The COH2 match making seems to be tailor made to be as awful as possible because it matches people of similar ladder rank per team before finding opponent teams.
This is essentially a way to guarantee Elo hell for some players.
I have a main account and a smurf account for testing this. I had a good run on the smurf account for first 10 matches, my ladder rank was top 300 in one faction after 150 matches in 4v4. On my main account my ladder rank is over 2500 in the same faction.
Fixing this is simple, you match similar ladder rank per opponent, not per teammate.
A lot of your unit movement issues sound server related. But the bullshit RNG is one of those things that must also have a server based issue.
I can tell when server is penetrating me because:
1) Mortars will erase my army all game long on the move with no sight. My mortars will finish the match with zero kills or damage.
2) MGs will insta-suppress me but my MG never suppresses anyone.
3) My units can never see anyone unit in smoke. But my units are always being targeted in smoke.
I recently made a half track upgraded to MG that could not suppress a unit. The unit just walked right up to it take quad 50 cal to the face. Then I backed away and they just followed me across the map never being suppressed.
As I have said before, I do better connecting to a server closest to the players I am playing against. If I play on the close server, 22mS ping, my units act like yours. Not moving when being shot at and cant shoot back at the enemy, etc.
The server is a mess. The match making is completely broken. But hey give us money for Coh3 please.
If Relic does not add some tools to see your ping and lag in Coh3, no one should buy it. Quake 3 had these tools in 1999. Like WTF relic.
But Reverb you need to run some kind of Quality of Service tests to verify your network is not the main issue for you. Because some of your stuff sounds like missing packets etc.
I ran a test and it was
89.89 mbps DL, 5.8 mbps UL, 29ms ping, 1 ms jitter
Another test saw 56 ms latency, 20 ms jitter, 3.1% late packets
This is a point I was wanted to make earlier. Coh3 needs to reduce the RNG a little. The server issues are already too much RNG. Then you have crappy pen issues and fights that should clearly favor a certain squad but instead they lose. It is a little too much.
Little RNG = Fun, favors micro, creates replay ability.
Too much RNG = Smashed keyboards and low sales for Coh3.
Things also happen too fast. Things like grenades are impossible to dodge on the server for many people. Or Close Quarter units that erase your squad before your message to retreat gets to the server and back. It feels like bad server code was not a factor in the timing decisions for Coh2. Maybe that is why more people like vCoh???
I don't know what they did with the last server update but performance has gotten really bad for me personally since.
I have many problems relating to gameplay mechanics in this game that I'd like to know an explanation for. There are many problems that occur to play that I do not see in other players.
Here is a list of problems I regularly see for gameplay in multiplayer.
1. My units will not respond to commands. This most often happens with retreat commands ("T" button on my keyboard). I will have to press the T key sometimes 10-20 times before the unit retreats.
2. Often units frozen in retreat animation. The unit will have the retreat icon above it's head but will just stand in place until it is wiped.
3. Units staying suppressed while retreating and in base. The unit will retreat with the suppression icon above its head and this will remain that way in base for 5-10 seconds sometimes.
4. My units do not seem to put out DPS as other players...sort of. They will drop the health of the enemy unit but probably at least 50-60% of the time the enemy unit will not drop models until it is at extremely low health. This happens across all infantry engagements- IE volk on rifle, rifle on volk, gren on infantry section, commando on volk, etc.
5. Occasionally my AT guns will require more than 4 penetrating hits on an enemy tank with 640 hp (IE Cromwell being shot with a Rak). In replay they are not misses/splash damage, they are penetrating hits.
6. My units often separate when moving. This usually happens at the beginning of a match where one model will move and the other stay in base. An example of this would be I send a sturm at the start of the game to the middle VP. One sturm model will walk all the way to the VP and the other 3 models will stand motionless in base.
7. Units not moving where I place them on the map. This most often occurs with putting units in cover, I have tried making sure the green or yellow dots are selected at the piece of cover for the unit to move to, they often move to the location but models will be off of the selected dots by 1-5 units of distance. This happens with click dragging as well.
