View Full Version : Exploit? (pic included)
kidisbackagain
18th Nov 07, 6:17 PM
Will blocking British HQ trucks be fixed in the next patch? I was bringing in my second truck when it was blocked by dragon teeth and stuck thanks to the funny :dance: German player.
http://www.easternfront.net/exploit.jpg
formfactor
18th Nov 07, 6:18 PM
You need to upload your pic to the web unless you'd like to grant us access to your computer's harddrive.
SuchisLife
18th Nov 07, 6:30 PM
Yes, Brit trucks will be able to break through tank traps for a short time after entering the map. Pitty though, blocking them was cool to watch. lol.
mattcheung3411
18th Nov 07, 6:31 PM
British Command Trucks will crush tank traps or other blocking objects for a short duration when they first appear on the map
only for 1st truck though
Ace651
18th Nov 07, 7:04 PM
Are you sure, I thought it was for all of them...
-cm
MrSomeguy
18th Nov 07, 7:10 PM
New strat!
Tellermines + Hetzer ambush!
chuckles22
18th Nov 07, 7:19 PM
cant the HQ truck run over the fence?
armen
18th Nov 07, 7:28 PM
The pic from that angle is a bit misconceiving, it actually lays atop a slight hill, so it cant really drive over it.
Zephris
18th Nov 07, 7:44 PM
Yeah i had a german player try this crap on me.
Its an exploit. And it is being fixed ;)
Limming
18th Nov 07, 7:47 PM
Thats lol just block in all the brits trucks and just sit there with flame pio's and burn em to death!!
Schwarzwald
18th Nov 07, 8:16 PM
This should also be mention, theirs a way to block unit pathing with a jeep or any small vehicle
bonemachine
19th Nov 07, 12:16 AM
I don't think I would call it an exploit so much as horrible game design.
SilencerPL
19th Nov 07, 12:26 AM
Next patch mentions that HQ trucks will have heavy crush or that in few second he can crush TTs
armen
19th Nov 07, 2:33 AM
so.. put a mine, destroy or damage engine... then the tank traps kick in a few seconds later.
SilencerPL
19th Nov 07, 2:36 AM
The question is - can you put a mine in call in road without being engaged by bunker/mg-enplacement.
Mines can even do nice for call in troops and other units.
armen
19th Nov 07, 2:43 AM
yea i have mined that particular road many times, and you are a safe distance from the static mg bunker
SilencerPL
19th Nov 07, 3:15 AM
So it is only viabloe on angovile then.
Rankles
19th Nov 07, 3:48 AM
I'm kinda curious as to how you managed to let him build that many.
But yeah, even Nystrom tries this. It'll be fixed.
Akranadas
19th Nov 07, 4:40 AM
The problem with Angoville, is that this strategy (and mining) is only favourable when the British player starts up the top where the MG Nest doesn't cover the exit.While, if he's at the bottom, the MG Nest can cover the exit.
This strategy is really really bad sportmanship like, as it effectively stops the British from advancing up the tech tree, and they won't have anything to destroy/crush tank traps unless they get 3 Control points (Churchills or Commandos) which is hardly fair.
bottenbreker
19th Nov 07, 5:27 AM
well, i bother more with TT's then mines. i can sweep mines if i like but destroying a TT with commando tree = a pain in the ass :p
Ashmole3110
19th Nov 07, 7:12 AM
What happens if you put like layers and layers of wire and call in stormtroopers?
Akranadas
19th Nov 07, 7:29 AM
You use your Pioneers to cut the wire.
The difference between doing it with another army as opposed to the British is; every army besides the British isn't dependent on off map services to tech up and counter tank traps and mines.
FOTHERINGILL
19th Nov 07, 12:18 PM
It is the same as it has always been in COH by mining the reinforcement entry point or heavily defending the same.
I see nothing wrong with it as a tactic. If in a 1v1, the game is lost. If a larger game, rely on your ally(ies) to free the area. Look at it as another key area to defend other than your base or critical choke points on a map.
BoDyBaG2224
19th Nov 07, 12:27 PM
I wouldn't call this an Exploit, more like "not being very nice". I don't have a problem with this happening to other factions since their base is near the call in area. However with Brits it's different because they can have their mobile HQ on a totally different area of the map and aren't paying as much attention to their base area/call in road. However after looking at that pic with the amount of Dragons Teeth he has there what were you doing? Atleast pay some attention there.
