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Profile of WhiteFlash
General Information
Broadcast: https://www.twitch.tv/WhiteFlashReborn
Website: https://www.patreon.com/user?u=14312841&fan_landing=true
Xfire: whiteflash444
Steam: 76561198005549659
Nationality: United States
Game Name: WhiteFlashReborn
Broadcast: https://www.twitch.tv/WhiteFlashReborn
Website: https://www.patreon.com/user?u=14312841&fan_landing=true
Xfire: whiteflash444
Steam: 76561198005549659
Nationality: United States
Game Name: WhiteFlashReborn
Post History of WhiteFlash
Thread: Good idea for COH3(?)22 Mar 2021, 03:47 AM
In: Lobby |
Thread: My respond to the accusations19 Mar 2021, 04:06 AM
Ive reviewed all the evidence, watched all of the videos relating to this issue and I feel some obligation to state the following... ---------------------------------------------------------------------------- As far as AE is concerned: 1. His number one priority for many years has been hosting and promoting respectable tournaments that are fair, as well as keeping the ML community money safe from either corruption or bad influences. His track record here is beyond contestation. 2. He did rush on some of his moves with this situation, which is bound to happen when a tournament is coming up soon, he has admitted to his mistake and apologized for it. Put yourself in his shoes when considering the speed at which these events happened. He could definitly have done better here. 3. Its not unusual for anyone (myself included) to get a hot head and say something you either dont mean or didnt intend to say the way you did. Cut people slack here on all sides, if you dont your not human. 4. This wasnt a unilateral move by AE, many people offered to analyze the data and vote on a conclusion, this wasnt a dictatorial move. If you think AE is targeting people to ban, please refer back to point 1. ---------------------------------------------------------------------------- As far as Seeking is concrened: 1. His skills in COH are quite good, he has hepled test maps before and ive deeply analyzed some of his games for map design purposes. Not to mention his ML performance. Expect some decisions he makes in game to be well above average when you assume he is hacking. His skills in COH are beyond contestation. 2. Its clear this deadbolt guy is a bad influence here and should be considered as such. Past actions are the only thing anyone has to understand what someone will do in the future, this isnt up for debate. 3. Seekings response to the technical stuff is interesting and as far as I can tell his innocence is in a grey area. I do appreciate the lengths he went to, to try to show his innocence, some people wouldnt put in that effort and that should be considered. But given that the integrity of the ML and community money is top priority for the organizers, a suspension isnt unreasonable at all. A ban would be overkill here but that isnt this. 4. Seekings response to the personal stuff. Grow up. I dont mean to be harsh here but if you want to be seen as a reasonable rational person with some virtue, posting personal stuff when people are heated is the wrong way to go. Im sure you and them were going back and forth and stuff was said on both sides but you wont prove your COH innocence by showing how angry people can get at their weak moments. I do understand that surely you are emotional as well so posting these private conversation should also be seen as a weak moment by Seeking, hopefully one for which he apologizes for if he hasnt already. ---------------------------------------------------------------------------- Conclusion: The ML has been remarkably well run all things considered. Players should feel comfortable that the community is making attempts at self policing and that after this situation im sure any future allegations will be handled with more care. AE and others have already expressed the need for a more formal process that can be relied on in times of crisis instead of adhoc attempted solutions. AE I know your reading this and I'm sure youve learned a lot from this, that is your greatest strength is your willingness to learn and press on. Seeking, buddy i know your reading this too, you should sit back, relax and wait to get back into ML after your suspension is over, its okay that this happened. Dont let it drive you to make any more bad decisions, stay away from any deadbolt related COH interactions. Rebound from this and you will be seen as the godplayer in ML before ya know it. Ive been under extreme RL work stress in recent weeks and after reading this thread it occured to me that this community has been a haven for me since 2006. I dont much enjoy seeing people fighting like this but with community money and personal reputations at risk its understandable that emotions get high. This community will to continue to be a haven of mine because we have so many kickass people here who bust ass to make awesome things happen weather its in game or mods or tournies, dont forget that fact. If anyone wants to discuss any points made here feel free to PM me on steam. This drama will end, lets all collectively allow it to and move on. And lets all enjoy some more great COH times with the new patch that landed and the new patch on the way. Much love "Mistakes are always forgivable if one has the courage to admit them" In: Lobby |
Thread: Milkshake19 Mar 2021, 03:06 AM
In: Scrap Yard |
Thread: New Maps, Buildings out of Territory 18 Mar 2021, 03:22 AM
Please see the following video where I explain the FHQ problem, I have more to say about this generally speaking, but this is a good place to get my overall opinion on FHQ: https://youtu.be/VgUM62vyzEQ?t=437 1. Note: I didnt get the opportunity to implement null sectors for buildings on all my maps in ladder (only ploiesti) as I stated in the video, at the time my plan was to do this on everything I created but outside circumstances prevented that. 2. If it were my choice all my maps would have null sectors on buildings. FHQ is broken that badly, it isnt up for debate, even after this recent patch. I have repeatedly pointed this out for years at this point. The balance team has ignored this for years so if they wont fix it, I will on my end where I can. Ideally the balance team would actually fix this ability and make it so a building OP can just be decapped by a squad, that has yet to happen. Quality maps are, and always will be, my #1 priority. 3. Keep in mind the soviet FHQ ability still lets you make a little outpost if you cant FHQ a building, so tho the ability is still useful, it isnt terribly broken when FHQing an actual building. If anyone has any more questions about this please let me know. In: COH2 Gameplay |
