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: Soviet 2v2 Randoms and Tier 1 28 Dec 2014, 19:49 PM
Edit: double post. In: Lobby |
Thread: Soviet 2v2 Randoms and Tier 1 28 Dec 2014, 19:42 PM
He's ranked higher than me in random team games because guess what... I don't queue random team games. If he's so good, and better than me (since you know his ladder rank, which we all know is the be-all end-all of determining player skill) then please explain why I mop the floor with him literally every time I play against him in 1v1 and 2v2? He hasn't won, let alone even participated in a single tournament. The dude is a bad mannered, one trick pony that can't even execute his own strat properly. I'm not trying to be elitist or egotistical, I don't even consider myself to be a true top player... I'm probably like top 30-40 1v1 which isn't all that impressive in my opinion (although I have been top 10 ranked, but ladder rank doesn't mean shit). But the simple fact is that cpt. molo is garbage. Quote your ladder stats all you want, but he's not better than me. Not even close. In: Lobby |
Thread: Soviet 2v2 Randoms and Tier 1 28 Dec 2014, 16:56 PM
Honestly t1 is really troublesome for the axis player. Don't find T2 nearly as threatening. Except cpt molo is terrible. His build order isn't even optimized after like 3000 games of doing the exact same thing and his micro is trash tier. If you want good m3 play you have to watch omgpop or sib. Cata was pretty good with m3s too but no longer plays. In: Lobby |
Thread: Blobbing? - Remove the dragbox26 Dec 2014, 21:55 PM
You could still select all squads easily without a drag box... double click. Control group. Done. Why would you remove a fundamental mechanical element of playing RTS? Bad idea man... In: COH2 Balance |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs26 Dec 2014, 16:20 PM
I think Soviets have the best overall tanks, but only because they get such strong doctrinal tanks in the Is-2/T34 85 and ISU. Sadly Soviet stock tanks are generally lack-luster. Even three T34/76 will struggle to kill an unsupported Tiger despite costing more in raw fuel/manpower even without tech costs included. USF/OKW both have good stock tanks with Shermans, Jacksons, Scotts, Luchs, jp4 and Panther all being pretty awesome. E8s are probably a bit too weak for their current price (I'd just drop price a little and keep performance the same) while the bulldozer wipes infantry too often but is useless against armor. Ost T3 is just dead for the most part. Maybe it is viable vs Soviet who goes T3... but you could just get a Tiger for less of a resource investment than your first P4 costs and be basically invincible to T34/76s - plus be able to stand up to Is-2 (something that P4s fail almost as bad against as T34 76 do against Tigers). On the whole I prefer Allied tanks because of their ability to completely mop up infantry, which the Panther is pretty poor against. With regard to your specific question about Allied vs Axis AT capabilities I think the Jackson and Panther are pretty equivalent in power. Jackson is more fragile but more deadly. The vet 4/5 on OKW panther - whichever gives it 60 range needs to be re-worked because a 60 range panther is super OP. PaK 40 and ZiS are pretty equal, I think the PaK 40 is slightly stronger but ZiS definitely does its job. The USF AT gun could maybe use a 5 man squad, but it is surprisingly strong with the ability popped - fast rate of fire and 70 range is nothing to scoff at. Su85 is just garbage though, which leaves the Soviets having to use normal tanks to fight Axis TDs, which can be awkward at times... but the Soviet call-ins are crazy strong overall. I guess the TLR version is that all factions have some good stuff and some bad stuff. I'd probably give the overall AT edge to Axis because of PaK 40/schrecks and the durability of the Panther making it easier to duel with. Allies have the overall AI edge when it comes to their tanks though. Soviet and Ost stock tanks need love (or t4 to be cheaper for Ost, or both). In: COH2 Balance |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs26 Dec 2014, 03:12 AM
I like the post and I think it does a good job of summarizing what I've been trying to get across. When comparing the Jackson and Panther their performance at penetrating opposing enemy heavy armor is pretty much equivalent, despite people constantly complaining about not being able to penetrate with Jacksons... but never complaining about not being able to penetrate with Panthers. I used the Tiger vs IS-2 because they're both doctrinal heavy tanks and perform basically the same role for their perspective armies, and they are significantly more feasible to field in a 1v1/2v2 than a KT, which is generally a super super super late game unit (as other heavies probably should be), or used to finish off a stomp. I think USF's main issue is their lack of a reliable AT snare because let's face it... that rifleman AT nade is just super awkward - and they don't have as easy of access to mines. However, if they were given a snare the Jackson would have to be considerably toned down. Jacksons are just harder to use than Panthers, not trying to sound like an elitist prick by saying this but... a lot of people simply cannot handle the increased amount of precise micro required to utilize the Jackson to its full potential. I do think zooks should only cost like 5 fuel, or maybe even no fuel to unlock. They're already crazy munitions intensive, having to pay fuel on top of that can be really rough. Maybe limit them to 1 per squad at that point or something, to try and prevent too much zook spam. In: COH2 Balance |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs26 Dec 2014, 00:01 AM
