Profile of Z3r07
General Information
Broadcast: https://www.twitch.tv/Z3r07
Steam: 76561197968294244
Residence: Canada
Nationality: Canada
Timezone: UTC
Game Name: Learn to Play 1v1 (Stream for Noobs)
Broadcast: https://www.twitch.tv/Z3r07
Steam: 76561197968294244
Residence: Canada
Nationality: Canada
Timezone: UTC
Game Name: Learn to Play 1v1 (Stream for Noobs)
Post History of Z3r07
Thread: Some Interesting Photos21 Aug 2013, 01:18 AM
thanks for sharing In: The Library |
Thread: Patch Notes 20/08/201320 Aug 2013, 18:24 PM
Updates August 20th, 2013 General • Added Map Veto for Automatch – Party hosts can now veto up to 1/3rd of applicable maps before beginning the automatch process. A veto counts as a vote against a map and the automatcher will only select among the maps with the fewest number of votes • Replays now store build version in header to allow filtering out of old replays that will cause a sync error • Changed method of determining local player when loading a saved game • Added ability to change Faceplate and added two new faceplates to select from Gameplay • Guard Rifle Infantry ‘Button’ Ability will now be disabled if the squad is pinned • Canceling building in progress of the 152mm gun-howitzer will now refund the full cost • Guard Rifle Infantry that drop both their DP-28s can now repurchase the weapon • Mines can now be killed by flamethrowers • Conscripts with the repair ability can now repair abandoned vehicles, matching the behavior of the engineer repair ability • Increasing the pop cap cost of team weapons so re-manned weapons do have a lower pop cap cost Balance Vehicles Focus on improving T34 viability and better balancing RAM for mid-late game. The role of the T34 is that of a flanker meant to exploit enemy weak points with hit and run tactics. RAM has been adjusted to be countered through movement vs. mediums and lower. Against heavier armor, RAM now has a chance to fail based on armor and penetration. This was to account for the fact that heavy vehicles cannot maneuver out of the RAM ability as easily as light and medium vehicles. T34 • Main gun damage from 80 to 120 • Main gun penetration from 75 to 80 • Cost from 240 MP and 95 FU to 280 MP and 85 FU T34 Ram • Ram min range from 10 to 17 • Ram max range from 30 to 35 • Penetration from 1000 to 160 • Damage from 100 to 160 • Deflection damage added, now does 80 damage on deflect • Deflection now results in a crew shock critical to the receiving vehicle • Ram engine overheat from 4 to 2.5s o If the engine overheats, the T34 will be slowed down eventually canceling the RAM • Ram engine overheat now a timed action, lasts 30s • Added in tooltip for engine overheat critical • Removed exhaust engine damage, adjusted critical changes to compensate for this change and keep things relatively the same SU-85 • Focused Sight now reduces movement speed by 50% Unit Abilities AT grenades and Panzerfaust will see reduced effectiveness vs. heavier targets. This change is meant to improve the flow of mid-to-late game tank combat by making aggressive maneuvers less risky. Heavy tanks should be better able to spearhead as a result. Little to no impact vs. medium to light vehicles. AT Grenade • Damage from 80 to 100 • Added deflection damage, now deals 80 damage on deflect • Penetration from 1000 to 100 Oorah! • Cost from 5 to 10 ammunition Panzerfaust • Damage from 80 to 100 • Added deflection damage, now deals 80 damage on deflect • Penetration from 1000 to 140 Rifle-Grenade • Rifle-grenade now cost 25 munitions Sdfkz 222 • The 222 Scout Car now retains its coaxial MG upon upgrading to the 20mm auto cannon Population Cost System Focus on better reflecting unit value through upkeep cost. Previously, fielding a heavy vehicle army was more rewarding than fielding a heavy manpower army due to the low population of vehicles. We are now factoring fuel into the evaluation of a vehicles population. Soviets • M3A1 population from 2 to 4 • M5 Half-track population from 3 to 5 • Katyusha population from 9 to 10 • T70 population from 5 to 6 • SU-76 population from 4 to 6 • SU-85 population from 8 to 12 • T34-76 population from 7 to 10 • T34-85 population from 9 to 12 • KV-8 population from 9 to 14 • IS-2 population from 14 to 24 • ISU-152 population from 17 to 25 Germans • 222 Scout Car population from 2 to 4 • 251 Half-track population from 3 to 5 • Mortar Half-track population from 5 to 6 • Panzerwerfer population from 9 to 10 • Stug population from 7 to 10 • Ostwind population from 8 to 10 • Panzer IV population from 8 to 12 • Panzer IV Command Tank population from 9 to 12 • Panther population from 11 to 16 • Brummbar population from 13 to 16 • Tiger population from 13 to 24 • Elefant population from 16 to 25 Target Weak Point Improved the usability of target weak point to correct a number of functionality issues.. Ready aim time represents the time to fire upon activating the ability. Elefant Target Weak Point • Fire aim time from 2 to 1 • Ready aim time from 2 to 2.75 • Damage from 120 to 320 • Distance scatter max from 5 to 10 Pak 40 Target Weak Point • Ability range from 80 to 60 • Weapon range from 80 to 60 • Fire aim time from 2 to 1 • Ready aim time from 2 to 1.5 • Damage from 80 to 160 Pak 43 Target Weak Point • Fire aim time from 2 to 1 • Ready aim time from 2 to 1 • Damage from 80 to 320 Stug Target Weak Point • Ability range from 45 to 50 • Fire aim time from 2 to 1 • Ready aim time from 2 to 1.5 • Area effect radius from 0.5 to 1.5 • Area distance far from 0.25 to 0.75 • Area distance near from 0.125 to 0.375 • Area suppression far from 0 to 0.1 • Area suppression near from 0 to 0.2 • Damage from 80 to 160 • Weapon range from 60 to 50 • Distance scatter max from 5 to 6.5 Brummbar Target Weak Point • Fire aim time from 2 to 1 • Post firing aim time from 4 to 0 • Ready aim time from 2 to 2.625 • Area radius from 0.5 to 5 • Area distance far from 0.25 to 2.5 • Area distance near from 0.125 to 1.25 • Area suppression fear from 0 to 0.1 • Area suppression near from 0 to 0.2 • Damage from 80 to 160 Bug Fixes • Various campaign issues addressed • Fixed idling animation for wrecked Panzer IV • Fixed tracer issue with Elefant hull gun • Addressed various audio issues • Victory target can no longer be cast at no cost • Rifle-grenade will now refund when cancelled • Fixed refund not working for the German rifle grenade • Artillery Officer Barrage now properly triggers cool down on cancelation • Removing the single player ptrs teardown time – the time was causing the grenade ability to fail • Fixed Grenadier Damage Intel Bulletin so it applies to the correct squad • Fixed satchel charge refund issue when the ability is cancelled while throwing • Fixed stacking armour modifiers for the Tank Training Intel Bulletins • Fix for scatter weapons targeting the team-weapon. Other weapons respect target priorities, so the rest of the spec rules are implicitly followed • Fix for holding 2 weapons after using a substitute weapon with a non-substitutable source • Fix for getting stuck shooting at an empty building • Fix for point blank range not counting bonus accuracy • Fixed issues with Theater of War • Various text changes • Fixed Twitch crash on receiving chat • Removed Rangers reference from Shock Troops in Post Game Stats • Fixed some issues on Langreskaya In: Lobby |
Thread: [CoH2] Changelog20 Aug 2013, 18:23 PM
Updates August 20th, 2013 General • Added Map Veto for Automatch – Party hosts can now veto up to 1/3rd of applicable maps before beginning the automatch process. A veto counts as a vote against a map and the automatcher will only select among the maps with the fewest number of votes • Replays now store build version in header to allow filtering out of old replays that will cause a sync error • Changed method of determining local player when loading a saved game • Added ability to change Faceplate and added two new faceplates to select from Gameplay • Guard Rifle Infantry ‘Button’ Ability will now be disabled if the squad is pinned • Canceling building in progress of the 152mm gun-howitzer will now refund the full cost • Guard Rifle Infantry that drop both their DP-28s can now repurchase