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: The german douchegun armada on Langres22 Nov 2013, 21:05 PM
Probably the silliest army composition I've had in quite a while. Also doucheguns really are so balanced and fair Kappa In: Replays |
Thread: Is the T34 too cheap for its effectiveness?21 Nov 2013, 08:01 AM
The PIV outclasses it in almost every way right now for a mere 40mp/30f extra, and you think the T34 needs to be worse still? I don't go for T34s because they'd be the unit I want, I go for them because they're the only choice I get. In: COH2 Balance |
Thread: AT Nades Vs Panzerfausts20 Nov 2013, 08:07 AM
ATNades have deflection damage so they still do health damage even when deflected (same with fausts). IE. no they're not non-penetrating hits, the nades just disappear occasionally. If you want to test this get someone to drive T2 vehicles (or blitzed T3 tanks if you like) on the road past the left semois fuel. Probably seen this happen maybe 10 times over the past 200 games so it's pretty minor. In: COH2 Gameplay |
Thread: AT Nades Vs Panzerfausts19 Nov 2013, 23:55 PM
ATNades miss on very fast moving targets pretty much always. Good thing nobody usually drives stuff in a straight line past you so you don't get to enjoy atnades disappearing into thin air that often. Chance to hit rear armor from front seems minimal if it even exists. Making the engine destroyed effect be something you can aim for with multiple nades would be a huge nerf to soviet T3 and doctrinal tanks. Engine destroyed should be left for mines to cause and the current small crit chance for engine destroyed on faust/atnade removed completely because it's just the most annoying form of RNG possible, a small chance for a huge effect to happen without any player input. In: COH2 Gameplay |
Thread: Here's your f-ing Tiger Relic (replay)19 Nov 2013, 23:43 PM
9 cps could be nice in teamgames, but you nearly never will see one in 1vs1. I see nothing wrong with never seeing this abomination in 1vs1 or team games. In: COH2 Balance |
Thread: R2: Nevix VS Cruzz 16 Nov 2013, 18:29 PM
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Thread: Eagleheart21 vs cruzz16 Nov 2013, 16:16 PM
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Thread: #SNF5 2nd Quali Sign-ups Thread15 Nov 2013, 22:57 PM
Steam alias: cruzz Steam ID#: 76561197970841350 |
Thread: Unbalanced pay commanders13 Nov 2013, 23:35 PM
While the assault grenadiers & osttruppen launch was kinda problematic...it really pales in comparison to this one. With remotely similar skill, the soviet industry 5-6 minute T70 rush is just unstoppable. The bought vet doctrine for germans, while not quite as in your face as the industry tank spam, is clearly not a balanced matchup against the old commanders either. Frankly I don't have any clue on how you'd even start to fix these without completely reworking them (which probably isn't an option as people paid for them). I guess a hotfix would be to put both of the first abilities at 2cp so they don't mess up the earlygame this bad. The douchegun (DSHK) seems to have absolutely no drawbacks either. It's a supermaxim (doing everything atleast as good or better than the maxim) you get at 0cp without having to build T2. It really should've been using the MG42 setup times, and even those wouldn't necessarily balance it out. In: COH2 Balance |
Thread: CoH2 Patch News!11 Nov 2013, 18:10 PM
So we got the official patch notes: The buffed strafe is the anti-tank strafe (found in Jaeger Infantry, Lightning War atleast), which preferrably targeted heavy vehicles in the area and did almost nothing to them before. In: Lobby |
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