Thread: Sandbags nerfed enough? Nope11 Mar 2021, 14:46 PM
Understood, this ability breaks maps IMO. It limits what mappers can do from the perspective of having flexible design decisions because we cant really use anything that engineers can just destroy with this kind of ability. Its an aility that truly needs to be removed. This is also not a debate, its an unfortunate fact. Not a single person that I'm aware of condiders the maps much, if at all, when considering faction design decisions. This is to no ones benefit. In: COH2 Gameplay |
Thread: Top level player allegedly maphacking in CoH2 11 Mar 2021, 14:42 PM
+1, I appreciate your perspective here and respect your conclusion. I skew a bit in the direction that there was probable cheating based on the evidence provided and do support the ML decision all things considered. In: Lobby |
Thread: Sandbags nerfed enough? Nope11 Mar 2021, 01:04 AM
I appreciate everyones questions Protos Angelus, Spamming sandbags doesnt have anything to do with map control. Consider the opening of the game, when your capping you can build sandbags at the same rate you cap, so the time it takes to cap the map is hardely affected by sandbagsm, especially when it counts (early game). And because almost all mainline inf can do this they are built as often as possible because of the advantage it gives you, this also has the side effect that players essentially ignore most of the map when the early game is happening, this leads to bland early game scenarios and uninspired engagements that are essentially the same regardless of the map. <---this last point is perhaps the most important one Players wire off a sandbag to make it asymmetrically in their favor under ideal conditions but...because cap flags are impasse objects, every sandbag is (no surprise) built such that you dont even need to wire the front of your bag to prevent your opponant from using it. Normally players should use the natural yellow cover to acheive this but the way the flags work in COH2 breaks this element. There are other issues with the current sandbag meta but ill stop there. Vipper, The ability to destroy sandbags with AT guns or other heavy fire is the only reason any of this works in any capacity. The ability to destroy sandbags should be retained even if only engineers or doctrinal abilities can build sandbags. The main point is the current design leads to bland early game scenarios and uninspired engagements that are essentially the same regardless of the map. Ignoring the design of the map turns what should be a colorful match into a greyed out repetitive task list that shallows the tactical depth that COH established in 2006. Pip, The recent wire change does help some, but the fact that mainline inf are more numerous and engineers are fewer in number the wire to sandbag ratio will still be skewed towards too many of them being placed. In addition even though the wiring fix is quite clever (well done whoever came up with that) it doesnt solve the problem of the flags acting as impasse objects and players capping while building sandbags in an asymmetric way on every point that is encountered. There is no incentive for players to do anything BUT build as many sandbags in their favor as possible, which exaserbates all the problems ive mentioned above. ------------------------------ To Everyone, To be clear, this isnt a debate weather or not sandbags in their current state are awful and can be improved on or they might be fine the way they are. Players essentially ignore most of the map when the early game is happening, this leads to bland early game scenarios and uninspired engagements that are essentially the same regardless of the map. It is a fact, not an opinion, that current sandbag meta is much worse now than it should be. The time increase was nice I guess? But it didnt actually change anything from a boots on the ground perspective. And to repeat: Its a no brainer to experiment and possibly make the game better for everyone. Pretending its a bad idea to experiment because of a preconceived, unverified notion that "it just wont work" or "its hard to know what will happen" doesnt even begin make sense. Experiments solve problems, not opinions. Cheers In: COH2 Gameplay |
Thread: Sandbags nerfed enough? Nope10 Mar 2021, 19:30 PM
I sympathize with your perspective that maybe I am struggling somehow versing sandbag spam. I often have people critique a map based on their feelings after losing instead of objective terchnical information. Happily that is not the case here. To be clear, I've been playing COH since 2006, Ive been designing competitive maps in COH for 15 years now, im watching the fabric of the game being comprimised by subpar design approaches such as the sandbag spam that is being discussed here. Its relatively easy to test and confirm or deny the claim im making and either try an approach ive outlined in post 1. It would also be desirable to test one or a combination of ideas expressed here by others, there are many good ideas in this thread to mitigate the sandbag spam overall. Your completley ignoring the rest of the map if your happy with the current state of the sandbag spam. Its a no brainer to experiment and possibly make the game better for everyone. But pretending its a bad idea to experiment because of a preconceived, unverified notion that "it just wont work" or "its hard to know what will happen" doesnt even begin make sense. In: COH2 Gameplay |
Thread: Sandbags nerfed enough? Nope10 Mar 2021, 17:24 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 In: COH2 Gameplay |
Thread: Sandbags nerfed enough? Nope6 Mar 2021, 23:31 PM
my man! I would propose either of the methods outlined in the initial post In: COH2 Gameplay |
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