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I'm often the only person in the entire team that builds caches in OST games, something I have noticed is that the worst performing member of the team is always the person next to me (in terms of splitting a 4v4 map in half between two players each vying for a fuel/muni/VP on the sides. I know stats don't tell the whole story, but when you have multiple times the amount of the other team members across the board, that does speak to having to carry the entire match, over and over, especially the point capture stats.
Just trying to figure out why factions with poor rank equates to horribly balanced/organized matches, while high rank generally receives competitive/well balanced matches IE the game is enjoyable with high rank but very irritating with low rank. |
Is Elo shared across factions or does every faction have its own Elo rating? Is there a way to tank you Elo rating in a certain faction? The problem I'm having is I think my Elo rating for OST is very high, but my rank is very low, putting me on teams where the three other players are really bad, and my high Elo is supposed to "even this out", the actual result is every game is lost within the first 5 minutes because of how bad the players on my team consistently are. The evidence I have for this is virtually every game that I win with with OST I will have like 120-150k damage, 200-300 kills, 100 deaths, 25-40 caps, whereas everyone else on my team has around 25-35k damage, 1:3 K  , like 5-10 caps.
Converse this with my OKW, I somehow have top 100 ranking, but every team I am on is very balanced, and the matches are what I would consider evenly made/fought.
There is also almost never any AFK or drops in the OKW matches, virtually every match with my OST has AFK, droppers. |
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How is Elo determined? I seem to grasp how it is somehow related to rank, but also not related. |
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How is Elo determined in COH2? Does it interact with ranking at all in organizing the automatch? Reason I ask is if I have a faction where I'm ranked in the top 100, I usually get other very high rank people on my team, if I have a very low rank on a faction, it usually gets placed with other very low rank players, this seems to cause a complete imbalance, where you are likely to win matches with your high ranking faction with high Elo but get stuck into a black hole which basically only goes down and down with a low ranking faction if you have high Elo where you are paired with low Elo players in attempt to "even out" the combined Elo of the team. Seems tailor made to cause complete imbalance where one team has more evenly skilled players where the other team has maybe two good players and two bad players or one very good player and 3 bad players.
I don't care about rank, but the quality of game play with my high ranking factions makes them actually enjoyable, but the game play in low ranking factions feels like I'm smashing my teeth with a hammer. In the factions where I have high rank, the stats are almost always very even across all players in the match, games typically last 20-30 minutes 50/50 about win/los., In my low rank factions, I'll usually have 3-5x the damage, kills, caps, Kill/Death ratio of everyone else on my team, games are either over in about 5-10 minutes or drag on over an hour with about a 25/75 win/loss. |
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Can someone explain how the ranking in 4v4 is determined? I thought it had to do with Elo rating or something like that, where you gain points beating someone ranked higher, but don't really lose much when you lose against higher ranked players.
I recently had a match where my team consisted of ladder ranks 2697 ost, 152 okw, 819 okw and 2163 ost against a team of players ladder ranked 12 USF, 46 Sov, 300 Sov, and 30 Sov. My team lost, as a result I lost about 200 places in the ladder, this seems counter to how I had thought the ranking system was determined, it would make sense to me that I would lose rank if the opponents were ranked less, but they were all ranked much higher than anyone on my team. (I don't care about ladder position I'm just curious how this ranking system is figured out). |
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I think UKF are in a better spot right now than USF, Sections are very good when played with precision. UKF seems to be a faction that can be very powerful early game if played with no mistakes, but make one and your game is toast. USF on the other hand just sucks from the get go and only comes into its own in late game.
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send bob and vagana |
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Underrated unit. |
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>USF/UKF doesn't suck, you just need to L2P!
>looks at GCS pathetic win/loss of USF/UKF if they are even picked because they are never really picked because everyone knows they suck ass and there is literally only one dude in the entire universe that makes USF work
k...keep me posted
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Edit:
So what do you specifically don't like about them exactly, I'm curious. I mean you can see our opinions about the UKF above, as for the USF I personally think that they should get heavier armored tanks in order to go toe to toe with the German heavies, an M4A3A2 Sherman Jumbo would be nice to act as a meatshield for Jacksons and overall be a breakthrough tank for the USF which would not be limited to only 1 like the M26 Pershing, another 2 additions which I would like to see are the M36B1 Slugger which was based on the Sherman hull but still retained it's Jackson turret and 90mm gun, and a Sherman Crocodile, as an alternative to the 105 Sherman.
And I really do think that the Calliope and Crocodile, if ever added, should be able to fire their main weapons like in real life with a toggle, similar to the KV-8. For the Calliope it could on a bit longer timer so you can't instantly switch into artillery mode and fire in a split second.
Riflemen are too expensive for their capabilities, reduce cost to that of volks or buff them a little bit. Having access to 2xBAR is not an argument for their high cost because that requires a ton of muni and it also requires teching. They only outshoot Volks at point blank, right where Volks have early access to incendiary, their moving accuracy is really not a significant item at .6 when volks are .5 and just sandbag, where you lose a rifleman if you close, Volks are effectively better core infantry at cheaper cost in a faction with a non fucky teching order. I think it would make more sense to buff them in some way instead of cost reduction and further avoid more homogenization of the game, maybe buff moving accuracy to something actually significant like .9 or higher DPS at mid range. Buff the Stuart or give it a cost reduction. All the other stuff is fine. I think the teching structure of USF is retarded but I don't have any good ideas of how to fix/improve that.
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