These two frames are a little closer in time. The FOW is still moving. 
 
- The units seem to be not moving. 
- The G43 icon is missing in both as it transfers. 
- The FOW is moved.
 
It is important to note that the FOW may NOT be calculated every frame, but once every 100mS or something. Needs reviewed. So you may see FOW differences just due to calc sequences not being synced.  | 
						 
 
There seems to be something wrong in your screenshots, in one Isildur is on 44/100 pop, and there are three men in the central Gren squad. 
 
In the other, he's on 45/100 pop, and the Gren squad has four members. 
 
 
EDIT: In this particular example I'd have to guess the upper screenshot is fractionally ahead of the lower one.
 
And the 4 man is upgraded with G43? But the 3 man team is not?
 
The 4th model gets dropped within the 11:35 time so the pop cap is correct and the FOW is closer to correct after the model drop. 
 
But the models are not in the same exact position and the G3 upgrade is missing.
 
EDIT: The gun transfers as the model dies and is not visible for a time. So all looks pretty good as far as sync.
  | 
| 
						 Does anyone know how the map hack works? 
 
For example the match on Wolfheze where seeking drove his t70 into a sniper mid-north.  
 
If Seeking was hacking he would have killed the sniper. He did not. 
 
If the map hack works globally his t70 would have auto targeted the sniper. It did not.  
 
If the map hack only shows units on the tac map that would explain the t70 not attacking.   | 
						What do you think of the example in the Google Doc between the live & the replay? 
I did not review the videos closely. And even if I did, it is only one example and the player may have been having good ping when it happened.
 
But the first place I stopped I got this. Since I am just pausing the YouTube, it is not conclusive. But a data point. 11:35 in the FOW is moved and the AT gun is visible. The pathfinders are also moved a few meters (not visible). Note the units in the north are in the correct positions and the two by the haystacks were moving.
  
NOTE: I am not judging either way. I just want to point out "I personally do not trust what I see in game". And that removes many of the complaints. Not all.
  | 
| 
						 Most of the SUS clips can be explained by what I have been saying for years but no one wants to believe: What you see in game is not what the server is doing. You are the client and operating on the data you have available. There is other data coming to the server from other players etc. 
 
So most of the clips are of things that have units on the edge of the FOW. I would not accept any of those as cheating.  
 
The Brumbar direct hitting the cloaked AT guns on AOD is VERY suspect. Seeking has explained that he knew they were there and just got lucky. One thing I would point out is that when he shot the AT guns he backed away. If he had vision and was cheating, he would NOT have backed away and would have further attacked them to finish his enemy. His movements support his argument that he knew they were retreating back thru that area and he was attacked by them earlier and knew they were there. 
 
People keep focusing on the sniper moving left on Wolfheze. To me it looks like he was following his flame pios which were giving vision. Then they met the volks and moved further left to get around the sight block hedge. If he was cheating he would have pushed the enemy sniper with the pios and followed with the sniper. 
 
The Wolfheze katy shot can also be explained by the recon plane overhead. If it was playing a second or two ahead on Seekings game, he would have seen the blob. More desync issues, not necessarily cheating. 
 
The small problem here is the game is not synced. And once you see the brumbar attack the cloaked AT guns, the rest of the clips will be viewed with bias.  
 
THE BIG PROBLEM (FOR RELIC) 
Please store the player clicks and commands in future games. If we could see what Seeking was clicking, that would explain several SUS moments like the MG placement on the center of crossroads.  
 
THE BIG PROBLEM (FOR COMMUNITY) 
There is some questionable stuff going on here. What is the impact on the community if we let cheaters slide? Is it better to sacrifice a player or two for the benefit of all?  | 
						Is it impossible to make each individual VP less impactful? I.E, having all five VPs drains tickets only as fast as having all three would currently? 
Not that I am aware of. But I am noob.  | 
						I personally like the 5 VPs at Lorch Assault, it gives you something to fight about while the fuel is save there. 
 
 
Edit: Couldn't we give it a try? Just take an existing map with both fuel points close to the middle line of the map and exchange them for two additional VPs = longer early and midgame, still a lot to fight about... and finally it is not predetermined where you heading with your first units. That would be great. 
The idea of having more points to fight for is good in theory. But in practice, the game moves too fast and one bad engagement means you lose the whole game. You lose on VPs before you can recover and attack. 
 
Three VPs is the magic number.   | 
						I'd like to suggest an option to show the player's rank as a percentile of the leaderboard 
This feature was added a few weeks ago. Right around when Relic broke the game. 
 https://www.coh2.org/topic/103744/mako-celo/post/850139
It takes a little hacking to work and is not very accurate. But I also wanted to see matchups based on population as opposed to some random rank value. 
 
One thing that could be added is a line that automatically averages all the ranks for each team. I get confused looking at a match and trying to see if 5,12.3,18.9, 19.5 is equal to 3.4,7.6, 13.0, 26.8.
 
And of course teams with no rank will always be a mystery.
   | 
						I think there are some positives to the CoH2 system over the CoH1 one, a map is a lot more "Readable" 
I agree. When I spectate games I constantly see people who have no idea a cutoff even exists so they cap half the map but have ZERO resource income   
Coh2 players tend to just "play". vCoh required some map review to fully understand a strategy. So it could be deeper but just punishes new players. And I think we really need to cater more to new players or we will always be stuck with no player base.  | 
						Alternately; would it be out of the question to reduce the impact of each fuel (and/or munition point), while increasing the number on the map? 
This is a point I did not address. People like WhiteFlash and AE have complained for years about the Coh2 resource system. vCOH had low, medium, and high fuels for example. If we had those options, then NorthWeapons idea would be viable. You could have 4 sectors that each have a low fuel with a VP between them. Done.  |