These are not dedicated servers as people have been asking for.
Instead, these are networking servers probably handling some of the data interchange between any players that are having sync and lag issues. Something like the NAT transversal servers some use. They will not be running game code or deciding event outcomes.
The overall game will still be peer to peer, but with the addition of something like an arbiter of network, keeping the data flowing between those.
Overall, if this is real, then it's a good midway between dedicated servers and peer to peer. Should be drastically cheaper than dedicated servers, but still keep the games flowing.
I got the impression when he called them "Battle Servers" it was something along those lines. What I reported in my first post was the description he gave about how it would change the way players experience lag.
I am interested to see how much it helps with the sync errors and such as well. I was in an epic 2v2 last night that lasted over an hour, we finally took the upper hand (barely), and I was kicked out of the game for a server error. I have close to 1000 games played, and this was one of the most epic, but it ended in a disconnect. Very disappointing. |
So, I don't know that this has been mentioned before. I just asked Noun in the Relic stream about netcode optimization, and what he said was this:
Currently, the player with the worst connection brings everyone else down to that level, causing all players to experience lag.
They are going to add "Battle Servers" which would act as an intermediary between players. This would mean that a laggy player would experience lag on their end, but the other players will not. |
This will go down in history as the "Tiger Ace Massacre of 2014."
|
I believe the veteran bonus is applied to the squad, not the models, which would mean the models you merged would get the bonus as well. |
What does the game say when you try and play a custom game? |
"I don't use T4, so please remove it because its not balanced" is what this post essentially says.
I didn't watch all of SNF, but Barton won at least 1 game building T4 and panthers. If SNF is your evidence for balance, you should use it consistently.
There was some very good advice earlier in this thread. |
There are two sides to this: Your build order/doctrine choices and your tactical play when faced with those units.
If you go sniper car, you should really consider going with a guards doctrine, not shocks. The sniper + car is an investment, and if you're good with it your opponent will try to take it out - likely with a scout car of his own. You can counter it by going guards. If you keep a sniper car alive into the late game by protecting it and microing well, you can wreak havoc on those elite pgrens.
I suggest something like this for your build order: T1 with engi, con, sniper, car (or con), con (or car if you went con before).
From here, you assess the situation and save for guards, get another con + molotovs/at nades. You need AT nades, molotovs can be an option you might consider passing on if you opt for only 2 cons, and get later.
Your early/mid game play will be focused on forcing retreats with the sniper car, and capturing nodes with the cons/guards. Keep the cons/guards in the wings and in front of the pack to keep an eye out for scout cars or flanking grens. You should be able to cause a major manpower drain from all the sniper harassment and slow enemy teching.
Be very careful about your T3 or T4 choice. If the game is tight and you expect it to be a grind, one of you will need SU85s/Katushya to break up enemy positions and defeat German heavy tanks.If you feel in control, and think the most advantageous thing is to rush a T70 or T34 and put the game away early, make sure you're doing it when the situation calls for it. One of you will need T3 for ram.
If you're teammate goes T2, T3 pairs well with it and so do shocks.
Also consider the importance of your first few tank engagements in the game. If you lose a tank and your opponent saves his, it's going to be a lot harder going into the late game. You want to win the first couple tank engagements, and then keep them on the back foot.
|
Snipers, Penals, Maxims, Mortars, you name it, they all work. I even use cons to take out pgrens sometimes, but you have to fight on your terms, not your enemies.
Snipers are fantastic because they bleed the squad. Pgrens do a lot of damage at close range, but taking 1/4 of the squad with every shot evens the odds. If you want your sniper to counter PGrens, be ready to swarm the pgrens as soon as the sniper takes a pot shot. Fight them from behind cover, especially with penals. If you see them pushing towards a group of cons, run the cons away so the sniper can keep taking pot shots. A 2 man pgren squad is almost always an instant retreat. M3 + Sniper is great for this, because the pgrens don't stand a chance at getting close.
Maxims also work very well, and they suppress way faster than an MG42. Maxims are vulnerable to multiple squads, and they need support. The best thing you can do to fight PGrens is avoid engaging them unless you're baiting the into a trap. There is no benefit to fighting pgrens with 1 con squad. Use cons to scout ahead of the MG, if you see Pgrens, lure them into an MG by pulling the cons back. If you decide to go for maxims, I find them to be best in numbers (3-4 + a few cons).
As is the case with both sniper and MG play, they wont win every fight unsupported. Rule of thumb for me is: Only engage the pgrens if you have the advantage, or you're just going to bleed MP. |
This is a tough nut to crack. The sniper car can be a real nuisance in skilled hands, and they make it very tough for fausting. You will surely lose grens trying to faust, and the faust won't finish it off either. Your best bet is the upgunned AC. It isn't an attractive option because its so weak, and can easily become a waste of fuel and munis. Once you deal with the M3s, it has no real use.
The good news is, it is expensive for them to field multiple cars and snipers. If you want to kill it with grens, you have to lure it into a trap by hiding a gren squad around a corner. I usually incorporate a mortar into my ostheer builds, and this isn't very effective, but if the car is stationary you can barrage it and conceivably kill the sniper inside. Its happened to me as soviets many times.
If all else fails, avoid it as much as you can. |
If they have double guards FHT is risky. I personally tend to build Gren, MG, Gren, MG, Gren, Mortar. Use the MGs to cover each others flanks. If he has a flamer car, keep Grens near the MGs to faust. Use true sight to hide them around corners if you are expecting the M3 to come around your flank.
Do be careful about satchels. They will blow you up hardcore, and they seem to be gaining in popularity. The MGs must support each other so the penals dont get close. The best thing you can do is setup your MGs to cover each other, and then use the grens to give them line of sight on their full arc so they pin faster. Use the mortar barrage on squads that get suppressed, and even go so far as to start the barrage ahead of where the opponent is walking into your MGs so it starts hitting them right as they get suppressed.
MG micro goes a long way in this situation too. You can manually order your MG to attack a particular squad in its cone of fire. The MG42 has a high horizontal traverse (which is how quickly it changes target), and the automatic behavior of MGs is to attack the squad that is closest. If you have a squad suppressed at long distance (or pinned), and another one attempts to flank within your cone of fire, tell your MG to attack the other squad as soon as it enters your cone of fire. This will make up for some of the slowness of the horizontal traverse. What will happen is, you will have 2 squads suppressed/pinned at different sides of your MG arc. You have to follow this up by ordering the MG to attack the first squad again, so it remains suppressed/pinned. Drop the mortar on them, and micro the MG so the squads both get suppressed/pinned. It should force a retreat. Rifle grenade on a bunched of blob is also devastating.
NOTE: The MG should not pack up and change its arc. If you accidentally pick it up and move it when your intent is to change target without moving, you might be screwed. Be careful when you tell your MG to attack a different target, make sure you click on the squad and not the ground. |