8. My units VERY often cannot return fire to enemy units without being closer to the enemy unit. And example of this would be I have a volk in cover that is being shot at by a riflemen unit. When I select the volk to return fire the only way it will do so is to move out of cover and step 2-5 units of distance closer to the riflemen unit. If I put it back in cover the models will stop shooting while being shot at.
9. My user interface command box will very often go blank and I cannot use the unit after this except for moving it around with the mouse. This happens with all types of units. I have seen this bug for players using the ZIS gun, but I have this happen with every unit. Volk, Land Mattress, Mortars, Vehicles, etc.
10. Essentially impossible RNG rolls. The most recent one that sticks out in my mind is that I had a Vet 2 Firefly shooting at a King Tiger at medium-ish range. The Firefly fired 6 shots in a row which all hit, but were all bounces. According to pen/armor tables this would be an incredibly low chance, like winning the lottery type of chance.
Is there any explanation to this craziness? It's incredibly frustrating to play with all this stuff going on constantly. It seems like it has gotten much worse and my ladder rank has suffered a ton because of it seems. I have around 600 games 4v4 in OKW and was around ladder 400 for about 500 matches, my ladder rank has dropped to over 3000 in the past 100 games, although my stats are usually comparable to above average in matches, almost always positive KD and lead in damage stat. I guess this is a problem with matchmaking however. When I was playing mostly 2v2 my ladder rank was mid 200s to low 300.
I don't think I'm being hyperbolic to feel that essentially my account is handicapped.
Can something like ping or internet actually influence the mechanics of the game? I'm not sure what the ping is, my internet is decent, the MS delay at the top is usually 35-50ms. Computer has a Ryzen 9 5900x and RTX 3060ti.
Something else that is strange is the stats in after game are very often not any where close to what has happened in game, I can go back and watch the replay, tally every kill and the end stat will be wildly off.
It's much easier to react to dives in the SU85 than it is the JPIV. Both are slugs but the JPIV is a slug on heroin in reaction ability.
Mobility matters quite a lot here, not saying ROF isn't important, but can the JPIV have at least one significant stat that's superior to allied TDs?
JPIV is a great unit but it's not a hard counter to allied TDs, it's up to the superior player in these types of engagements.
It might have a leg up in certain situations (lanes) but it also has a leg down in others.
It's mediocre against Comets, Churchills, IS2, ISU, Pershing. Comets get spammed as much as Panthers.
Ostheer gets the shit end of the stick with mines, you going to bitch about a mine that has freaking signs telling you where they are?
Ostheer has small unit size and high reinforce cost, meaning a 30 muni mine is far more efficient against them than a 30 muni mine against Soviet units.
You do know that a small sample size of games with a select group of people indicates very little?
Its very possible that certain people within that select group synergyze better with certain factions, if that happens to be more with allies..
So you think a bunch of completely randomized matches with all sorts of skill levels, the majority of which are far below what should be used as components to evaluate balance is a better way of determining balance issues, than a tournament of high skilled players effectively playing in controlled settings of multiple matches on the same map over and over and each team switching factions every match...?
You know you can take OP seriously when they post multiple threads that are Nerf Allies/Buff Axis.
What was the win ratio of allies to axis in the 4v4 tourney? What was the win ratio of allies to axis in the last 1v1 tourney (particularly the final)?
It's funny that Sturmpanther made this poll during a game in the 4v4 tourney bascially like a joke because it was extremely clear that Scotts were OP as fuk and now the poll runs and people want them even more powerful.
What was the win ratio of Allies vs Axis in that tourney?
Oh yeah, like 80% in favor of Allies.
AxIs oP pLs NeRf
The 1vs1 is true,don`t know about the 4vs4 tourney(would apreciate a link to it,big fan of casted matches).
In the Inka tourney I watched all 11 matches this weekend and it was 10 wins for Allies, 1 for Axis.
The previous round had 4 Axis wins if I recall and the rest Allies.