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PrezSpammer

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  • Birthday 02/09/1981

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  1. OMG how ironic someone like bill_gates chimes in on such a thread. I reported a cheater about a year and a half ago for using an all unit/prism rhino trainer. And you had the audacity to PM me and defend that player? And then YOU, bill_gates, used the same kind of cheat in one of my games not long afterwards?
  2. When a map reveal crate is picked up, there's always a slight pause—was never like this previously on other services. Another CNCNet-specific glitch (which I later learned has been going on since Day 1) is how if there's an Allied player with a spy satellite, a recon error is bound to happen if an opposing Allied player with multiple gap generators goes low power. It's most likely to occur in games that go on longer. Upon determining what was the root cause, several modded versions of ToE had spy sats removed as they were experiencing this glitch quite frequently. Another CNCNet-specific issue is with Soviet flak delay when there's opposing air units in groups... mainly Flak Cannons and Flak Tracks. I don't think Flak Troopers or Scorpions go through this. The best example is groups of opposing rockies. When a flak cannon or flak track shoots down one rocky, a pause will occur for a moment before it/they then start to fire at the next one. However, this doesn't happen against V3, Dread and Boomer missiles. Then there's some legacy glitches that are still around... —Choppers not fully deploying —Choppers that become invulnerable after being "magged" —V3 rockets that are undetectable by opposing anti-air if fired from the very edge of the map —Dogs that leap into their buildings after engis/spies and get stuck inside —Invisible MCV —Gap Gen shrouds reappearing after a player quits and becomes an observer For the game lobby, there's a quite a few things I've tried to suggest previously, but here's just a couple of others: —Whichever slot a player lands in upon joining, they are to STAY in that exact slot until they leave or get kicked; it was like this on XWIS and worked extremely well. For example, if four players join at once and the guys in Slots 2 and 3 then leave, the player in Slot 4 still remains in Slot 4 rather than automatically move up—and likewise for the guy in Slot 5. This would help greatly to avoid accidentally kicking the wrong player when there's instances of multiple players joining/leaving at once. —Add an option to mute game lobby sounds while a game is going on. This way, we're not being annoyed by someone who spammed "Go" multiple times before the host was able to hit "Launch" or if a player quits and leaves a bunch of salty remarks before departing the lobby. Players who are still in the game don't want to be annoyed by that ubiquitous lobby chat sound while trying to concentrate on playing.
  3. I always use the official version of Near Ore Far along with Yuri/France disabled 99% of the time—as was the case here. This guy was making it blatantly obvious as to what he was up to. I should also mention that this game ultimately ended in a recon error. Yeah, the map is full of bugs but I strongly suspect it was the cheats that caused the error this time.
  4. Seems as if there's also another hack going around where one can assume control over any player's units in the game. I didn't record it, but someone had kept forcing my units to attack my buildings. At one point, they made my miners move into enemy territory.
  5. Sorry to revive an old thread, but I figured it'd be best way to bring attention to how some more clowns figured out once again how to run trainers that go undetected. Will V9.0 fix this and the ICBM exploits? It doesn't help that his nick is "ahmeed", which appears to be a popular nick.
  6. After some research, it's indeed what you're describing and known simply as the "ICBM Glitch." Yesterday, this guy Vermin (no screenshots this time) was also able to use this glitch but much more effectively so it's devastatingly game-breaking in the right hands. I came across quite a few videos on YT showing ways to execute it—not just with V3s either. It can also be done with Dreads too, which is even more disturbing. Can this also be done with Boomers too? It'd certainly add to the already long list of alarming reasons not to allow Yuri in FFGs.
  7. This guy TNTCNC figured out how to make his V3s fire an extended range using some sort of trainer that went undetected. At first, we thought it was just that age old glitch but after the second time, it became clear what he was up to. He wasn't able to get it to work effectively on structures but was more successful using it on unsuspecting players' units. Of course, this too ultimately ended in a recon error. His teammates Lette, NONZAZERO and SpaceStar seemed unbothered by this and just kept playing on like normal even when it became blatantly obvious what this guy was doing.
  8. If you want just Allied and Sov, you have to select RA2 Mode along with Unholy Alliance. If not, then everyone also gets a Yuri MCV. However, if Yuri/France are disabled, Yuri units and structures will be heavily restricted and when it deploys, the Yuri MCV you start with turns into a Sov ConYard. If Yuri/France are enabled in UA, anyone starting with Yuri as their "Side" will not get any bonus units. If you are going to select UA, make sure to announce to everyone that you have it selected.
  9. Problem is, I mainly play on Near or Far so it can be typically be very difficult to figure out who it is amongst seven players as to who's doing it. By the third game, I could finally narrow it down given the frequent roster changes between games on 8 player maps. Maybe admins can look into disabling cheers in the game lobby. It would also be nice to have an option to mute lobby sounds during a game, which would be enabled by default.
  10. Just when we thought things couldn't degrade to another all-time low, well now it truly has. Three games last night, I had a player who just would not, and I really mean WOULD NOT stop with the CHEERING. Given that there's no option to disable it, all of us in the game together had to sit through the torture. Ever since the early days of RA2/YR on CNCNet, there certainly were those who abused this feature, but now it's coming to THIS. Some might call this crazy but team killers, early Apoc/BF/Prism from crate laming, lobby spammers, etc.—all those lowlife antics don't hold a candle to someone's inability to lay off the "C" key.
  11. Was it an official map? There's some custom maps that give certain advantages on specific positions.
  12. I've played in some modded ToE maps that were very well-coded and quite a few times, we played in some rather long games and not once ever got hit with a RE nor an IE. There are also other modded maps which have similar tweaks that also eliminate such errors. Perhaps admins with some due diligence can get their hands on such maps, look things over and see if those error-fixing tweaks can be applied to official maps as well?
  13. As with quite a few other lobby options (crates, superweapons, multi engi, no dog engi kills), this really ought to be a tiered option where tier 1 doesn't allow them into barracks, factories or labs. Tier 2 would be none at all, regardless if a particular map still allows for them to be trained. Heck, maybe switch to where it's "No spy entries" instead? This would make all buildings unspyable whether or not the map happens to allow for them. In addition, for guys such as me who typically like to host multiple games back to back, have that random option where you don't know for sure that they're enabled until either you're teched or someone blurts it out during the game.
  14. Something else that's changed since the early days is the overall attitude towards cheaters taking a turn for the worse. Back in the day, no matter if it were FFG, clan matches, tournaments or QM, you'd almost always get shamed and in a lot of cases, teammates would take it upon themselves to have the cheater removed from the game. However, nowadays in so many instances where someone was blatantly cheating, other players chose to simply just acquiesce in it. Granted, the language barrier has become so highly prevalent which really doesn't help either. Regardless, players who continue to participate when it's clear their teammate is cheating and use it to their benefit, ought to also have their nicks put out there for us abiding players to be made aware of.
  15. I'd also like to add how it's blatantly obvious that another cheat being employed was the map reveal--which we often referred to as "map hack" or "mapping" back in the XWIS days. This once notorious cheat which was so infamously rampant back then, appears to have reared its ugly head once again. How else could he force sell buildings that were under yellow and teal's gaps without firsthand being able to clearly see them? Another major concern is whom else has also started map hacking? Now it's a matter of relearning all the traits of map hackers and trying to educate others--at least the ones who both actually know English and are willing to listen, on what to watch out for.
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