I'm a team-player, and I often play with my team, get around 90% win rate as axis, include drops. But only about
60% as alies.
The problem is, alies are better for 1v1/2v2 ranked, but axis just far more better in team playing.
As you see, alies have far more less unipue units. That means they get better combat system on individually division, so they are better for 1v1, but simply get crushed in team playing.
Officially thinks about development alies should get advantage in first 15min, if they don't it will lose most time. And a 4v4 should be 500-500-500-500 vs 500-500-500-500 at beginning. But in fact, we always play as 1000 - 250 - 500 - 250 and win. Because 250 pts units can hold the ground against 500 pts units, but 500 units can not hold 1000 pts units in this game, at least for alies.
The key problem is the combination of AXIS units between unique units are too strong. Like 116th/21st rush + hs 129/ju87g, just no way to stop this without suffering heavy losses. Another example is 116th/21st + 12ss or 716th on open terrains. 20mm rush follow with firefly/88 to snipe out any armor that try to stop the push, and Cromwell or ju88 to kill heavy ATs.
20mm train, firefly/88/hs129 in A, all of them are AXIS unique units, and these combo are extremely powerful that no way to stop these.
How to fix that? The answer is simple, make the game mirror balanced. German got 20mm AC with AP, so give alies some crusaders AA with AP in support deck. German can spam flak88, so give alies 90mm AA too. So they can do same combo as axis do. And forget "alies win early game, axis win with late game", make axis can win in phase A in normal game when alies can win in phase C.
"Mirror balanced" is not totally mirrored, due to the units stats different, it is impossible. But it means it should be part to part, like if axis got phase B units in phase A, alies will do so too. For now, alies needs long range arty, high caliber AA, autocannon w/ AP, rocket launcher, ISG, and enough phase B units in phase A to be mirrored. And all of axis need is medium tanks (french little boys not counted) in phase A.
Look at company of heroes 2, when the game was released in 2013, it got only 5000 player base, the was like SD44: it's not mirror balanced, alies get advantage in 1v1,axis wins more in multi, alies need to push hard in early, axis win the later game, alies need to micro better than axis to win.
But after one year they add Okw and American, and then british to make the game mirror balanced. Both nations get basic infantry, high end infantry, Hmg, mortar, isg, AT infantry, medium tanks, high end medium tanks, TD... the only difference is alies got emplacement and axis got super heavy tanks.
The player base of coh2 increased to over 12000 after they do this. And keep it around 8000 in a long time. Even it hasn't any big upgrade of this game after 2 years and it's 4 years after the game released, player base is still around 5000.
That's the only way to increase the player base or it will never be fixed.
60% as alies.
The problem is, alies are better for 1v1/2v2 ranked, but axis just far more better in team playing.
As you see, alies have far more less unipue units. That means they get better combat system on individually division, so they are better for 1v1, but simply get crushed in team playing.
Officially thinks about development alies should get advantage in first 15min, if they don't it will lose most time. And a 4v4 should be 500-500-500-500 vs 500-500-500-500 at beginning. But in fact, we always play as 1000 - 250 - 500 - 250 and win. Because 250 pts units can hold the ground against 500 pts units, but 500 units can not hold 1000 pts units in this game, at least for alies.
The key problem is the combination of AXIS units between unique units are too strong. Like 116th/21st rush + hs 129/ju87g, just no way to stop this without suffering heavy losses. Another example is 116th/21st + 12ss or 716th on open terrains. 20mm rush follow with firefly/88 to snipe out any armor that try to stop the push, and Cromwell or ju88 to kill heavy ATs.
20mm train, firefly/88/hs129 in A, all of them are AXIS unique units, and these combo are extremely powerful that no way to stop these.
How to fix that? The answer is simple, make the game mirror balanced. German got 20mm AC with AP, so give alies some crusaders AA with AP in support deck. German can spam flak88, so give alies 90mm AA too. So they can do same combo as axis do. And forget "alies win early game, axis win with late game", make axis can win in phase A in normal game when alies can win in phase C.
"Mirror balanced" is not totally mirrored, due to the units stats different, it is impossible. But it means it should be part to part, like if axis got phase B units in phase A, alies will do so too. For now, alies needs long range arty, high caliber AA, autocannon w/ AP, rocket launcher, ISG, and enough phase B units in phase A to be mirrored. And all of axis need is medium tanks (french little boys not counted) in phase A.
Look at company of heroes 2, when the game was released in 2013, it got only 5000 player base, the was like SD44: it's not mirror balanced, alies get advantage in 1v1,axis wins more in multi, alies need to push hard in early, axis win the later game, alies need to micro better than axis to win.
But after one year they add Okw and American, and then british to make the game mirror balanced. Both nations get basic infantry, high end infantry, Hmg, mortar, isg, AT infantry, medium tanks, high end medium tanks, TD... the only difference is alies got emplacement and axis got super heavy tanks.
The player base of coh2 increased to over 12000 after they do this. And keep it around 8000 in a long time. Even it hasn't any big upgrade of this game after 2 years and it's 4 years after the game released, player base is still around 5000.
That's the only way to increase the player base or it will never be fixed.
Last edited: