Profile of CieZ
General Information
Broadcast: https://www.twitch.tv/riseofthephoenix_
Youtube: https://www.youtube.com/channel/UCjV_ujoRNpEU_ERL9dW8H9w
Steam: 76561197995165748
Residence: United States
Nationality: United States
Broadcast: https://www.twitch.tv/riseofthephoenix_
Youtube: https://www.youtube.com/channel/UCjV_ujoRNpEU_ERL9dW8H9w
Steam: 76561197995165748
Residence: United States
Nationality: United States
Post History of CieZ
Thread: ELEFANT nerfed?19 Nov 2013, 13:59 PM
RNG = Random Number Generator, referring to the method in programming that is used to create "random" numbers. In: Lobby |
Thread: Future Balance Items by Relic18 Nov 2013, 22:00 PM
Another thing on the note of the Tiger Ace is that it has the potential to give you wins that you simply don't deserve. If you're severely losing a game and make it to 7 CP you have nothing to risk by calling in the tank. If you lose... oh well, you were going to lose anyways so it doesn't matter. If you win, well... you certainly don't really deserve it. And as Vindicare and others pointed out, in an even 1v1 it has such an unfair potential to "break the line" so to speak. Also the change to each faction starting with 490 manpower is... well goofy. As I may have mentioned in this thread, or another on this site, Germans need to start with 40 more raw manpower than Soviets because Combat Engineers are worth 240 MP instead of 200 MP (pios). They're the stronger combat unit, and as long as Germans start with 40 more raw MP, then the "real" starting MP is equal. Granted 40 manpower probably won't decide the outcome of a match, the fact that starting resources are not equivalent breaks one of the core foundations of any RTS. In: COH2 Balance |
Thread: Future Balance Items by Relic18 Nov 2013, 16:44 PM
Maybe tanks as a whole were too good against infantry, maybe not. Either way this scatter change will not help significantly enough against the T-70 and here is why - the T-70 will STILL chase squads off the map, thus resulting in a major loss of map control for whoever has the unfortunate experience of having to fight against a 5 minute T-70. This principle can be easily seen with Su-85s. If you're trying to cap a point and an Su-85 is in range you can't just ignore it completely because it will eventually start killing your dudes. A 5 minute T-70 is still going to be insanely difficult to deal with, and it'll still be nearly as lethal in the hands of a competent player. I already find it easy enough to micro M3s to stop for sniper shots so that they don't get an accuracy penalty a T-70 won't be too much different. Also this change does *nothing* to prevent 5 minute Katyushas. I was playing 3v3s last night and went like 15-0 just getting Katys as fast as possible. It was completely busted. In: COH2 Balance |
Thread: +240 MP Patch17 Nov 2013, 18:23 PM
Its not a +240 increase. That was only in the leaked notes. No. The typed patch notes on the official site are wrong. Both sides got +240 exactly(at least that is what it was supposed to be). Soviet starts with 490, Ostheer start with 530. This is because Combat Engineers are valued at 240 manpower, while pioneers are valued at 200 manpower. Effectively the sides actually start with the same amount of manpower, just that Ostheer have 40 more "raw" manpower since pioneers are a worse combat unit. That being said... this change still helped Soviet significantly more than Germans. Conscript spam is still alive and honestly just out of control, plus snipers, m3s, maxims all come so much faster now while German is still pigeonholed into Gren spam because MG42s are almost completely useless and your tier 2 tech comes only a few seconds faster. Also the manpower cost to tech is heavily in Soviet favor. They pay significantly less for their tech structures than Germans do once you've factored in advancing your Battlephase + building the structure - not really sure why this is the case... the only argument I can see is that German tech buildings are more "generalized" but honestly Soviet tech (t1 + t4, t2 + 3) compliments itself so well that you almost never have to build more than two total buildings. Edit: ^ actually going to correct myself on that. Once you factor in molotovs and/or AT grenades everything evens out, and is actually slightly in favor of Geraman - unless German goes t4. Edit: after testing it looks like both sides start with exactly 490 manpower... doesn't make any sense to me. This just gives soviet a flat MP bonus over German. In: COH2 Gameplay |
