I've been messing around with the systems in the 4.2 version trying to find out how they work, and about that anti-mh system, I think it's quite flawed.
Ok, it checks who can see an invisible unit when no player has any means to use true sight or anything to reveal it (other than mh), but it just checks it at the beginning of the game. If a player turns mh after that, he won't get caught.
I was thinking, how does mh work with alpha masks? what if you put a unit like that in an alpha which no skill/unit can reach and check who can select it (by chat command, so it can be checked more than once)?
Ok, it checks who can see an invisible unit when no player has any means to use true sight or anything to reveal it (other than mh), but it just checks it at the beginning of the game. If a player turns mh after that, he won't get caught.
I was thinking, how does mh work with alpha masks? what if you put a unit like that in an alpha which no skill/unit can reach and check who can select it (by chat command, so it can be checked more than once)?