the weapon • Mines can now be killed by flamethrowers • Conscripts with the repair ability can now repair abandoned vehicles, matching the behavior of the engineer repair ability • Increasing the pop cap cost of team weapons so re-manned weapons do have a lower pop cap cost Balance Vehicles Focus on improving T34 viability and better balancing RAM for mid-late game. The role of the T34 is that of a flanker meant to exploit enemy weak points with hit and run tactics. RAM has been adjusted to be countered through movement vs. mediums and lower. Against heavier armor, RAM now has a chance to fail based on armor and penetration. This was to account for the fact that heavy vehicles cannot maneuver out of the RAM ability as easily as light and medium vehicles. T34 • Main gun damage from 80 to 120 • Main gun penetration from 75 to 80 • Cost from 240 MP and 95 FU to 280 MP and 85 FU T34 Ram • Ram min range from 10 to 17 • Ram max range from 30 to 35 • Penetration from 1000 to 160 • Damage from 100 to 160 • Deflection damage added, now does 80 damage on deflect • Deflection now results in a crew shock critical to the receiving vehicle • Ram engine overheat from 4 to 2.5s o If the engine overheats, the T34 will be slowed down eventually canceling the RAM • Ram engine overheat now a timed action, lasts 30s • Added in tooltip for engine overheat critical • Removed exhaust engine damage, adjusted critical changes to compensate for this change and keep things relatively the same SU-85 • Focused Sight now reduces movement speed by 50% Unit Abilities AT grenades and Panzerfaust will see reduced effectiveness vs. heavier targets. This change is meant to improve the flow of mid-to-late game tank combat by making aggressive maneuvers less risky. Heavy tanks should be better able to spearhead as a result. Little to no impact vs. medium to light vehicles. AT Grenade • Damage from 80 to 100 • Added deflection damage, now deals 80 damage on deflect • Penetration from 1000 to 100 Oorah! • Cost from 5 to 10 ammunition Panzerfaust • Damage from 80 to 100 • Added deflection damage, now deals 80 damage on deflect • Penetration from 1000 to 140 Rifle-Grenade • Rifle-grenade now cost 25 munitions Sdfkz 222 • The 222 Scout Car now retains its coaxial MG upon upgrading to the 20mm auto cannon Population Cost System Focus on better reflecting unit value through upkeep cost. Previously, fielding a heavy vehicle army was more rewarding than fielding a heavy manpower army due to the low population of vehicles. We are now factoring fuel into the evaluation of a vehicles population. Soviets • M3A1 population from 2 to 4 • M5 Half-track population from 3 to 5 • Katyusha population from 9 to 10 • T70 population from 5 to 6 • SU-76 population from 4 to 6 • SU-85 population from 8 to 12 • T34-76 population from 7 to 10 • T34-85 population from 9 to 12 • KV-8 population from 9 to 14 • IS-2 population from 14 to 24 • ISU-152 population from 17 to 25 Germans • 222 Scout Car population from 2 to 4 • 251 Half-track population from 3 to 5 • Mortar Half-track population from 5 to 6 • Panzerwerfer population from 9 to 10 • Stug population from 7 to 10 • Ostwind population from 8 to 10 • Panzer IV population from 8 to 12 • Panzer IV Command Tank population from 9 to 12 • Panther population from 11 to 16 • Brummbar population from 13 to 16 • Tiger population from 13 to 24 • Elefant population from 16 to 25 Target Weak Point Improved the usability of target weak point to correct a number of functionality issues.. Ready aim time represents the time to fire upon activating the ability. Elefant Target Weak Point • Fire aim time from 2 to 1 • Ready aim time from 2 to 2.75 • Damage from 120 to 320 • Distance scatter max from 5 to 10 Pak 40 Target Weak Point • Ability range from 80 to 60 • Weapon range from 80 to 60 • Fire aim time from 2 to 1 • Ready aim time from 2 to 1.5 • Damage from 80 to 160 Pak 43 Target Weak Point • Fire aim time from 2 to 1 • Ready aim time from 2 to 1 • Damage from 80 to 320 Stug Target Weak Point • Ability range from 45 to 50 • Fire aim time from 2 