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I'll move this to PM because this discussion is getting out of scope for the thread
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Does anyone have the stats on the grenades? So AoE distances and damage modifiers?
Posts: 3118 | Subs: 2
Thread: Shock grenade29 Jul 2020, 08:43 AM
I'll move this to PM because this discussion is getting out of scope for the thread
Does anyone have the stats on the grenades? So AoE distances and damage modifiers? In: COH2 Balance |
Thread: Shock grenade28 Jul 2020, 21:56 PM
I know how to read a graph, mate. But I am still talking about the graph that plots game rank vs win rate. This one contains by far the most information.
No it does not. These cherry picked players are the same that you find in the top 5% of the graphs and therefore the region that I am talking about. Tournaments are additionally held on only a couple of maps which further scews the outcome in case one of them is slightly unbalanced. Additionally, the "form" of the player is way more important since they are a snapshot of only 1-2 days. If you're playing Asia/Oceania but the tournament runs until late evening in European time, the cherry picked players from Asia will have a disadvantage because they will play their games in the middle of the night. Did not sleep well that day, had a cold, a stressful day at work, argument with your family? Well suddenly the player's favourite two factions will get an additional loss. The game size is small. The only thing that tournaments have going for them is that the skill gap is - assumingly - smaller, but that's all. Most, if not all, other factors still apply (they still run via Relic's servers, there can still be a bugsplat. And quite famously, in game bugs as it happened in Luvnest vs Asiamint. All these weight actually MORE than in the 15k game sample), but with a smaller sample size and that actual RNG has more weight. You said you know your statistics, so give an actual reason as to why all this does not apply instead of sentiments and statements. The "silly matchmaking" is a fair point, but as I said: At the edged of the graph this happens to all players, therefore all factions have higher winrates at the top 10% of players. There is no good reason to assume that this happens more often to one specific faction than another. If you know statistics you should also know that - for the most part - the tournament matches are a subsample of the data that SiphonX visualized, but slightly scewed due to the tournament environment.
Alright, then give a reasoning as to why all this is wrong. Just saying "it's wrong" does not make it wrong. You also focus on the end of the graph - but don't say anything to my points regarding the top players. Those random elements have been addressed already as above. I agree that the bigger sample size is better, that's why SiphonX's data is better. You specifically claim that the more games were played, the closer the win rate is to 50%. Let's have a look: For OST this is true, SOV has the most games from Allied factions yet differs the most, UKF and USF differ the least yet have the least games played. Are these differences significant? You say no. The honest answer is: We don't know for sure. But it's a lot of games, and the differences in the top player department is between 5-10% with 15k games played. The drops and other random mishaps that you mention are likely a very minor fraction of all these games.
If it came across as if these is the be all end all conclusion, then this was not intended. But if a faction performs the worst with both high end low skill players, it's a decent hint that this faction might be weaker than the other factions.
This data is not the perfect set to prove faction strength, but at some point you have to see that your initial argument is based on your personal "game experience and my tourney and cast observations" stating that "Soviets are much more forgiving and generally easier to play with than OKW". You said I can't conclude from a simple graph how easy it is to play a faction, yet you do it from what? The 100-200 games a CoH2 fan can play in a month maximum (unless you have a full month of free time) + the 50 you watched? How do your observations suddenly beat data from 15k games? You said you know your statistics, but this is fully ignoring good scientific practice. You even agreed that the matchmaking will even things out for the majority of all players. So how does your personal game experience then translate into actual balance knowledge if you additionally have to filter out that all your matches were decided by the matchmaking algorithm to give you a chance of roughly 50% (I am assuming at this point that you are not in the top 5-10% of players)? And again: How can you say that tourney stats could be a decent basis with those few games, split across 5 different factions and a small player and map pool, but then say you agree with the spreadsheets author that the games and players in his (much, much larger) data are possibly not enough to draw conclusions? Nothing of this adds up. In: COH2 Balance |
Thread: Shock grenade28 Jul 2020, 18:48 PM
First: I do not see where in this post anything of this is said. Nevertheless, let's have a quick look at the arguments because they might still hold true regardless of whether they're in there or not. But before I start: You brush off statistics 315k games by saying that there are some random factors like AT vs RT (which does not apply for 1v1 data), maps and others and assume that faction pick rate heavily influences win rate etc (as a statement without any proof or reasoning), but then proceed to say that a whole tourney of (can't remember) 100-150 games max played by a handful of players might "give a decent picture". This does not make any sense. However, the core of the caveats as well as your addition can be answered quite quickly, since they basically rely on the same argument, which is: Pure win rates do not tell you much due to the matchmaking mechanism always evening things out. We also had this discussion in the forums already so I will condense it a bit. This assumption is true for the large majority of the ranks in the middle, yes. A mediocre player playing an OP faction will get matched against a better player using a normal faction so everyone will get a ~50% chance to win in the ideal case. This is your core argument why win rates do not provide any useful information. But the theory falls apart on the edges of the graph: The top and lowest percent of the