Profile of Cruzz
General Information
Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
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Post History of Cruzz
Thread: R2 cruzz vs SturmTigerGaddafi 14 Dec 2013, 17:16 PM
gg wp In: Replays |
Thread: Heavy tank madness vs Andy13 Dec 2013, 21:22 PM
Was an interesting game, and one that perhaps shows off quite a few of the problems of the current cp system and heavy tank overperformance. In: Replays |
Thread: #SNF5 4th Quali Sign-ups Thread12 Dec 2013, 00:55 AM
steam alias cruzz steam id 76561197970841350 |
Thread: CP changes11 Dec 2013, 17:00 PM
Yes, well, I don't even have a clue what the sp ppsh stats were like so I've always just assumed they had the same stuff as shocks and thought the upgrade was hopelessly underpriced even with those (even if in reality it was even more powerful than that). Whichever version of the ppsh they have, that 20 munition upgrade still makes them win against grenadiers that don't have a weapon upgrade 100% of the time. In: COH2 Balance |
Thread: CP changes11 Dec 2013, 08:22 AM
I don't mind the earlier shocks and guards that much. However, reducing the time taken to get ppsh by over half is just ridiculous. Ppsh conscript spam already had been the most powerful and horribly boring strat in the game for ages, and now they make it stronger again. In: COH2 Balance |
Thread: If you care about COH2 read this26 Nov 2013, 14:02 PM
No, he's just crazy. None of the things he says have anything to do with the engine version being used. Cover mechanics being ignored inside 10 meters for small arms is just a numeric value they could change if they wanted to. Per unit target tables could be reimplemented, but I doubt they will because they were such a nightmare for Relic to work with and were very unintuitive to all but the top level players who could bother scrolling through all the values after every patch. Advanced physics was AT rounds doing 90 degree turns midair because they had been calculated to hit so obviously they had to follow every movement change of the unit targeted, not really the kind of thing I'd particularly want back. I don't like where CoH2 is going but I like HS King's ramblings even less. In: COH2 Gameplay |
Thread: Let's talk about Irregulars23 Nov 2013, 15:03 PM
Yes, none of that except the 160mp part would matter for rapid conscription as it'll give conscript squads on squad deaths. Except apparently not all squad deaths count. In: COH2 Balance |
Thread: Let's talk about Irregulars23 Nov 2013, 12:55 PM
Uhhh... Regular partisans? In: COH2 Balance |
Thread: soviet defensive commander MG23 Nov 2013, 08:05 AM
0.5 CP Same as AGrens Yes well...the unit is clearly far too strong for 0cp so either you pick it coming out later or have it nerfed quite hard.
By quitting the game until a patch comes? Which is what happened, except a ton of those players never came back. Also atleast the MG42 never just slaughtered your squads in seconds due to a hilarious base damage, took more than twice as long to redeploy, didn't get AP rounds at vet0, didn't get sprint at vet1, and had 3 less squad members.
Seriously the ridiculous 2x maxim damage plus even more against armored targets needs to go. The maxim deploys needs to go as well, if anything it should deploy slower than the MG42. And the free AP rounds. But more than anything it needs to not come at 0cp because it just horribly breaks everything (especially on the smaller maps like langres) to be able to deploy these douches straight off.
You're missing the point with that. Merging to the DSHK means that it's a 360MP callin but only 240MP in reinforcement terms. Plus as long as you're only facing infantry (or in the dshks case as long as you're only facing infantry or light vehicles seeing how it literally kills scout cars in a second and fhts in two) an hmg on the field is far more valuable than a conscript squad. In: COH2 Balance |
Thread: Let's talk about Irregulars23 Nov 2013, 07:52 AM
I think the partisan commander is mostly fine except for: 1. It devalues already weak weapon teams even further. 2. You can spawn them in any building on map without line of sight so the only way to "control" them is to go through the long process of destroying every single building as germans (which really takes ages) or keeping all remote buildings occupied (also a really bad option). Either option effectively loses you the game already so maps with lots of buildings tend to be autoloss as you will be permacut. 3. On very building heavy maps like semois they're just way too mp efficient, because their supposed weakness (the lack of hp, armor and models) is covered by the large amount of buildings to camp in which lets them abuse their very high damage to manpower ratio. 4. They can build mines. As for irregulars, they either really should work with rapid conscription or rapid conscription should be taken out and the commander given something more useful. They probably could use some other buff on top of that, but not really sure what kind of role Relic is imagining for them. In: COH2 Balance |
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