Waiting for Inverse to clear things up.
Did I touch a taboo ?
Realy it´s happening only when I play against specific players... So enlighten me if I missed something. |
Hello,
I´ve just met a guy again I played against some weeks ago, it was a ranked match and started realy good for me. Killed one of his stormpioneersquads, almost killed his mgcrew then it started to lag realy bad. It lagged so much that the game showed the message about connection lost multiple times, followed by this rubberbanding effect.
Well, normaly i wouldn´t care and just play on, as this can happen, no big deal. During the following minutes it happened exactly always when he was attacking my troops. This made it smell very fishy and reminded of what was known as drophacking in coh1. Although it was not drophacking, because the game went on.
I remember when I played against this guy the first time it went exactly the same way. Thats why i left this game very soon.
Normaly the game runs without this kind of problems for me, except some players I play against...
So, my question is: Are there players intentionaly exploiting some kind of networkerror? or did you come across something similar?
I could tell you the name of the player but I wont because I am not exactly sure if this lagging was realy intentional or just something random... but it sure has that fishy smell.. |
I have this 0,5+ commanddelay too. Especialy when I am trying to dogde grenades it´s very noticeable, or when I try to save my troops from usf-blobs. Realy annoying... |
Funny to read the same statemants about matching premades vs randoms I got in mechwarrior online...
"deal with it" "find friends" "it´s your own fault" "blablabla I enjoy stomping"
A few months later the game was next to empty and the devs finally changed it.
Btw: sure it´ll take a few minutes more to find a match for premades, but thats better then finding games quick only to play 15min. and turn new players off before they actually have fun and want to find a team... which could result in more teams and faster/better matchmaking for premades too. |
Truesight is bugged in many situations, but thats for sure the ugliest bug.
|
Compared to mortars it´s still too inaccurate,too expensive and has too little effect to discourage blobbing.
Depending on how much goats you sacrifice to the rng-god it can be good here and there but not realy worth to be build.
If anyone could upload a replay that shows how good this thing can be and what it does better then a much cheaper mg or a stolen mortar i would realy like to see that... So far I´ve tried to get this thing doing something good, but to me it´s not worth it.
|
For me it´s like a too high risk, because the unit salvaging is vulnerable at that time just for a bit of fuel . Atleast against good players it´s not worth the risk, against not so good players you don´t need those ressources anyway...
The things that are worth the risk are at-guns and teamweapons, oh and of course the light vehicles you destroy behind your side of the front.
You can´t realy blame the mapmakers or the QA for those wrecks on the map. If you are creating a map and decide to make it look like a battleworn area there is not so much too choose from...
I don´t like maps that looks like a battlefield already before the battle starts, I like maps that look like nice little villages where people would spend their holidays, until the fight is over and the place is scorched earth... but thats just my personal kind of flavour.. |
No I am serious, there is one ladder for random teams and one ladder for premade teams, but the ranking is for every premade team constellation. So lets say there are 5 players who are friends with each other (A, B, C, D, E) who play 3v3 in changing constellations, you are player A so you have the following constellations:
A, B, C
A, B, D
A, B, E
A, C, D
A, C, E
A, D, E
All these teams have their own rank, and to get their own rank they need to go through placement in this exact constellation first And that is just for 3v3. If you play Allies and Axis you need to double the amount again, because Axis and Allies Ladder are also seperated.
edit: Oh yeah, for the random team ladders you don't have a seperation between Axis and Allies but for every faction.
Ok, that makes atleast a bit of sense if it at vs at, not realy much ... but just a liiiittle bit
|
Well with that calculation you could say it is a virtually endless amount of placement games, because there is also a different placement for every different team constellation for arranged teams
Head-desk-head-desk-head-desk....
You must be kidding!? No, seriously you are kidding, right?
Why did they call it "ranked" and not "random" ? |
You only have to do this for 10 games..
You could possibly be very gifted at games like coh and beat some one that's top 200 or even top 10.
You may have been good at COH1 and are better than your typical newb who may be totally new to RTS.
That's why it's like that.
It could be a better system, sure, that could be said about a lot of things,but I mean come on, of all things to write a wall of text about..
The thing is, it´s not 10 games it is 160 (10 games for each faction in each gamemode).
Sure someone could be the new bobby fisher of coh2 or something like that, but it´s not a good idea to design the matchmaking around a minority.
I´ve seen worse and better matchmakingsystems. In 1vs1 this is not a real big deal, still a terrible introduction for new players because yo have to go to the forums to find out why you are placed against topten players (I was mostly shopping on amazon after i knew about the "placement"-matches, alt+enter...), but in teamgames it´s a realy annoying way to match up teams. |