One might experiment with reducing duration to 5 but make it uninterruptible.
I play a fair amount of Soviets and don't mind it as it is. It's usually broken by smoke from Panzer tactician so that seems like a normal play-counterplay progression. I sometimes use it to save a retreating tank on my team or to slow down an opposing tank long enough to kill it. It works fine for its cost.
Thanks for checking. It gets interrupted by smoke, loss of LOS, or giving any other command to the Guards so I don't think I've seen it go for the full 10 seconds in a game. It used to be too good but seems okay now. This thread is the first that I've ever seen someone complain about it.
About five seconds, maybe a bit more - When it was longer, you could button and IL2 bomb most tanks. Most people don't like guaranteed 2-click wipes much better than guaranteed one-click wipes.
Is this just some exercise in trolling, to see how many people will play or get upset? Guards are mostly fine, with maybe a tiny bit too high of a weapon drop rate (because of the large number of weapons that can be dropped).
What are you talking about? And you've been calling me stupid the entire time, so what's your point???
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Well, I was thinking that you may be done with your fantasy world where I, for some nefarious reason, am making up many lies about one of the best Soviet commanders, and you are here to save the ignorant masses from my evil machinations. I was clearly mistaken.
One of your favorites is how lied about the timing. In parts of your fantasy, you said that I came up with such a crazy amount of time that even I admitted I lied. Here's what I said about PTAB timing.
The PTAB will kill a few models but doesn't normally wipe squads or anything. I can post a replay of that if you want to see it but its over an hour. I tried it a bunch of different ways to see if there was some way that it wasn't pathetic, but after trying all different sorts of targeting, couldn't find a way that it wasn't pathetic. I tested it on Minsk pocket and was getting about 9 seconds from smoke to impact if the bombing runs went along the long axis of the map.
You could've watched it or ran the test yourself and saw that I wasn't lying about the timing. Instead, you invented your fantasy world. Are you going to call yourself lazy for not checking?
For everybody else, here is a video where you can see the delay. The only thing that I would agree with Sky about is that it does work better against Panthers and Ele's (which I didn't check originally). My testing was originally against PIV's, where Sky later admitted that it doesn't work well.
IMO, the timing on this is slow for something that is intended for anti-armor. I'd rather have the rocket strafe or the anti-tank overwatch, both of which are good as is.
I'd like something like this for a revised commander:
2cp - PTRS Cons (give them tank traps and maybe tellers in addition to ATG's, take away armor detection and give back molo's)
2cp - Camouflage (needs a little rework)
8cp - B4 (bait - something to dive at (shamelessly borrowed from Wingzero and others))
9cp - Command T-34/85 (set limit to 2, give mark target and same recon as UKF command, maybe reload aura, standard stats but slight increase in cost, becomes standard T34/85 if abandoned)
9cp - anti-tank overwatch or maybe IL2 rocket strafe
This probably wouldn't displace any of the heavy tank meta commanders but would be a solid commander that you could use in any game mode.
I mean, we already have a lot of complaints about t-70 into is-2; but I do wonder if the over-representation of OKW-to-Wehrmacht is in no small part because Grand Offensive fills so many gaps for OKW (early snares; good mobile heavy, etc.)
I'm not good enough to make any real predictions, but just going off of what I saw as "common" in the games.
That is what I am guessing happened, probably in response to the new heavy meta. It would be interesting to see if just toning down down the heavys (more CP's) help with OST or if the Panther and Stug need buffs. I play mostly 3's and 4's and don't like fighting IS2's with Panthers much. On some of the city maps they can be really hard to kill if used even somewhat cautiously.
Gentlemen, I too work with data, and despite nearly drowning in hundreds of thousands of entries of it per project, I still find myself also saying "I wish I had _more_ on _this part_ to get a better idea of how these relate..."
For what it's worth, I think it's important to keep in mind the ubiquitous commander picks, too.
I only watched the few games that were cast toward the end and Grand Offensive was very prominent for OKW players.
Makes me wonder, if Grand Offensive didn't have a Tiger, would people have been more likely to pick Wehr or would they have defaulted to Command Panther (or Fals?).
I don't know, other than being pretty sure this would've put players in a worse spot when playing as Axis. Some might also have tried Elite Armor with HEAT rounds. I think there would've been complaints about the T70 into IS2 and a lot of people wanting the IS2 to have a higher CP requirement.
I would skip on the first "free" (250mp/35 totally worth for tech that allows you to build one unit only Kappa) squad any day if I would get weapon racks, nades and snares all at once from it instead
Everybody who plays USF would do this if they could, but I think the balance team said it was off-limits as "free" officers are part of the core of the faction.
Maybe allow them to be built in base sectors again? They're easy to take out compared to the impact that have. You need to organize half your army to defend the thing against dives, and no matter how organized you are, you can't stop a recon plane + off map if they've got it.
If they did this, I'd play nothing but Overwatch in 2v2's, veto all of the large maps, and camp one side until the attrition is too much for the other team.
The LEFH is still pretty good if it isn't countered. I've tried a ML20 a couple times and hated it. It's a lot less useful than a Katy and doesn't seem equal to the LEFH. Also, a B4 in a base would be terrible to play against. A couple good RNG hits would decide a game. Also, when a B4 hits vet 3, it seems pretty good regardless of RNG.
It would be worth looking at the changes that Storm suggested.
