He left the game atm 27.38 and? The game is still moving forward.
He lost all units and you guys were triple capped. I don't see any cheats. The game was just lost from him.
Listen son, I work for a living, no mommy and daddy to pay for me, my car or my girlfriend so I don't give a damn about who you are, what level you are or how well you play, I, like most of this community, just want to play this game for a few hours after work and just relax a little, while you, like I said, represent only about 5-10% of this entire community.
So no, I don't think that we should aim to be like you, HelpingHans, VonIvan and the rest of the "pro" players, I have watched HelpingHans specifically and have played other games with him as well and I admire the fellow however like I said, I don't see why we should suffer and try to be like him in order to enjoy this game.
And enjoying this game means that it should be balanced, and it's only balanced around the top players, so if it were me I would try not to go to some extreme but try and strike, a balance, no pun intended so that everyone can be happy.
And by balance I don't mean stat changes which can be abused by the pro players, I mean actually listening to the rest of the god damn community and implementing compromising changes that the bigger part of the community can also enjoy the game.
And that shall be it until like I suggested 2 game modes be implemented, 1 for the smaller 1v1 and 2v2 competitive scenes and 1 for the bigger and more casual 3v3 and 4v4 scenes, then, I would fully agree that no compromise should be met as both sides would have their own "sectors" so to speak which they can enjoy.
But as long as we are in a single boat that only favors one side tensions will always be high and disagreements always out there, unless like I said compromises are made so more can be happy than unhappy.
Believe it or not, but that is what I always try in the balance team. Remembering the other guys that main playerbase is 4vs4. Also 1vs1 in not top 50 level.
But yeah most pleople are from 1vs1 section, who can have kind of influence of this game.
Tbf the tigerace change was for example for the casual player. Nobody in top 10 goes tigerace in 1vs1.
Because they needlessly increased the pop count on units I noticed a bug with the Pershing call in. If you get the required 600 MP and 230 fuel and have between 18 and 16 remaining pop available the Pershing will show that its available to call in but when you do, it will not arrive and your 600 MP and 230 fuel just gets flushed down the toilet.
You can use the Pershin call-in ability when you have between 16-18 popcap left (pershin is 19 pop)
The pershin won't be called in, but you still pay the cost and thus lose manpower and fuel
• Fixed an issue in which Recon Company Raid Tactics would give +7 vision to infantry indefinitely.
• Jackson far range set to 60 as originally intended in patch notes.
• Pack Howitzer Heat Barrage damage and AOE damage reverted to pre- Spring Update values (unintentional change)
• USF 81mm mortar auto attack distance scatter reverted from 0.0875 to 0.08.
BRIT FIXES
• Universal Carrier front armour changed to 7 from 8 as intended.
• Sappers Vickers K accuracy reverted to pre- Spring Update values.
• Fixed an issue where Bren guns still cost 60 munitions from the Forward Assembly.
• Bren Gun mid-range accuracy changed as intended in patch notes.
SOVIET FIXES
• Fixed an issue where a recrewed 120mm Mortar could be recrewed with up to six men, as opposed to the intended 5 men.
• Fixed an issue with Engineers not being able to plant demolition charges.
• Fixed and issue where Guard Squads were requiring 3 Command Points for call in, despite the UI saying 2. Guards are now available from 2 Command Points.
• Fixed an issue where PTRS Rifles for Penals and Guards were doing 50% reduced damage vs buildings.
OKW FIXES
• Fixed an issue where Panzer IV and Panther tanks were getting a 50% accuracy increase against snipers.
• Fixed an issue where MP40 Volksgrenadiers would still have access to the flame grenade in the Firestorm Doctrine. Volksgrenadiers now only have access to a regular grenade after upgrading to the Assault Package.
• Battlegroup HQ cost has been reverted to 25 fuel.
WEHRMACHT FIXES
• Fixed an issue where Hull Down would automatically cancel and not activate after completion. Hull Down should now work as intended. Note: The animation for the sandbags will continue to run after the squad has completed building for a few additional seconds.
• Panther Veterancy 2 text now states its increased amour bonus correctly.
• Fixed an issue where Panzer Grenadiers could no longer re-buy their Panzershrecks if lost. Cost adjusted accordingly.
• Wehmacht Mortar Half Track cost changed from 40 to 30 fuel, as originally intended.
ADDITIONAL INTENDED CHANGES
Due to multiple people working from the same document, some intended changes were not communicated in the patch notes. The following changes are intended, and are live in game. They will be added or amended in the changelog patchnotes.
• Valiant Assault recharge time has been increased from 60 to 120 seconds.
• Volksgrenadiers flame grenade now requires an SWS Supply Halftrack to be called to the field. The Halftrack does not need to be set up.
• Medkits from Sturmpioneers now have an area of affect healing radius.
• Sappers are now supposed to be able to equip 2x Bren Guns from weapon racks. This was not included in the patch notes.
• The Soviet Snipers ready-aim time was incorrectly stated as 1.5 when it is actually set to 1.