Any pay-to-play commander that is even marginally usefull WILL give an advantage to a player who purchases it simply by virtue of giving that player more options, thereby making that player less predictable and more difficult to prepare for.
The real question is whether that advantage is a substantial one. At a tournament level, I personally think the advantage it gives is substantial enough to be notable, but Relic has been good about giving players access to everything for tournaments so it's less of an issue, even though preparation with/against those commanders is still problematic because you need to buy them before tournaments if you want to practice them.
But in ladder games? Assuming proper balance, the extra options don't really give a ladder player that great an advantage. There are a million factors that matter more in a ladder game.
Profile of Inverse
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Register Time: 18 Nov 2012, 16:42 PM
Last Visit Time: 21 May 2025, 00:38 AM
Broadcast: https://www.twitch.tv/inversetv
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Register Time: 18 Nov 2012, 16:42 PM
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Post History of Inverse
Thread: Generals ruin the game15 Aug 2014, 15:02 PM
In: COH2 Balance |
Thread: Why are we still keeping that simplified upkeep system?14 Aug 2014, 16:45 PM
The problem with the vCoH system was it was a lot harder to maintain. You had to change the upkeep of all individual units if you wanted to make mass changes, and it was one more thing to worry about when adding new units into the game. It provided a lot more freedom, of course, but that freedom came at the cost of complexity. Relic stated long before release that its goal was to drastically simplify the underlying framework of the game, presumably to make it easier to add new units and abilities via commander DLC. This means simplified resource structuring (generalized resource points on maps instead of highly specific ones), simplified upkeep, and simplified unit stats. You can see this philosophy in action easily when looking at unit stats. There aren't armour types or target tables or any of that fancy, complicated stuff that allowed people to greatly customize the balance between any two units but added extreme complexity. Instead, you have simple armour, health, and damage, which makes subtle balancing a lot more difficult but the adding of new units a breeze. This is a design decision Relic likely made before any sort of development actually began. I would be extremely surprised if they changed it, given their comments and actions in the past. In: COH2 Gameplay |
Thread: Ranking system8 Aug 2014, 14:12 PM
Basic match ranks say literally nothing about skill. It's a simple measure of time played, and you can see that by looking at a player's steam profile. In: COH Central |
Thread: It's time Relic to finish the job with coh!20 Jul 2014, 12:58 PM
The rank system is "proper", the only thing that doesn't work is it doesn't show your rank in the loading screen, which is a tiny, tiny issue that isn't really worth the time to fix. In: COH Central |
Thread: Brit hate8 Jul 2014, 14:10 PM
They're not OP; I'd say they're the hardest faction to win with 1v1. You really have to use Stags to even stand a chance, and even then you don't have a reliable means of dealing with Grenspam against a good player. People dislike Brits because they're poorly designed and boring to play against. I personally don't mind playing against them because it's fun microing snipers against a faction that has no reliable counter for them, but aside from that the matchup is ridiculously boring. Just spam Grens with schreks, get KT, win game. Good Brit players who know how to use vehicles well are extremely fun to watch and play against, however. The thing is, you can have a decent amount of success at lower levels with Brits by just massing infantry and building a few emplacements. That's easy for good Wehr players to beat, but it's fucking boring, and it takes a long time. In: COH Central |
Thread: US midgame vs PE4 Jul 2014, 14:38 PM
Sit in buildings and run at him in a blob if he tries to capture your important territories. All you need is enough territory to quickly get M10s/M18s. If he's giving you that territory for free, you can just sit around and wait, then attack with all your infantry and your first tank when it comes out. If he's pressuring you, just run at him and focus his infantry. As long as you keep your fuel you'll be fine. In: COH Central |
Thread: All replays working in -dev mode30 Jun 2014, 22:32 PM
If a patch doesn't change any stats files, all you have to do is edit the replay with a hex editor and change the game version to the current patch version and the game will recognize and run it fine. It's simple really, the game version is stored in the first 4 bytes of the replay. CoH2's engine is just an overhauled version of vCoH's engine. It would take a whole lot of major code changes in order to allow replays from previous versions to be played after patches. It likely wouldn't be worth it for Relic to add a feature like that. In: Lobby |
Thread: Drop Hack continues28 Jun 2014, 12:50 PM
Sync hacking is just corrupting the game data so that it becomes out of sync with everyone else. For example, I go into the game's memory and alter some data so that instead of having 200 manpower I have 250 manpower. When my updated data gets send to my opponent, his client detects the discrepancy and terminates the game with a sync error. The thing with sync hacking is it's possible that a bad or corrupted packet from Relic's server could cause a sync error, so it's not as simple as detecting the source of the sync hack error message and flagging that player as a hacker. Furthermore, it's likely difficult to reliably detect the source of the errors since a sync error simply means two sides disagree, so you don't necessarily know which side's data is actually corrupted and which side's data is perfectly fine. Like in the example I gave above, it would be my opponent's machine that gives the sync error even though I was the one that caused it, since it wasn't detected until my opponent received my updated information. Because of this, you can't use the source of the error as a means of determining a winner and a loser. There's just too much uncertainty, so the game has to resort to the trust system. That said, I wouldn't be surprised if Relic is keeping a record of players involved in games that end in sync hack error messages in order to look for trends and take action against those who are involved in a disproportionate number of the errors. Sync hacking is just like maphacking in that it's impossible to prevent without adopting a pure client-server model, which is impractical for an RTS. This is because each player's game state is stored on their own computers, and Relic has no control over what happens on a user's machine. Sure, they can implement memory restrictions and add integrity checks and stuff like that, but at the end of the day they really can't stop a user with physical access to a machine running their game from accessing elements of it held in memory. Detection, rather than prevention, is the key here. Relic has shown they can detect maphacking through battle servers; here's hoping they can do the same with sync hacking. In: COH2 Bugs |
