Thread: Hotfix?23 May 2020, 21:19 PM
Im not asking about the steps you have to follow to do the exploit. Im asking what exactly was the exploit like already a lot of people just out of curiousness.
I have never exploited some hack nor I want to, but I am curious to know what it was.
Okay, I'll spill the beans.
Someone discovered that if an Ost player spammed 9 right-clicks on their artillery officer, followed by 2 backspaces, while "For Mother Russia" was active, the artillery officer could force all nearby Soviet infantry to dance the Babushka. It was first viewed as relatively harmless fun, until a wardrobe malfunction revealed that one of the Penals was wearing women's underwear. Then it had to be hot-fixed.
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I've always rotated the camera, and when I used to stream people would complain about it all the time.
Streamers and casters stick with the standard because it keeps things consistent across different maps and spawns. I'd bet more people actually rotate the camera when they are playing in private, you just don't see it.
For me atleast it has always been about pushing towards the enemy. It feels a lot more natural to me to be making forward progress across the map. In CoH it also makes it much easier to put your units into cover, which is usually facing the enemy.
This was the point I was trying to make. Sometimes it is difficult to get them to move to the right spot, and sometimes they will vault, which is usually disastrous. My gameplay is too cringeworthy to stream so I don't worry about rotating. There are a few maps that have problems when rotating. Lienne can sometimes cause problems - particularly in giving garrison commands to the last building in a row, if you rotate the view so it is straight on to the opposing team. |
Great point but max how many times is this per game are we talking 3 maybe? 2 door wires and a demo check let's say?
So three times you'd have to go to tac map and quickly manoeuvre to your preferred angle?
Still seems worth it imo.
Thanks! I usually rotate, but it's annoying to have to try to find the right elevation angle. It's much easier to do it with the Tac map.
IMO, moving units into the position you want is easier if you rotate your views. It's really annoying when you try to tell your units to get behind a wall and use the green cover, but you click a pixel too far and they vault instead. |
Considering there is a UKF hotfix coming and Perimeter Overwatch and maybe Infantry Sections will get nerfed, the balance team has a chance to fix some additional stuff.
- UKF medic squad replaced by static, standard healing option for 200-250 MP. No need to explain this too much, everyone hates the UKF medic squad and I don't know why they went for this weird implementation. It's by far the most awkward healing option in COH2 and serves no real benefit.
Special Weapons Regiment:
- Supply HT at 4 CP for some reason. It should be 2-3. I don't know why a supply half-track without combat package comes at 4 CP, only CP earlier than Valentine.
- Hold the Line Ability needs to be totally reworked. I don't know why this thing still exists in its current form. You pay 250 munitions for a combat buff that is worse than the one you get for 50 munis from OKW For the Fatherland and the planes that arrive delayed only work on your own territory (if they work at all). So in order to counter a 250 muni ability, all you need to do is move your units out of the enemy sector for the time of the duration and you have plenty of time to do so because of the delay between the start of the ability and the actual plane arrival. Not sure how this is supposed to be used efficiently. The planes are quite good but just too much of a gamble and most likely you will just throw 250 muni away for little to nothing.
It would be better if they just added the equivalent of the Soviet heal. If they're going to stick with the medics, the pop cap should go down to 2 and they should try to make them a little more responsive, maybe less buggy.
AT sections should be able to upgrade to pyro, and possibly medics. The previous nerf didn't make a lot of sense, as they weren't meta anyway. |
well yeah i dont know if im getting unlucky or am i just a little bit under average in terms of intelligence points that everytime i use it tiger limps away with slither of health
I used it a bunch a couple months ago. I had mixed success with it. When players realized it's a possibility and react quickly, multiple Tigers got out with a sliver of health left. Other times I got wipes. I don't really think its a "guaranteed" wipe. You have a lot of warning that this is a possibility, starting with the upgraded Cons.
In the clip that Orangepest posted, the player is just diving a Tiger with no screening infantry. Against such awesome gameplay, this is pretty close to a guaranteed wipe. It's also more of a L2P issue than anything else.
Maybe I'd think differently about it if I primarily played 1v1, but I rarely see this commander in 2v2 and pretty much never face it in 3v3 or more. I have had people try to use it against me, but haven't lost anything to it yet (again, maybe it's just a 1v1 thing). |
I have used CTP with Randos plenty of times on Red Ball from the south. There are buildings near the NorthWest Cutoff, or stuka drop, or cap with tanks. And the NorthEast cutoff is easy to attack since that side is always contested from South.
The question is "How does it affect new players?" Not, is it hard to do. Is it worth alienating new players for a gimmicky meme?
A well designed game has these little games within a game ideas.
I've had it used on me with randoms a couple of times on Red Ball. It's annoying as shit when your random team mates don't realize what is happening and don't take any steps to prevent it. |
They are expensive and they are not even good at what they are supposed to do killing team weapons.
Instead they die faster than conscripts and are only 4 men squad. How are they supposed to survive>?
Then they cost 26 mp to reinforce which is extreme expensive. SO better just let them die.
And it is the main reason people dont bother with commanders that have them. So after the nerf they are now useless. This needs to be fixed asap!
Every time I see someone try to use Partisans as a replacement for cons, I am tempted to quit immediately. Usually I just wait for them to get rekt and call for the surrender. They're meant as ambush units, not mainline.
There isn't a lot of maps where Partisans are a good choice. They usually spawn and get wiped or have to retreat immediately, but that doesn't stop people from picking them and trying to push a square peg into a round hole.
I just tried Partisans in a comp stomp. Merge seems to be disabled with them. Is that intentional? |
No.
LOL
Points scored for being succinct.
The only good thing about he doctrine is Close the Pocket. Due to that, I wouldn't nerf it.
Most maps require two points to be neutral to use the ability. One notable exception is Poltawa which has that and other faults.
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Hello all,
What do you guys think? What can I do better vs this unit when I don’t have a call in ability?
Playing AT, if you want to build a ML20, you still need to be able to counter their LEFH with offmap, because you'll lose the arty battle about 80% of the time. Neither howitzer is terribly accurate, but the LEFH does just enough better that it will destroy the ML20 more often than the ML20 destroys it. In general, using howitzers to counter other howitzers isn't usually a good use of pop cap. You're normally better off shelling units fighting over VP's or randomly shooting into traffic lanes or reinforce points.
Playing random, you are limited to Terror or Combined. If you want to go Terror, you'll need someone that can do recon.
As for your original premise about not wanting to be forced into a commander choice, there really isn't a solution. The game is all about choices and counters. If you don't like having to pick the counter, then you can try being the one with the LEFH and forcing them to pick the counter. |
I just watched Skippy use a Sturmtiger on Port of Hamburg. He got it to Vet 5 with over 50 kills. Like a lot of other units, it seems pretty good in certain situations. Skippy was fighting over the center VP, and used it on squads trying to cap. Part of using it was just the threat to units trying to cap. At some point, the other team didn't have a choice but to chance it as their VP's were dropping. Used like that, it got a lot of kills and he was never in danger of losing it.
It ended up being a pretty good game to watch. Skippy ended up losing because someone managed to get the bottom VP for just long enough to win 3-0. Nine less seconds and the other team would've won. |