You do realize that zooks have a ONE HUNDRED percent chance to penetrate the rear armor of a panther at all ranges, right? If you're blitzing in to flank something with your Panther, you'll easily be exposing your rear armor to zooks. Yes, people don't always have them - I actually think they're a little too expensive fuel-wise. Just wanted to point out the obvious flaw in your statement. They are in fact a threat to all Ost armor except for the Tiger (because of higher rear armor than the panther) Really wanna know where your arbitrary claim of 40% chance for Panther to beat an Is-2 is coming from. It's pretty much a 0% chance for the Panther to score a kill on an Is-2 if a ZiS gun is around, or if the Soviet knows that his munitions can be used to plant mines. If it is an actual 1v1, with no interference - which will never happen - the Panther has a 100% chance of beating the Is-2 as long as it has an infantry unit spotting for it. Probably a 0% chance of winning in a vacuum 1v1 (doesn't mean anything though). Same exact logic applies to Jackson vs Tiger. In: COH2 Balance |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs25 Dec 2014, 23:53 PM
I feel like repeating these statistics is getting old but here we go... some math for those of you that are crying about the penetration value of the Jackson: Jackson v the front armor of a Tiger at max range (20 higher than Tiger): 160 penetration / 300 armor = 53.3% Jackson reload time: 5.8 at max range Jackson damage: 240 Jackson penetrating hits to kill Tiger = 1040 / 240 = 4.33 which means we round up to 5. Panther vs front armor of Is-2 at max range (10 higher than Is-2 *completely negated at vet 2 of Is-2): 220 penetration / 375 frontal armor: 58.67% Panther reload time: 6.7 for Ost, 6.4 for OKW at max range Panther damage: 160 Panther penetrating shots to kill Is-2: 6.5 so round up to 7. Based on this data you can clearly see that the Jackson has pretty much the EXACT same chance to penetrate the front armor of a Tiger (without vet 1 popped) as the Panther has to penetrate the front of an Is-2. Furthermore it will take considerably longer for the Panther to kill the Is-2 because it reloads slower AND takes a full two more penetrating shots to actually score a kill. On top of this, the Jackson can operate outside the range of an AT gun unless the Tiger is right next to a PaK40 while a Panther is much more likely to be inside the range of a ZiS gun - although this is somewhat of a meta-argument. One could argue that "oh the Panther can just flank the IS-2 to shoot rear armor of the Is-2", except doing so will almost always expose your own rear armor to the Is-2, or the fact that you want nothing to do with the whopping 250 close range penetration of the Is-2 (which is probably way too high in the first place given the absolutely absurd 375 frontal armor - for comparison the freaking elefant has 400 frontal armor and the KT 425... the IS-2 has a garden load of armor.) Interestingly enough it is possible to hit rear armor of tanks from the side via manual attack ground, which is easier to do with the 60 range of the Jackson, albeit this method isn't exactly reliable. And as I've stated before, none of this accounts for the significantly cheaper price of the Jackson, or itss ability to capture territory/repair itself/swap crews. Of course the Panther is minorly better against infantry because of having MGs, but USF hardly struggles against infantry. Both the Panther and Jackson are strong tanks and they're extremely good at what they do. If you're having trouble using the Jackson try focusing more on keeping it at max range/out of harm's way. It is just a more micro-intensive unit, but has incredible potential. And maybe take a step back to realize that Is-2s are just as much, if not more, of a nightmare for Axis to deal with than Tigers are for allies - the ZiS actually has a higher chance to penetrate the front of a Tiger and Panther than the PaK 40 has to penetrate the front of an Is-2. I think the ZiS and PaK 40 are both in a good spot, not trying to argue for a buff/nerf to either of these units - just demonstrate that Allies DO have extremely heavily armored units that Axis has trouble "reliably" penetrating as you guys like to say. @Australian Magic: The Is-2 gun's damage per shot was changed because of how often it could 1-shot infantry when operating with 240 damage plus the AoE profile of an HE shell. AoE profiles and damage done per shot are directly related, the simple explanation being that as a unit's damage increases do does the area in which infantry *will* die if hit. 240 damage means a higher chance to erase infantry/AT guns. 160 damage means a lower chance. This does not apply to the Jackson because it shoots AP shells. In: COH2 Balance |
