Not sure if beating this guy or Evalance is easier... hard to say... they're both that easy.
Thanks for the free wins.
Actually, I'll apologize to Andy cuz he's normally pretty chill and actually somewhat decent.
Kinderparty should just uninstall and try an easier game. Maybe Hello Kitty Online? Or Tic-Tac-Toe.
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: Kinderpartysmackdown Rekt Again4 Nov 2014, 18:03 PM
In: Replays |
Thread: Why does the M20 mine need to one shot the Puma?3 Nov 2014, 17:51 PM
It's fair. It is fairly obvious that M20 mines are going to be on the field when you see someone go LTD into M20. M20 mines are heavy anti-tank mines which are known to 1-shot light armor. M20-, Teller- and Riegel mines all 1-shot light vehicles/tanks such as Pumas, T-70s, SU76s, all types of Halftracks etc. +1, good post Aero. Pretty much the perfect answer. And I'll echo your sentiment on OKW sweepers - my main problem with them is that it is generally not feasible to have two Sturm squads sweeping the field for mines because of their cost and necessity to use in combat - especially early/mid game. Whereas it is easy, and quite common to field two squads of pios, RET, and CEs by the mid/late game. I wouldn't mind seeing a range increase on the OKW sweeper or maybe even allowing the IR HT to sweep for mines (but not deactivate them - like it would just reveal them on the map the same way a sweeper does but if you run over it... well... you dun goofed) - however I also wouldn't mind the increased difficulty of sweeping to stay as one of OKW's weaknesses. In: COH2 Balance |
Thread: LEMON/Ciez vs Lifer/Ozena3 Nov 2014, 14:53 PM
Hell of a game. Always a pleasure to play against these guys, much respect. gg wp In: Replays |
Thread: Rate the balance of the game after the latest patch (1-10)2 Nov 2014, 07:55 AM
Romeo played the way he always does... and I wouldn't really call Siberian a secret ringer... we do kind of play 2v2 automatch on a nearly daily basis and have entered multiple 2v2 tournaments together, I don't think it should come as much of a surprise that I'd play with him. Anyways, I'm not sure why I'm even responding to be honest. You're pretty notoriously biased and consistently wrong. Take a look in the mirror and realize that until you play all factions at a decent level you're not qualified to comment on the factions that you don't play, until the the problem is between the chair and the keyboard - just some friendly advice for you. In: COH2 Balance |
Thread: Rate the balance of the game after the latest patch (1-10)31 Oct 2014, 15:40 PM
I played Sierra's USF once. I had a 16 min KT. Was funny. As for being relevant to the thread: -BAR buff might be slightly too strong. -I wish JT/ISU had been addressed. -I love the new squad cover mechanic stuffs. -I love the new responsiveness. -Obs mode is sweet. Overall great patch. Oh yeah the bug fixes are solid too. In: COH2 Balance |
Thread: CieZ/Lemon vs ihitto/Towely31 Oct 2014, 02:54 AM
Crazy epic game on Moscow Outskirts. I actually lost track of how many tanks died this game. Featuring: PaK40 heroes Tigers are good and stuff Ost mortar is dirty Epic USF pushes Much repairing Oh and an insane amount of death. GG WP fun game. In: Replays |
Thread: ISU or JT balance suggestion30 Oct 2014, 20:17 PM
CieZ would you mind making a thread about the late game thing? I know its on Relic's mind and I've got some ideas about it too. Uhh I'm not exactly sure what you mean, I assume you mean having more of a transition between early, mid, late, and super late game? If so I could make a post or video about it yeah. I'll just have to get my thoughts together so that it is coherent. |
Thread: ISU or JT balance suggestion30 Oct 2014, 18:05 PM
Yeah I agree with you on not nerfing the AT of the ISU Ninja. In my post I mentioned that would be my least preferred change in an attempt to balance the ISU. As long as it gets nerfed against infantry it can retain, or maybe slightly increase it's AT capabilities. My main qualm with the ISU is that it 1 shots infantry so often. I also dislike what the ISU, JT and Ele do to the team-game meta. We've been playing super heavy tank wars meta for too long now. Either tournaments should start banning these commanders or Relic needs to hit them hard with the nerf bat. Maybe my vision for the game is different from Relic's or what the community wants but I want to see more mediums in the game. To accomplish that I think the heavies and super-heavies should come down in their relative power level when compared to the mediums. I mean, right now how many T34/76 does it take to kill a Tiger? My gut guess would be a minimum of 3. That's already way more fuel than the tiger, even discounting the initial 120 you pay to tech. Anyways I guess that is a topic for a different discussion. |
Thread: ISU or JT balance suggestion30 Oct 2014, 17:11 PM
I think the JT is more or less fine, maybe a slight (180) hp reduction but also a slight cost reduction? I'd like to see less of a drastic power level between the super heavies and the other tanks (mainly mediums). As for the ISU, I think it needs some combination of an hp decrease (180-240), removal of the mounted MG, reduction to 60 range, a major AoE profile redesign and/or drastically less penetration. It absolutely needs focused sight removed and concrete round should probably replace it's vet 1 ability, or be removed entirely. It's so un-necessary. Right now the ISU is simply too good at killing tanks (it is so strong vs Panthers/Tigers and even gives the Elefant some trouble) as well as 1 shotting squads. I'd start with a drastic AoE profile change to where the radius of 1-shotting infantry models is much smaller. It would probably still kill 1-2 models per shot, and have a chance to wipe non-full Hp squads but by the time the ISU hits you really should have healing. A range reduction would let AT guns sort of "wall" for you, any time the ISU shoots at least the AT guns could shoot back. Right now the only (semi) counter to the ISU is the JT/Elefant, and those can really only play keep-away because of the ISU's massive HP pool and the insane (but necessary) reload on the JT/Ele. Removal of the 0.50 cal mounted MG would let schreck flanks actually do things to the ISU, right now the mounted MG just shreds infantry while they try to get into schreck range. Penetration nerf would let Tigers/Panther front armor absorb shots to better spot for other AT, but with other nerfs this probably wouldn't be necessary. I'd much rather see the ISU performance vs infantry be drastically toned down but keep it's AT capabilities. Oh and one sweeping change I'd make - heavies no longer crew shock other tanks. It's a really stupid RNG mechanic that can swing games for no reason at all. Target weak point should probably be redesigned as well. |
Thread: Evanoob's Second Ride on the Rekt Train30 Oct 2014, 16:16 PM
ChooChooChoo Rekt train plows over Evalance. This was actually even easier than the last easiest game of my life. I swear every time I play Evalance he just sucks more. Featuring - 2x ISU 152 (what a stupidly OP tank, pls nerf it soon relic). Ez KT death, hero T34, Ezrekt Panther and total noob play from Evalance as always. Enjoy friends. ChooChooChoo. #EzRekt In: Replays |
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Latest replays uploaded by CieZ
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