to 1 • Ready aim time from 2 to 1.5 • Area effect radius from 0.5 to 1.5 • Area distance far from 0.25 to 0.75 • Area distance near from 0.125 to 0.375 • Area suppression far from 0 to 0.1 • Area suppression near from 0 to 0.2 • Damage from 80 to 160 • Weapon range from 60 to 50 • Distance scatter max from 5 to 6.5 Brummbar Target Weak Point • Fire aim time from 2 to 1 • Post firing aim time from 4 to 0 • Ready aim time from 2 to 2.625 • Area radius from 0.5 to 5 • Area distance far from 0.25 to 2.5 • Area distance near from 0.125 to 1.25 • Area suppression fear from 0 to 0.1 • Area suppression near from 0 to 0.2 • Damage from 80 to 160 Bug Fixes • Various campaign issues addressed • Fixed idling animation for wrecked Panzer IV • Fixed tracer issue with Elefant hull gun • Addressed various audio issues • Victory target can no longer be cast at no cost • Rifle-grenade will now refund when cancelled • Fixed refund not working for the German rifle grenade • Artillery Officer Barrage now properly triggers cool down on cancelation • Removing the single player ptrs teardown time – the time was causing the grenade ability to fail • Fixed Grenadier Damage Intel Bulletin so it applies to the correct squad • Fixed satchel charge refund issue when the ability is cancelled while throwing • Fixed stacking armour modifiers for the Tank Training Intel Bulletins • Fix for scatter weapons targeting the team-weapon. Other weapons respect target priorities, so the rest of the spec rules are implicitly followed • Fix for holding 2 weapons after using a substitute weapon with a non-substitutable source • Fix for getting stuck shooting at an empty building • Fix for point blank range not counting bonus accuracy • Fixed issues with Theater of War • Various text changes • Fixed Twitch crash on receiving chat • Removed Rangers reference from Shock Troops in Post Game Stats • Fixed some issues on Langreskaya In: Lobby |
Thread: Suggestion: Half-Track Reinforcement20 Aug 2013, 16:14 PM
So the only reason to build the halftrack would be the Flammenwerfer or Quad upgrade? No thanks! Most of the time your AT gun and MG will be in your territory anyways, and you can soft retreat your infantries to your HT, which would be your line of defense, so it will still be nice to look at and still be using combined arms. In: COH2 Balance |
Thread: Suggestion: Half-Track Reinforcement20 Aug 2013, 16:10 PM
We can have an adult discussion when you think like an adult. ok whatever, another childish comment. I brought this up as an idea, ideas can be bad or can be good, no good idea or suggestions will ever come out of this forum if people can't talk or discuss about them. In: COH2 Balance |
Thread: Suggestion: Half-Track Reinforcement20 Aug 2013, 15:43 PM
Uh.... another ridiculous proposal... soviets never make m5 halftrack even thou its great, neglecting its AI and reinforce capabilities and then when german players use this ability then theres problem (had few ppl rly get angry when I use hf) Can we have a normal adult discussion ? in vCOH and COH2, you also have to be in your own territory to be able to upgrade a unit, and the ability to reinforce for me is the same principal has an upgrade. You also cannot built buildings in enemy territory (med bunker vCOH or forward base COH2). My goal with this is also to avoid base rush with a HT reinforcing panzergrenadiers with panzershreks which is something that the soviet's can't do. I play with both factions just has an fyi. In: COH2 Balance |
Thread: Suggestion: Half-Track Reinforcement20 Aug 2013, 14:30 PM
IMO, this should only be possible in connected/captured territory In: COH2 Balance |
Thread: Just checking rank20 Aug 2013, 00:14 AM
Just checking rank In: Replays |
Thread: nice 1v1 with lots of turn around19 Aug 2013, 23:56 PM
nice 1v1 with lots of turn around In: Replays |
Thread: Relic to Stream tomorrow19 Aug 2013, 20:23 PM
Just got this on Facebook feed: In: COH2 Balance |
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Latest replays uploaded by Z3r07
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