Thread: artillery and late game squadwipes25 Dec 2014, 23:30 PM
Maxims in green cover will beat Obers easily. You also have flamer penals which do well, mortars, snipers and tanks. Sure the KV-1 isn't great against other tanks but it is solid against infantry. Although I do think that Obers could use some nerfing, they're pretty stupid strong (but then again LMG paras are even more stronger than vet 5 Obers). Anyways I think you're missing the entire point of our argument Australian Magic. When one faction is *forced* into a *doctrinal* counter to your *doctrinal* unit, a flaw exists somewhere that needs addressing. CoH 2 should not be a rock-paper-scissors game of commander selection. The stock armies should have the capability of countering any doctrinal units, with commanders adding to variety based on player's preferences and perhaps the map. This same imbalance can be seen with stuff like the Jagdtiger, although more-so in team-games than 1v1 - if your team doesn't have access to P47... good luck ever killing that JT. Similarly if you don't have access to IS2s or T34/85s as Soviet you're going to have a much harder time dealing with Tigers, although ZiS guns are still solid against them. Long story short, the B4 should not force a doctrinal counter-pick from your opponent. It just doesn't add up to compelling game play. Furthermore the B4 should NOT have the ability to 1-shot KTs from full hp, let alone anything else that happens to be within a screen's width of that nuclear impact. We (maybe I should say Relic) have proven in the past that some things simply should not exist within this game as veterency buffs. With regard to the B4 these include - increased damage and decreased barrage cooldown. I'd also make the argument that all precision strikes should be re-worked just like Blitz should be re-worked (it's really freaking stupid when you think about it... what... the tank driver just magically grows rocket boosters or some pudding on the back of the tank? c'mon now... why not like a toggle-able muni cost to increase accuracy for 30 sec or something to use during a big push). But anyways, as I've said - Relic has decided that these types of veterency bonuses simply do not fall in line with the rest of the game mechanics and, numerous times in the past, have been removed because of their overly dramatic impact on game play (alpha rifle vet, katyusha/werfer vet bonuses, ML-20/leFH18 vet bonuses are examples of these principles) - so why then should the B4 be the exception to this rule? The Pack Howi also breaks the mold in this regard and, to not surprise, magically becomes completely stupid when it hits vet 2 (although it sucks for its price before vet 2 so re-working the vet 2 would need compensation in other arenas). Furthermore, while I'm on the topic of the Counterattack doctrine in general - For Mother Russia is completely broken because it adds raw damage - and not raw accuracy to units.
You should probably re-read the thread before declaring the discussion obsolete. I'll fill you in. No one here is saying that squad wipes shouldn't ever happen, of course they should. What we're saying is that instances of squads getting wiped from full hp to dead in the blink of an eye, with no way to predict or react that that is going to happen should be extremely limited, if not entirely eliminated. I could maybe stomach losing one full health squad per game to something random like a lucky mortar hit - but when numerous squads are lost with no way for me to react every single game... it just gets old. It mostly hurts Wehr with their 4 man squads, but it can have a major impact on the Allies as well, particularly things like the USF 50cal/AT gun. Soviets get off a bit easier in the "oh shit my pudding just got 1 shot department" because of their 6 man squads, but it can happen even to them. You have to admit that losing something like a vet 3 shock squad in the blink of an eye from full health is just game-breaking - like that one second of bad RNG can literally lose you an entire game. Now don't get me wrong, as some others seem to have in other posts in this thread, I don't want superman invulnerable infantry or anything. Losing squads SHOULD happen because squad preservation is an important part of separating players in terms of skill - but losing a low model or low health squad to a mortar shot is completely different from losing a full health one - because you as the player have chosen to take the risk of keeping that squad on the front lines. In: COH2 Balance |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs25 Dec 2014, 17:54 PM
Was agreeing with your comments about getting the rifles to engage the pak. And replying to Australian magic about the Jackson speed and penetration, sorry double quoting on my phone is like impossible. In: COH2 Balance |
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