ladder will rarely get equal matches and usually be down matched (or up matched, respectively). We can see that nicely on the win rate graph. This also means that faction differences cannot be compensated that well anymore by just giving you are better/worse player. Hence, we see the actual faction strength more clearly. Most of your critiques also do not apply anymore at this point. The low and high end borders just show us different perspectives of the faction balance, for example how easy it is to learn the faction, how forgivable noob mistakes like forgetting units etc are. But in the end we can still see a lot of the faction strength. Obviously there are still some caveats, but I think it is a fair assumption that the influence of just random matchmaking, maps etc will be evened out to an acceptable degree if we look at those 15k games. Especially pros will veto the maps that are bad for their faction and leave a more normalized map pool of better balanced maps (which in turn is proven by the fact that those maps are usually picked for tournaments, since they are the most balanced and do not favor one or the other faction as much). In: COH2 Balance |
Thread: Shock grenade28 Jul 2020, 15:48 PM
https://www.coh2.org/topic/105597/1v1-automatch-stats These are 1v1 stats. Looking at the top/bottom 10% only, SOV are worse than other factions. In: COH2 Balance |
Thread: M3A1 scout car scaling28 Jul 2020, 14:39 PM
I think OP makes a good point, however I think that it could use a different ability. Either some timed vision (it's a scout car after all) or some slow suppressive fire ability similar to the volley fire of echolons. Would at least allow it to support flanks against lone capping squads. In: COH2 Balance |
Thread: KV1's and KV8's main gun penetration 28 Jul 2020, 09:36 AM
KV-8 close penetration is too high, especially compared to C. PzIV. How can the 45mm gun that is barely used anyway justify a nerf to the unit? In: COH2 Balance |
Thread: OKW IR HT27 Jul 2020, 19:40 PM
Yes sure there are some ways. My main point is just that recon should require input and this unit would be a prime example of park somewhere and forget until you get pushed. Quickly regarding the points you made: 1) Might work, was already suggested but not implemented. Don't know if balance team decided against it or if it was not a priority. Downside might be that there could be some cheesy counter wipes by stationary Allied arty that you can't do anything against (with 160 HP, 1 hit of an ML20 would insta kill it). 2) The issue with indirect fire is that is does not do enough damage. Assuming the current health, it just takes too many shells even if all penetrate. 3) As I already mentioned, I think this unit is "park and forget", so set up won't do much. Long tear down time however would allow more counterplay. 4) Yes, might be an option, although I think it might become too fiddly again. 5) + In: COH2 Balance |
Thread: OKW IR HT27 Jul 2020, 19:04 PM
The issue I always had with it is that it is quite difficult to kill. Even in the previous buggy form it was quite a nuisance. It takes two shots to kill it, but is so cheap that it is not worth risking a unit for it. So the best chance you got is if your opponent forgot about pulling the unit back at some point. Mortars and heavy artillery cannot really counter it since they do not enough damage (ML20 for example does 200 damage, you need to be really unlucky to be hit almost directly twice. Chances are that you get out of there in time). And if your opponent wastes a barrage on a vehicle that is likely to get away anyway, you can actually be quite lucky because it does not bleed your infantry. Many mortars might be spotted anyway when firing (range difference to a barrage is 10 meters), but they also don't do enough damage to reliably deal with it (would take 4 direct hits). Many maps especially in team games provide enough cover and blockers to park some units behind. I don't think the unit will see much use in 1v1, and I fear it might become super cheesy in team games if they can uncover half the front line constantly. A scanning motion however would probably screw with Axis mortars since they would reposition constantly. The enemy will be in the fog of war again once they are ready to fire. I think the best concept for this unit is to keep it cheap so that it does not screw with your tank timings too much, provide okay-ish recon for mostly defensive purposes as a standard mode and then provide timed better recon if needed (potentially for offense or to check out enemy positions). Otherwise it might just reinforce the arty slugfest that already starts at 2v2 even more. Recon works best if it requires decent input from the attacking side and potential counters from the defensive side. This is how most recon abilities work in the game. Pfussilier flares, SOV mortar flares, OKW and SOV plantable flares, recon planes, activatable unit abilities. But if I am honest it's mostly my gut feeling. I have not used the unit an awful lot since the last patch. In: COH2 Balance |
Thread: Relief Infantry27 Jul 2020, 17:09 PM
Yes, this and the Soviet counter part abilities pop up every now and then for discussion. In my opinion those abilities should just lower reinforcement costs. mun cost and duration should then be adjusted accordingly. This would keep unit preservation as a core mechanic, not clutter your build with infantry that you might not need and still allow an exchange from mun to MP. Also you could pop it when you need it and not while you are already busy not taking too much damage if you get overrun. Not sure if it will see some love. However given that these abilities are in less frequently used commanders, it might give those a nice buff and maybe put one or the other back into some niche meta. In: COH2 Balance |
Thread: OKW IR HT27 Jul 2020, 17:05 PM
So yeah. This unit has been butchered pretty badly, because of the bug. I really dont know why balance team decided to make it into what it is right now, because it feels like it was more of a excuse fix rather then a fix. That is a noice idea in general. However I'd say this implementation would make the unit's design almost worse than it was before the fix, since you could now park it behind shot blockers AND use it to spot for artillery. While the previous implementation also uncovered hidden units, at least there was no real spotting. I could see some use as a timed muni ability though, probably with tweaks to sight range, cone etc In: COH2 Balance |
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