Login

russian armor

Barbewire exploit

3 Mar 2014, 16:45 PM
#1
avatar of rafiki

Posts: 108

I have face someone (I won't say who but he will recognize himself) who has put arround each point not finished barbewire. It is a king of exploit, no? Going through when not finished could be an idea to void this can of thing

(and the subject is not about the game. He crushed me without that)

3 Mar 2014, 16:46 PM
#2
avatar of Razh

Posts: 166

Permanently Banned
Unfinished barbed wire can be shot and dies in about a second. Just right-click it.
3 Mar 2014, 16:47 PM
#3
avatar of Porygon

Posts: 2779

3 Mar 2014, 17:36 PM
#4
avatar of dasheepeh

Posts: 2115 | Subs: 1

Porygon you meanie :o
3 Mar 2014, 21:40 PM
#5
avatar of rafiki

Posts: 108

so it proves what kind of player you are and how all your post about nerf soviet are not serious because not objective.

Anyway they doesn't die so fast when just with a little of time build. But i will try next time. It still a big loose of time. So an exploit for me. It sould not block mouvement when not finished. But if i am only to think that i'll live with it ^^
3 Mar 2014, 23:09 PM
#6
avatar of korgoth

Posts: 170

jump backJump back to quoted post3 Mar 2014, 21:40 PMrafiki
so it proves what kind of player you are and how all your post about nerf soviet are not serious because not objective.

Anyway they doesn't die so fast when just with a little of time build. But i will try next time. It still a big loose of time. So an exploit for me. It sould not block mouvement when not finished. But if i am only to think that i'll live with it ^^


Putting up barbwire all around a point also takes time...
4 Mar 2014, 01:38 AM
#7
avatar of Porygon

Posts: 2779

How do ghost wiring related to Soviet balance?

I do this while playing Soviet too. As long as I use my time busy manually clicking for ghost wire, just buying opponent few second to shoot it down, what's wrong with it?
4 Mar 2014, 02:35 AM
#8
avatar of Mackie

Posts: 254

hmmm.. quite a delicate issue. should unfinished bunkers be passable aswell then?
4 Mar 2014, 02:48 AM
#9
avatar of Mr. Someguy

Posts: 4928

Putting up barbwire all around a point also takes time...


You can just shift-click 4 times and you'll have a wired in point. With ghost-wiring, you have to manually place and cancel every single segment. It's a hundred times more macro intensive. And the opposing player can just order his unit to attack it and it breaks in 2 seconds...

The only time it works is when the other player isn't thinking and doesn't even try to hover his mouse over it.
4 Mar 2014, 03:15 AM
#10
avatar of Shazz

Posts: 194

It might be more clicks but I would guess it should be pretty obvious to anyone that it wasn't meant to work that way. Is it game breaking? No.

I'd classify this into the same category as canceling the stupid s-mines in order to build smaller patches cheaper - clearly an oversight on the devs part but probably going to be dumped into the "skill" bin because it likely won't get properly patched.
4 Mar 2014, 03:20 AM
#11
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2

IMO if it requires equal amounts of micro to both place and destroy then there is no problem
4 Mar 2014, 04:06 AM
#12
avatar of 89456132

Posts: 211

Probably oversight but works as its own game mechanic, just the visuals are rough. If wire were drawn across quickly then back and forth to strengthen/gradually complete the construction it would appear to make more sense. Just I don't think wire is generally put down in that way.
4 Mar 2014, 04:42 AM
#13
avatar of Mr. Someguy

Posts: 4928

IMO if it requires equal amounts of micro to both place and destroy then there is no problem


I'd think it costs less macro, actually. Just shift click each piece with a unit, and done. This as opposed to click for wire, direction, cancel, repeat.
4 Mar 2014, 06:25 AM
#14
avatar of Qvazar

Posts: 881

jump backJump back to quoted post4 Mar 2014, 02:35 AMMackie
hmmm.. quite a delicate issue. should unfinished bunkers be passable aswell then?

Bunkers cost manpower, wire does not.
What about unfinished sandbags? With 5 conscripts out, you can quickly build a fortress of these I guess.
4 Mar 2014, 06:37 AM
#15
avatar of Porygon

Posts: 2779

jump backJump back to quoted post4 Mar 2014, 06:25 AMQvazar

Bunkers cost manpower, wire does not.
What about unfinished sandbags? With 5 conscripts out, you can quickly build a fortress of these I guess.


There is gap between each sandbag, and unfinished give no covers.
4 Mar 2014, 07:10 AM
#16
avatar of rafiki

Posts: 108

perhaps it is less macro to destroy than to build them, but they are build during the time there is no fight. And if there is a fight you can't take time to destroy them. And if they kill you during the retreat it is an issue. But of course it is not game changing.
4 Mar 2014, 07:49 AM
#17
avatar of Qvazar

Posts: 881



There is gap between each sandbag, and unfinished give no covers.

It will block vehicles though.
4 Mar 2014, 08:16 AM
#18
avatar of rafiki

Posts: 108

sandbag is the same issue for me
4 Mar 2014, 08:21 AM
#19
avatar of Porygon

Posts: 2779

jump backJump back to quoted post4 Mar 2014, 07:49 AMQvazar

It will block vehicles though.


You just gave me an evil idea :hyper:

I wonder why Lollypop spam ghost sandbag before, in Semois :roll eyes:

But still not evil enough in vCOH PE, don't cap or squad wipe in 1 second
4 Mar 2014, 10:59 AM
#20
avatar of rafiki

Posts: 108

barbwire are here to force your troup to group?

0 user is browsing this thread:

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

723 users are online: 723 guests
0 post in the last 24h
7 posts in the last week
34 posts in the last month
Registered members: 49122
Welcome our newest member, Harda621
Most online: 2043 users on 29 Oct 2023, 01:04 AM