We do throw out outlying data as well, but really, even 3-0 are not that unusual and 3-1s should be as common as 3-2s if the outcome of a match is totally random (perfect match of player skills and everything is totally balanced). Sounds strange?
Ok, after one match the result will be 1-0 or 0-1 with a 50:50 split. After two matches the options are 2-0, 1-1, 1-1 and 0-2. After three matches, you have 3-0, 2-1, 1-2, 2-1, 2-1, 1-2, 1-2 and 0-3, so 2 out of 8 or 25% of matches will have ended in either 3-0 or 0-3 (last post I correctly stated that the chance of 3-0 is 12.5%, but forgot that the 0-3 would go in the same bucket...).
So, the remaining 75% of rounds will be at 2-1 or 1-2 after three rounds. Again, if the chance of winning is 50:50 for either player, we will have a 50:50 split between 3-1/1-3 or 2:2 results (which would end up in 3:2/2:3, obviously).
As a result, if match outcomes are completely random, 3-0/0-3 are expected in 25% of rounds, 3-1/1-3 in 37.5% and 3-2/2-3 in the final 37.5%. This was kind of unexpected for me, but the thing is that we do not actually play 5 games. If one player has three wins, the series stops. I guess we tend to sort of extrapolate that after 5 games the 3-0 would certainly end up in a 5-0, but potentially the other player could have won games 4 and 5.
If we look at the actual results, we see that we have 20 3-0/0-3 (which obviously are way too many to say that these where even matches), 7 3-1/1-3 and 5 3-2/2-3 so the 3-1/1-3 are not much of an outlier, really. Actually, if the player skills would be similar and all rounds end in 3:2s, you can be pretty certain that something else was unbalanced...
Sounds reasonable, but if you break it down that much you would end up with a small single digit number of matches per case. Match length seems like a good indicator, but on the other hand you have cases where a player throws the towel early because he lost a crucial unit (we even saw this in the last two rounds). Still, if you are interested, I could give you this data. And yeah, I guess statiticans would probably tell us to "Get more data!".
Well, seems like we overall agree then
Problems with automatch stats are, well: First up, I think there is a considerable skill gap even in the top 50 of players; I didn't check but I wouldn't be surprised if all players that made it to the main round are in the top 100 with at least one faction. And back when I did the post on the automatch stats, I actually looked into what I get when using only games of the top players; you quickly get to the point that you are left with very few matches. I don't recall the exact numbers (might be like 100 matches across all factions, a larger map pool (with uncertain starting positions) for the top 50 or so over three months) but there were so few that I dropped the idea of putting that in the article.
Another issue was pointed out by Momo4Sho in a similar discussion: Top players will often try out new strategies in automatch games, so they might not actually play to win. This is different in tournament games.
So, at the end of the day I guess this is actually close to my work enviroment where decisions have to be made based on multiple different pieces of information (which here could be player feedback, tournament stats, automatch stats...), none of which are conclusive by themselve but together hopefully form a somewhat consistent picture.
Overall we agree
The statement that I changed to bold was one of the points I tried making to Doomlord. If the factions were badly unbalanced, there would be a lot of 3/2 splits.
At this point, I still think it would be more helpful to interview tournament participants, especially the upper players, to find out why they're not picking Ost, rather than trying to do any more statistical analysis. Here is an analogy from my work. I was once asked to look into a problem on a paper machine. When the paper machine has the problem, the paper gets sent to a rework bin. That is really expensive. If it is happening a lot, the workers often slow the paper machine down, which is also expensive. I was asked to check into what is less expensive. I got a really surprising result. When I normalized for speed, slowing down didn't improve the defect rate at all, contrary to what people were saying. When I asked some of the workers about it, the general reply was "Ya, we already know that but it means we have to get up and fix it less often."
People will optimize what is best for them, regardless of what statistics say, and that is especially true for the small group of elite COH2 players. Some of the players switched from OST to OKW. Why? Does the heavy tank meta make OST a worse choice? Something else?
I also agree on your comments about the skill gap between players, but think it can extend a long way down the ladder. This has an effect that a lot of people don't realize when they are complaining about "balance." If someone's ranking is XXX, even if there is a balance patch, the XXX-1 players that are better than them are still going to be better, and the players that were beating them before are still likely to beat them, so their ranking and win rates aren't going to change much.
It would be interesting to look at both the tournament and automatch data sets sometime, if you can share. If you're not supposed to share it then no worries.
Unfortunately, you're probably right (partially; the RTS genre is likely too niche to for CoH-type "$60" games to be profitable (but I'm no market analyst). While I do think there's some sort of new CoH game coming, I don't think it's going to be the "CoH3" many people are expecting.
I don't think it's an issue of "new kids" not being interested in RTS, though. It's likely just a naturally declining genre; "Arena Shooters" (Quake type games, etc.) have had similar issues in recent years, despite there 'supposedly' being a large demand for modern games in that style, and those are very fast pace 'twitch' shooters that many would expect to be popular.
If there ever is a CoH sequel, I'd expect it to be an F2P "CoH2 relaunch". This would mean recycling a lot of the underlying assets (art, UI, code, etc.) to keep costs down, but then adding a bunch of new features/modes/"Cosmetic MTX" to drive interest and profit. Basically, I'm expecting another attempt at 'Company of Heroes: Online'.
Pretty much this. Games like Fortnite make a lot more money from cosmetics or convenience than most traditional types of games make in total.