Thread: Drop Hack continues27 Jun 2014, 13:41 PM
You guys realize disconnecting and drophacking are two entirely different things right? If I'm playing against you and I ragequit and pull the plug, or ALT-F4 and leave the game without properly surrendering, it's going to show as a disconnection to you. But you're going to get the win, and I'm going to get the loss, 100% of the time. No exceptions. You probably won't even get a dispute, because the server knows I disconnected, and it knows you're still connected, and it's going to award the win to the player who's still connected to the server. Pulling the plug hasn't been a drophack since early in vCoH; hell, even later in vCoH it's pretty obvious that Relic had implemented more robust connection checking for disconnections. Anecdotal evidence, of course, but I had thousands of games and an insanely high trust rating, but if I was the cause of a disconnection (internet outage, computer crash, etc.), I got the loss every single time. This is how CoH2's multiplayer is structured. Disclaimer that all of this is pure speculation based on the limited information Relic has released, but I do this sort of thing for a living and I have a decent understanding of what is possible in Relic's server architecture. It would be great if someone from Relic could clarify matters, but I think that is unlikely; they aren't going to admit if their system has a vulnerability or is exploitable in some way, so I'm probably the best you'll get. Anyways, vCoH's connection model was pure peer-to-peer. The server facilitated matchmaking and stat tracking, but once you were in the game you didn't interact with the server in any meaningful way. This is why you could get a "Disconnected from Relic Online" message in the middle of a match and continue playing, even though stats wouldn't be counted at the end. It also meant Relic had no record of the state of games in progress, so they had to rely on game clients reporting the game outcome after the match had completed. CoH2, on the other hand, uses a pseudo client-server model. All players are connected to a central node and send their commands to that central node, which in turn relays the commands to all players in the game. This is distinct from vCoH's system which had players communicating directly with one another and sending commands directly without a relay server. The downside to this model is if the server crashes, the game ends. Also, because you're connected to a remote server instead of directly to your opponent, you may experience higher ping in some situations. But it comes with a huge benefit: Relic knows a hell of a lot about every game that's played. We already know Relic is leveraging this structure for anti-cheating purposes. Another nice bonus is how much easier it makes handling disconnections. Every time you play a game of CoH2, you and your opponent connect to a common central node. If I disconnect from the game, the central node knows this. It also knows that my opponent is still connected. It's going to show on your screen as a disconnection, but the server already knows how it's going to score the game. The player who remains connected is obviously going to receive the win. Alternatively, something catastrophic could occur. The server could crash, or the server's internet connection could be terminated, or the routing to the server could be disrupted, or the server could simply be overloaded with requests and fail to respond in a timely manner. In all of these situations, the server lacks the information required to make a definitive judgement. That's when it resorts to the trust system, and that's when you might get losses that you feel you don't deserve. It's also the only way you can "drophack". Simply pulling the plug does nothing, because it's just going to give the other player the win. Instead, you have to trick the server into one of those catastrophic states I mentioned above. That means compromising the security of the server itself, or exploiting a vulnerability in the server software that allows you to manipulate it in some way, or forcing you off your connection by spamming your IP with junk packets. These are all, to put it lightly, extremely difficult to do. Compromising the security of a machine is no simple feat, obtaining your opponent's IP address is not possible through the game client, and there likely aren't any known security vulnerabilities yet. If one did exist, someone would have to write a stand-alone application to exploit it; search around and you won't be able to find one. So please, please stop complaining about drophacking. It's not what you think it is, and it has likely never happened to you. Sync hacking is a much bigger problem, since it's nearly impossible to prevent and more difficult to detect server-side. But even then, given the changes to server architecture Relic has implemented, I'm sure there's a record of every single sync hack game in a database somewhere in Vancouver. In: COH2 Bugs |
Thread: Drop Hack continues27 Jun 2014, 03:39 AM
You realize 99% of "drophacks" are just server connection issues right? With battle servers, if a player deliberately disconnects from a game, he will get a loss 100% of the time because the server knows which player is still connected. In order to "drophack" in CoH2, a player would have to either saturate your IP address with traffic in order to force you to disconnect from the server, or exploit some vulnerability in Relic's server code that allows them to boot one or all players from a game at once. The first requires your IP address, and the second is extremely difficult to achieve, since I doubt such an exploit has been discovered. It's confirmation bias. For every "convenient" disconnect, there are a dozen that happen at random times during the game. Drophacking isn't as simple as pulling the plug. That hasn't worked for years. In: COH2 Bugs |
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OH MY GOD WHAT'S HAPPENINGby: Inverse map: Lienne Forest4-2,456 -
Inverse vs. pqumsieh - T2T3 w/ Fast T70 v PIV IST & MegaPak!by: Inverse map: Kholodny Ferma2-2,510
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