Everything that happened screams scripts.
lol. What? Nothing you've posted is even the least bit suspicious. Does it happen when you're against one opponent and never when you're against someone else? That's suspicious. Nothing you've said is even the least bit suspicious. It's almost certainly a bug of some sort, either in the game code or in the server code. Until you have evidence of multiple occurances while playing against a single player, you really don't have any ground to stand on and call this a hack. It doesn't make logical sense at all. You're just grasping for straws.
There was a bug in CoH1 that made your units uncontrollable and sent them across the map. It wasn't a hack. Give up on this "hack this, hack that" nonsense until you have proper reason to be suspicious. |
The CoH1 competitive scene is nonexistant as well, for the reasons I mentioned in my first post. But for years before CoH2's release, CoH1's competitive scene was far and away more vibrant and interesting than CoH2's is right now.
The CoH1 portal on GR was the site's most popular, and 95% of the people who posted there were hardcore into the competitive scene. It also constantly had nearly 1000 people online at any given time, which is far more than this site ever has. People got hyped up about expert nominations and expert replays, people dissected the strategies of top players in portal posts, threads, and videos, when SNF wasn't running the next season was being planned. Viewer numbers for the first (only?) CoH2 season of SNF (season 5) were lower than those for the last CoH1 season. As of this post, there are 16,058 threads in the CoH1 strategy forums on GR, compared to 1,101 threads in the strategy forums here.
By every single possible metric I can think of, CoH1's community just cared more about the competitive aspects of play than CoH2's does. And when CoH2 came out? The CoH1 competitive scene died, for obvious reasons. Everyone tried CoH2, nobody like it, and they moved on instead of clinging to an old game with a fractured community and no chance of future support. But hell, even now the CoH1 replay section has more activity than the CoH2 replay section does, and comparable activity to the replay section here. The only thing the CoH2 competitive scene has going for it right now is the ESL tournament; aside from that, I can't think of a single thing that gives me hope in the game's competitive future. |
Sounds like some sort of server issue or server bug. It's silly to call something like this a hack when you consider how unlikely it is for a client to be able to affect commands sent from other players or spoof commands from other players. Unless it consistently happens against one opponent and never happens against anyone else, there's no reason to assume this is a hack of any kind. |
It's just my perspective based on community activity. Where are the tournaments? The hype? The analysis of top players? The excitement of experts posting replays? There hasn't been a new popular CoH2 replay on GR since November 2013, and games posted here rarely get more than 100 downloads unless they're highlighted. The only person who cares enough to run tournaments is Romeo. This site was created to be the hub of competitive CoH, yet prominent community members slander 1v1 and tournament players here and are applauded for it.
My opinion is just that, an opinion. But from my perspective, there just isn't the same level of excitement surrounding competitive play in CoH2 than there was in CoH1. I get the strong sense that very few people care. |
Even if Relic had made a COH1 HD remake instead of COH2 it wouldn't make any impact on the competitive scene at all vs the likes of dota2, cs:go etc
Relic just doesn't target that audience.
It wouldn't have made a difference relative to those titles, but the game still would've had a better competitive scene than CoH2 does now, because CoH1's design is more conducive to competitive play than CoH2's is. CoH2's competitive scene is nearly non-existent. |
They're not "out in the open", they're hashed and salted on the server, they're just posted in plaintext from the browser to the server. Which is not good practice, agreed, but it's nowhere near the level of vulnerability you claim it is. The main implication of this is if someone is sniffing packets from your machine (because they're on the same network as you or you're connecting over an insecure access point), they will be able to see the password you send to the server when you login.
Regardless, the appropriate people have been made aware of this. I haven't worked with the code in a long time, so I'm not in a position to fix it. |
For me, the game was fun because of the competition. It was fun and exciting when people were really trying hard to win and compete in tournaments. The last CoH1 SNF season was the pinnacle of that, and the Symbiosis vs. aljaz series I casted was probably the high point of my time around CoH. The fact that those two players approached the game completely differently and yet still had comparable levels of success made their games truly enjoyable to analyze, and the StratTalks I recorded in preparation for that series are among those I'm most proud of. The fact that CoH2 doesn't even have the potential to replicate those moments because of Relic's design decisions is the main reason why I have no desire to play it, and why there really isn't a competitive scene to speak of.
CoH1 doesn't have the activity and community necessary to make it an exciting competitive game anymore, and CoH2 doesn't have the game design necessary to make it one either. With games like Dota 2 and CSGO around, I just don't find myself wanting to play CoH anymore when I can have a far more fulfilling competitive experience elsewhere. I still play CoH1 occasionally, but stomping 9 games out of 10 isn't very fun. |
Edit:
Removing Attack move is probably the best measure, simple and easy to put in place, I have read so far to counter the particular way of blobbing people want to get rid off without impacting too much the rest of the gameplay.
That's a terrible suggestion honestly. Artificially reducing the amount of control players have over their units is a really awful way to deal with design problems in a game. Not to mention attack-moving a blob is only a very, very, very tiny aspect of that command's utility. |
This didn't nerf Piospam in CoH1, having to build a tier building before the KKC did. Sure, this made Pio blobs a little weaker, but people still Piospammed a ton when this debuff was in place. It wasn't until the KKC change that Piospam really started to fall off as a viable Wehrmacht strategy.
Regardless, something like this is just a bandaid on a far larger problem. The game either needs to incentivize proper positional play to the point where it's vastly more powerful than blobbing even if it is more difficult to execute, or it needs to give players more ways to differentiate themselves beyond simple unit control.
It's clear Relic isn't interested in the latter, and to achieve the former it makes more sense to dramatically buff anti-blob measures and make difficult-to-use units more powerful instead of nerfing blobs. |
Because if there's one thing top players want, it's having to wait an hour to get an automatch game. |