Wait, you think they'd give a win to one member of an arranged team and a loss to another? |
It's actually entirely true. The stated result of the game gives absolutely zero information about what happened to other players when the crash/disconnect occurred, and when the server is unable to assign a win it arbitrates using the trust system. That is 100% of the information I gave in the post you quoted, and it's 100% accurate.
The only thing that gives any information is disputes. If you get a dispute, it means the server was unable to attribute the win to a team within its programmed ruleset. This means if a crash or disconnect occurred, it occurred for everyone; if it didn't occur for everyone, the server would assign the win to the team still connected, and an arbitrated dispute would be unnecessary.
Instigating a server or mass-client crash in a game like CoH2, while extremely unlikely and undoubtedly extremely difficult, is possible in theory. Instigating crashes only on select clients in a game where every client is running identical copies of the game code, however, is for all intents and purposes impossible. |
Because enemy won and we lost?
Doesn't mean anything. If everyone crashes, the game uses the trust system to determine the winner. If you have a higher trust rating than your opponent, you'll get the win; if you don't, you won't. |
If it was matchmaking, how do you know it was only your team that crashed? |
Except this has nothing to do with sync errors, it has to do with multiple clients crashing in a short period of time. |
Could be a bad command being sent from a player, either intentionally or accidentally, or a bug in the server code that ends up sending bad data to clients. Both would explain the lack of a saved replay, since a bad command like that could very well corrupt the replay file.
Honestly, there are a million possible explanations for something like that. It could be a hack, but it's not very likely; probably a bug in the server code or memory corruption of some sort, which would explain why you two didn't crash at the same time. If it was someone exploiting the server or somehow sending corrupted messages, it stands to reason that the two of you would have crashed at nearly the same time because you would have received the faulty messages at nearly the same time. Of course, it could be someone who's figured out how to consistently reproduce a crash bug through some sort of combination of in-game events, but that seems like a stretch to me.
Another possible explanation is some sort of bug in the game client code that happens to show up under a very specific set of circumstances that you guys happened to create. Since every player is, in theory, running identical copies of the game state, it makes sense that a situation that causes a crash on one machine will likely cause a crash on all the others. Again, it would likely be memory corruption of some sort since the crashes did not occur simultaneously. |
The delay is most pronounced on the first open, but it's still there every time you open it, and even every time you close it. Part of that could be because I used AHK to bind it to CTRL+S of course.
That's a separate issue from the actual design of the map too. The CoH2 tactical map is a clusterfuck of awful UI design. Honestly, CoH2's UI design in general is extremely poor, but that's a whole other topic.
Another thing that really annoys me about the CoH2 tactical map is the fact that when you double-click on a location to return to the game view at that location, the game actually pans the camera to the location you clicked from the location you were looking at when you opened the tactical map. Hopefully that makes sense. For example, if your camera is on your base when you open the tactical map and you double-click on your opponent's base to move the camera there, the game actually pans quickly from your base to your opponent's base. If you did this in CoH1, the game would just close the tactical map and automatically focus the camera where you clicked without panning. The panning is fast, sure, but it's still noticeable, and it's very annoying, especially when you're trying to close the tactical map and immediately issue commands. If you're too fast and try to issue the command during the panning, it won't register.
In other RTS games, there is usually an option to either pan the camera or immediately switch to a new location when you click the minimap. I always wished Company of Heroes would have that option, but it never has, sadly. |
The tactical map in CoH2 is really terrible all around. There's a noticeable delay when opening and closing it, it's cluttered with useless information (resource amounts for points, unit statuses like walking, attacking, suppressed, pinned, large icons relative to map size), and it's pretty much impossible to use. It should display information in a minimal fashion that gives the player only the information required (unit locations and health) and nothing more. |
It's silly, it should be opt-in, just like it was in CoH1. Best of both worlds. |
Actually, the only links that didn't specifically reference hacking were the two Steam links for AoE2 and the WC3 desync explanation post. The other 9 links all reference sync hacking in some form, including three separate threads on the main AoE community site that reference situations identical to those people love to complain about in CoH2.
It doesn't matter how widespread it is in other games, the fact of the matter is it's been an issue forever, and it's not trivial to fix, nor is it trivial to detect with server-side anticheat. |