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.
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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.
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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. |
As far as maps I have made go, I think even more emphasis should have been placed on cutoffs. But the main focus was to make a map with some meaningful, but not overpowering, buildings.
So a map like Road to Arnhem has great cutoff design. But the buildings in the middle create an issue where Soviet Urban Defense can become way too strong. So the cutoffs had to be moved too far away from the center. They are still strong but are too close to the enemy base, so they cant be held for long. You may only pull one or two squads away from the fuel, but not the whole army.
So there is a balance between buildings and cutoffs.
But my advice to future mappers would be:
- focus on point layout and movement blocking.
- make balanced and accessible cutoffs.
- then try to make fun building placements.
- focus on how units will retreat when a flank fails. Again Red Ball makes you retreat thru the entire enemy army if your flank fails. |
@Rosbone, I bought a new monitor and now Celo flips back into another (the old?) position for some reason, when I load a design.
This happens because I am lazy and made the LOAD/SAVE setup use the same code as the main settings. So the program will load where ever it was when you SAVED the setup.
And another thing, is it possible, to show, which design you're currently using? So if I edit one, but forgot, which number it is, I won't overwrite a wrong one? And even greater would be, if I could scroll through the saved designs with the arrow keys. But that's just an idea, you did more than enough already! 
This is a great idea. Most people do not play with all the options at all. You are probably the only POWER USER for this app
EDIT:
NOTE: On many apps I have written I add the current setup to the form title, but this would break OBS. The setup name would have to be on the form itself somewhere. |