It also brings up a good point on Angoville to make sure you "switch sides". I always secure a foothold on one area (left side if I start north, right side if I start South) and then switch over to take away the enemies points. Just capping the fuel and munitions there should give you enough vision to see if something fishy is going on.
bottenbreker
19th Nov 07, 1:00 PM
well, i don't think its a very honest way of winning a game. by denying the opponent acces to tech up is kinda lame.
armen
19th Nov 07, 3:34 PM
But to that extent, capturing fuel is denying your opponent almost all his tech...
i see it as a viable strategy for now... the British army feels as though they can lock down any point they please: well then secure your reinforcement route.. simple as that..
Don't just send your HQ truck to the highest fuel and pretend that everything is gonna be A-OK..
the better strategist always wins, alls fair in love and war.
same can be said about all off-map reinforcements, ambush them with decent static defenses (mines, tank traps, mg bunkers) and you can overcome..
this would be the same complaint of "unsportsmanlike" play as making 5+ snipers
Ashmole3110
19th Nov 07, 3:40 PM
You use your Pioneers to cut the wire.
The difference between doing it with another army as opposed to the British is; every army besides the British isn't dependent on off map services to tech up and counter tank traps and mines.
No I mean do the infantry come in at all or does nothing happen?
daroach1414
19th Nov 07, 3:44 PM
No...i disagree fully. Building 5 snipers is fair, if you can do it and
pull it off. But it can VERY easily be countered. How is the brit suppose to counter this situation??
Putting tank traps at reinforce point ONLY because the mg doesnt cover it is BS. Plain and simple, very poor sportsmanship in my eyes. And please dont say, "if you can do it, its fair game". In a basketball game if i hack the shit out of someone, that isnt good sportsmanship but yet.....i can do it.
I know its not the greatest of examples but thats how i look at it.
Scooter
19th Nov 07, 3:48 PM
Camping/mining spawn points is fine if its in their base.
If not (as on some maps - like Berniere sur mer north) then its an exploit.
fallen soldier7
19th Nov 07, 5:17 PM
i've used teller mines + at ht on ango plenty of times. too bad treadbreaker doesn't work on brit command trucks.
imo only the tank trap blocking off is an exploit. teller mines can be countered. they would just have to actually send units to escort their command truck.
kidisbackagain
19th Nov 07, 5:39 PM
FYI
The picture was taken about 15 minutes after he had blocked the road after trying everything I could think of to get rid of the dragon teeth...so thats why there are so many dragon teeth.
He sent his 1st pio right for the road and blocked it w/in the 1st 5 mins of the game. So I don't know how I can "cover" that road w/brits and capture any ground with the small amount of british manpower in the 1st 10 minutes of the game.
I finally tried commandos and with their demo charge I was able to blast a hole through. But it was to far to late at that point.
Scooter
19th Nov 07, 5:43 PM
Well, its getting fixed in the next patch. So..... are we done here?
BoDyBaG2224
20th Nov 07, 7:26 AM
Sort of, depending on how many seconds the command vehicles get heavy crush. Cause if your enemy spams as many dragons teeth as that your vehicle may run out of the time allowed for heavy crush.
ContractHitman
20th Nov 07, 7:33 AM
is rather gay that..
though placing mines could do same affect.
lance81
20th Nov 07, 8:00 AM
All the top player mine the reinforce points on Ango. I never minded the mining as its a very smart thing to do. But I dont like this whole dragon teeth thingy.
tankgunner92
20th Nov 07, 1:12 PM
does anyone remember the old rts "frontline attack -war over europe" in that game all units were coming from off map, so you secured entry points on diffrent sides of the map. (Feth it was funny to create heavy tanks in your opponents base) and i agree that if you give them heavy crush then they just mine it first and voilá you have it still locked down.
Alternative acces points is the solution.
fallen soldier7
20th Nov 07, 1:54 PM
how about you put call-in points at the back of everyone's base? i've never understood why call-in points weren't there in the first place.
this will prevent call-ins from entering the battle too quickly and still allow for them to be called in.
tuffy!
20th Nov 07, 2:02 PM
thats just funny. its so funny it deserves to be an allowable "exploit" haha, fucking british trucks. kidding! why are the trucks so fucking huge, even bigger than a king tiger?
anyway, as we all know this will be fixed in the patch.
I was wondering, what if you use the PE roadblocks....but then the patch notes says "other blocking objects", so i assume they'll crush the roadblocks too.
BoDyBaG2224
20th Nov 07, 2:05 PM
Yeah tuffy, probably, atleast I hope so. Probably wouldn't matter though since I can never seem to be able to block off a section of road with those things.
tuffy!
20th Nov 07, 2:08 PM
Probably wouldn't matter though since I can never seem to be able to block off a section of road with those things.haha same. in theory the roadblocks sound awesome but in practice things always get through cuz its so damn hard to position them properly.
jackmccrack
20th Nov 07, 3:08 PM
Simple solution: make the MG nest face the call-in point.
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