While there will always be latency between client and server, a lot of times, units were not in the edge of FOW, especially not in the <100ms delay range. No big philosophy here. 95% sure is cheating. 5% is for a couple of shots that can be thought of as "luck". The brummbar hitting the cloaked AT gun is one of the biggest proofs.
Another reason why I have no respect for no-life "pro" gamers. Plenty of people from the "Pro" scene have been banned in numerous e-sports or whatever it's called. Not really surprising that somebody who has income from it will do whatever it takes to win. Question is: How many times has he cheated and successfully covered it
Profile of Protos Angelus
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https://coh2stats.com/players/76561198031032150
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Post History of Protos Angelus
Thread: Top level player allegedly maphacking in CoH2 10 Mar 2021, 23:20 PM
In: Lobby |
Thread: Sandbags nerfed enough? Nope10 Mar 2021, 20:06 PM
Best map there is: Whiteball express Worst map: Redball Everything else is in between (not counting winter maps, those are FPS killers in team games) Sandbags are fine, in every scenario on every map. If the enemy is spamming sandbags, that means they should not be having a lot of map control and that some key buildings can be manned by you. Furthermore, the biggest drawback of sandbags is the fact that this game utilizes direction. Almost every player I've played against (from rank top 10 to rank infinity and beyond, 3v3 only), just mindless places MGs behind them which can be exploited. Truth be told, some maps, due to the design, can exploit sandbags beyond their usual usefulness. Normal sandbags, not those huge monstrosities on conscripts. Some maps do favor sandbag spam as there are no avenues of flank/alternate attack. In 1v1, sandbags will never be the problem on normal maps. In 1v1 a map does not have to be superb and well designed to eliminate sandbag problem. Population and population density takes care of that. In 2v2, some maps are sandbag prone... those lane-y ones. 3v3 is on the doorstep to the clusterfuck that is 4v4. Basically it's 1v1 on VP lanes. Sandbags do come in handy but usually take too long to place to be effective. There you will almost certainly fight first on the frontline. And if you do win engagements and force retreats you have 2 choices: Push deeper and deny resources or place sandbags and hope for no mortars/smoke. Again, it balances itself out. 4v4: Not gonna comment. Horrible mode for sadistic people hellbent on destroying planet Earth In: COH2 Gameplay |
Thread: Sandbags nerfed enough? Nope10 Mar 2021, 18:17 PM
Honestly, a mod should be made w no sandbags and tests should be run with mainline inf having no sandbags, see how the games feel, ill bet people will be surprised at how much better it would be Just because you have problems playing vs sandbags, does not mean everyone does. I quite like playing with/vs sandbags and the illusion of safety that makes it easy to flank. In: COH2 Gameplay |
Thread: Sandbags nerfed enough? Nope10 Mar 2021, 11:31 AM
But... rifles can't brute force down squads. Early game vs OKW: Volks win long range, rifles win every other range. Hence the existence of spio to help tip engagements by careful positioning. Early game vs OST: MG42 can lock down, force USF to tech nades for smoke. Grens can easily trade long range but lose every other range In mid game you certainly won't have double bars. Maybe on one rifle squad. For everything else, PGrens and obers do the trick. Not to mention that once obers reach vet2, it's game over until double bars. And even then you need to be the first one to fire (eg. enemy running toward you). I can't really see how a 280 MP mainline is so much more OP than 240 and 260. You're previewing scenarios like the USF player just techs racks and spends all muni on bars. Rifles are the strongest mainline, being strong in both close and medium range, whereas other mainlines are strong in only one range. Tommies, volks and grens long range, conscripts close range. What game are you all playing? Saying things like "Rifles carry USF" is preposterous. In: COH2 Gameplay |
Thread: Random OKW in team games – blood, guts and glory9 Mar 2021, 15:59 PM
Like what? It's biggest advantage is still a stock heavy tank. Min 0 shred machines. Stock rocket arty. Get a big dose of copium because I highly doubt OKW is ever getting caches. In: COH2 Gameplay |
Thread: Sandbags nerfed enough? Nope9 Mar 2021, 13:22 PM
True, but spios can at early and mid stage of the game go toe to toe with any mainline. At later stages of the game, can go toe to toe with any mainline in close quarters. They can displace infantry, can swap zooks and sweepers. What more can you want? In: COH2 Gameplay |
Thread: New penal ptrs feels a bit much5 Mar 2021, 12:54 PM
Stop it! You're scaring them with facts and logic. Didn't you know that AT squads should not be effective vs tanks? In: COH2 Balance |
Thread: New penal ptrs feels a bit much5 Mar 2021, 09:06 AM
So don't charge in tanks first? You can also build infantry or artillery to disperse penals before pushing with tanks. Furthermore, zooks and piats are not "kill or don't do much at all". They do consistent dmg to lights/mediums. 3x ptsr is still low dmg with no nuke potential like shrecks, so it's either a L2P issue which arose after a bad game vs soviets and this is nothing but a rant thread In: COH2 Balance |
Thread: Maxim aoe suppression is too much5 Mar 2021, 00:43 AM
Oh get a life and stop complaining. You're either trolling (ergo, get a life) or severely deranged and biased (stop complaining).... or both, trolling and deranged. In: COH2 Balance |
Thread: Upcoming Comander Update - Wishes2 Mar 2021, 23:32 PM
Well, to be honest, post after post you push an Axis buff [and an Allies nerf]. Sometimes you mask it with quasi-buffs/nerfs but the general idea from your posts is "I have trouble with a lot of Axis stuff that needs looking into".... which just means "They need buffs". Still, darkarmadillo made a valid and legit post, one of the few that is neither ally-, nor wheraboo. In: Lobby |
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