is there any doubt in your mind that people who play random 4v4's would start killing their own team's caches so they could get the extra resources for themselves? It might be funny to watch, but only from a safe distance as things go nuclear.
If you want something like this, just reduce the added fuel or muni per player. Right now, a cache makes +20 total fuel or muni per team in a 4v4 instead of the +5 that it does in a 1v1. |