Thread: So far I've played against the Germans,now Tiger Ace16 Nov 2013, 22:09 PM
want to know how many times I've lost to a tiger ace? zero. the thing is ridiculously easy to beat. want to know how many games I've lost when playing Soviet industry? zero. tiger ace isn't breaking this patch, Soviet industry is. In: Lobby |
Thread: +240 MP Patch16 Nov 2013, 21:45 PM
Barring 0CP Commanders, the MP chage does very little for Ost meta. +1 I completely agree with everything in this post. gonna be a really rough patch for Germans. Sad because before these changes it looked like the game was going to be more balanced than ever with the vet changes. then this stuff had to come in and throw everything out of whack. really sucks that the mg42 is so useless. it being strong would really help with the increased Soviet presence on the field In: COH2 Gameplay |
Thread: Future Balance Items by Relic16 Nov 2013, 02:54 AM
Building things slower doesn't actually increase the timing of a T-70 hitting the field. It only reduces the amount of time that the combat engineers have to spend in base building, which still isn't very long. I'd much rather see some form of a change that would delay the initial T-70. Currently they can be chasing off your gren squads before Schrecks or PaKs are even out. In: COH2 Balance |
Thread: How Coh2 sold out - and what to do about it15 Nov 2013, 13:49 PM
Your post didn't mention anything about actual gameplay... you pretty much said "yeah, in my opinion vCoH has cooler graphixxxxxxxxxx and explosionsssssss so it iz better ya!" I mean... okay... cool? I'm glad you have your opinion and I'm happy for you that you like vCoH but this post really has nothing to do with "selling" out or why, from a gameplay mechanics standpoint, you think vCoH is a superior game. Sort of ironic that you say you don't care about graphics, but then go on to write an essay about vCoH > CoH2 BCUZ GRAPHIX... Overall I'm very happy with CoH2. Sure the balance has been thrown off by this patch and the DLC model that nearly every modern game is going to these days can be annoying but fun fact! The devs, especially the balance devs, probably have ZERO control over the fact that they are forced to put out commanders as DLC instead of free content. Game studios, generally, have very little control over how their product is marketed/sold/etc but this is a discussion for a different post. In: COH2 Gameplay |
Thread: +240 MP Patch14 Nov 2013, 21:42 PM
Fuel node would get hunted down quickly by the T-70. =/ In: COH2 Gameplay |
Thread: +240 MP Patch14 Nov 2013, 21:18 PM
The MP increase might also translate to an earlier Pak and Pgrens for Ost, since both are very MP heavy. I do agree that the uneven increase (+250 ger, +210 sov) seems out of place, considering soviets already start with a hefty fuel bonus. A "quicker" Pgren squad or PaK comes at an opportunity cost though. Without getting into too much of the actual math since it would be too complicated based on upkeep and all that let's put it this way: A soviet player was already able to get out a 5-6 minute T-70 WITHOUT the increased manpower bonus. These T-70s will either come more quickly (pick doctrine right away for extra fuel) OR they will come at the same time, but with an extra conscript squad on the field. If, as the German player, you are holding your new "extra" manpower back to save for Pgrens or a PaK it means you're having to fight that 4th conscript squad with the same exact number of grens you had during this patch (3 or 4). If you do not save that "extra" manpower for a PaK or Pgrens and instead invest it on... well... grens since they're the only tier 1 unit that isn't completely useless against Soviet Industry you now have higher upkeep AND a 5th gren squad which frankly... probably won't help you much. So basically, this allows the Soviet Industry player to capture, retain, and pressure more of the map while keep the same T-70 timing OR pushing that timing to what is literally uncounterable. If you're completely unable to tech to tier 2 AND get schrecks out before the T-70 hits, you're pretty royally screwed (and let's face it 1 PaK without schrecks around isn't going to do jack to a T-70). Either way it feels like a lose/lose for Germans, specifically when it comes to fighting against Soviet Industry. And this didn't even get into how much more difficult it will potentially be to even identify the fact that you're playing against Sov Industry, which is a very crucial part of countering it. In: COH2 Gameplay |
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