General Information
Register Time: 19 Nov 2012, 09:00 AM
Broadcast: https://www.twitch.tv/GreenDevil29
Residence: Australia
Nationality: Australia
Timezone: Australia/Darwin
Game Name: GreenDevil
I would like to hear other peoples thoughts on the amount of times they have suspected their opponent of map hacking? I think it might be getting more frequent and more players resorting to cheating to help with balance.
Suspecting my opponent of map hacking has been getting somewhat more frequent for me lately, and I have put it down to the stale meta and unsatisfactory balance of the game.
So for example, in the past 2 weeks I have suspected about 3-4 opponents of map hacking, but before that it was lucky to be 1 player since release and even then I wasn't sure. But now, blatant map hacks like driving around teller mines, artying units spot on in the fog of war (every time no miss), flanking with infantry and going around mines. Completely and totally avoiding troop concentrations and attacking the most vulnerable units (every single time), with no scouting. Calling in AT Partisans in a house next to OKW truck setting up in fog of war. (If any of these can be explained please enlighten me)
I even had one player drive a single SU 85 into my base to get a shot at a Panther I was repairing, completely avoiding a concentrated attack me and my team mate were forming up for on the other side of the map in the fog of war. There was no way he could of known my base was undefended.
I know some of these things can be luck, but I find more often then not that it can't be if it keeps happening to them time and time again.
We all have seen what a M2 .50 Cal can do to concrete or metal. It's just plain stupid that Relic added this HMG and made it so powerless. It should melt light vehicles and light tanks, not to talk about infantry or cover.
The actual HMG reminds more of the .30 cal like the one we can see here:
Anyone else think that this could do with a damage buff? If it's damage output was increased against inf and light armor I think this could just be what the US need vs Obers and Volks blobs. It could be buffed so that if a careless player walks into it with their inf they dealt enough damage to prevent them from countering it head on.
What if I told you that allies also have HMGs, like for example Maxim or DSHK and these HMGs are unable to stop even 2 squads? Or USF HMG is completely unable to stop more then 1 squad and often a single gren is enough to counter it thanks to precision strike nade.
If that 4 bar rifle is approaching HMG that isn't in green cover, its dead.
Suppressed units loose 75% of their DPS, that means there is still 25% remaining, if there are 4 squads, its like 1 unsuppressed squad with BARs is unloading at HMG. Do you believe that HMG should be able to survive it?
Its all about stats, where you bitch and whine about how axis life is unfair, I know the stats and actually understand the mechanics, so have a tissue and take this lesson.
Less hurts of buts, more knowing of mechanics, it'll do you good, so instead of acting like spoiled brat you would for once actually KNOW what you want to argue and how illogical your claims are.
You want to stop multiple units with upgrades? One HMG isn't going to cut it, because of how the game actually works, unless its in your wet dreams.
Who said anything about the HMG not being in green cover? The point I and a lot of others are trying to make you understand Titoff is that a BLOB of infantry that means multiple infantry squads grouped together or in a cluster or standing very close together, should not be able to charge a HMG and kill it head on.
Yes, I agree that if the infantry is spread out approaching from 2-3 directions to the HMG then yeah it's dead. Can you understand now WTF we are trying to say here?
If you think that a blob on infantry should be able to roam around this game and just obliterate units that are designed to use the suppression mechanic to assist countering them, then please just leave and go and play SC2.
Still can't expect a single unit to stop 5x worth of resources investment at least(multiple double BARed rifles like in the example mentioned before), if it could, it would be a textbook definition of imbalance.
This once again has proven to me that you have absolutely no idea about this game and you are the biggest allied fan boy on this forum.
If you didn't know already, he's talking about blobbing. If a 4 x BARed rifles approach head on in a blob to an MG42, there's no way that the blob should be able to counter it. If the blob can win, it makes for an extremely stale, boring meta or Gren blob vs Con blob or Rifle blob.
Katitof you just really need to take off your rose coloured glass, actually start playing all factions and resist the urge to comment on balance issues that you obviously have no idea about.
I feel like lately a lot of the games I play or watch end up being a battle of attrition rather than of victory points.
Allies may be missing late game but this could be fixed if the victory point timer is adjusted making OKW heavys be a last resort push to take hold of the map. As of right now vp's don't matter in terms of victory and only consist of a background battle that makes for stale gameplay. Its either total annihilation or its just a base rush to see who can kill the most of the enemy stuff rather than hold them off. The game are rarely about Victory points and that is just depressing as it is such a fun gamemode.
In the beta sure we saw quicker games but it made holding those points crucial to victor and I feel as though we have lost that feeling.
You do realise you have to cap a majority of the VP's to make them tick down right?
Please note that I said 2v2 not 1v1 not 3v3. I also said that both players are doing the same thing with little difference.
After initial build of 1 con and 1 engie, things are going like this: you feel like you would build a cons squad? Perfect. Build a maxim. You feel like you would call a shocks unit? Great. Build a maxim. You feel like you would call an 120 mortar? Great, call it.
My partner does it even worse. He builds no cons squad. Just maxims and 1-2 mortars. This is the whole idea in fact.
As I said, executed properly and overwhelming, this strangels your enemy. No flanking space, no infantry movement. Everything moves gets pinned. That's the idea. Of course, not from the first second of the game. But pretty soon.
Again, as I said, the only proper answer I saw to that was an OKW/ostheer combo with 2 mortar ht and 1 or 2 wurframen. Fact is, alot o players in coh2 just don't know how to answer to things. They just do their usual pattern and if it's not working, the game is broken or the enemy faction is OP.
If you have a partner in 2v2 please try this with soviets and tell me how did you feel. We baptised this "strategy" (??!) "Maxim SPA" because from a moment in the game, makes you feel so confortable, like in a SPA hotel. And come on, don't tell me I invented the wheel because I am sure there are players that use this and make the best of it. In fact I saw it used against my partner and me. We took it and made it worst.
Upload some replays dude, I want to see you executing this strategy.
The main problems I have encountered in Ost vs USF is that Rifles outclass Grens at all ranges early, but they also a more numerous very early on. They can engage you with three rifles at the fuel point early when you only have 2 x Grens and a Pio. This allows them to instant win the early crucial engagements and from that point on it's an uphill battle. Perhaps a build speed increase is required for the T1 building to allow Ost to get Grens or MG's on to the field earlier. USF can make Rifles straight off the bat, so can Soviet. The delay caused by building the T1 building for Ost is something I think needs to be investigated and trialled to see if it helps by allowing units onto the field quicker to help with the first engagement.
I think vanilla rifles need to be nerfed hard at long and medium ranges but make then extra deadly if they close in on Grens or Volks. Then there long range can be improved by purchasing 1919's or BAR's.
I stopped making MG42's a long time ago vs USF as they are instantly gibbed by either smoke or a blob that focus fires them. I mean, what the fuck is the point of a machine gun if a blob of infantry can just focus fire the gunner until the whole crew dies.
Buffing the MG42's suppression and targeting will make it a more viable unit against early rifles. Smoke grenade needs to be removed from the game, simple as that or make it 80 munitions to use.