Sure.
While buildings don't count for army value, team weapon members do. If an OKW player is the first player on a team, he'll have a lot of army value score because of the 2 guys from each base flak emplacement.
I wish people would atleast try to understand how close to impossible it is to cheat with unit stats in a lockstep game.
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: Us, explain this?11 Feb 2016, 11:43 AM
In: Lobby |
Thread: Cruzz's The More You Know9 Feb 2016, 09:41 AM
Is there a definite percentage that the ISU -152 HE shell will cause crew shock? 33% chance on deflection for ISU HE (0% for AP). For the sake of completion, the chance for other vehicles to stun on deflection: 16.6% for IS2 20% for Tiger I 25% for Brummbär 25% for AVRE 20% for King Tiger 25% for SturmTiger, 44% on penetration 25% Comet crew grenades 25% Pershing crew grenades In: COH2 Gameplay |
Thread: Cruzz's The More You Know8 Feb 2016, 08:47 AM
Right. It's just a 50:50 split for every single unit in the game. Never has been any different since the original CoH1 release. In: COH2 Gameplay |
Thread: Cruzz's The More You Know8 Feb 2016, 00:29 AM
Rear armor being half of the front armor is the most common case, but its only true in maybe 50% of the cases. Might contain some unused squads for multiplayer, didn't filter. In: COH2 Gameplay |
Thread: When are they Going to Fix American Pop Cap Exploit?7 Feb 2016, 09:01 AM
While that might work with vehicle crews, it becomes a coding nightmare for all other factions capping the vehicles. So it would basically mean that they'd remove the ability to steal unmanned USF vehicles and that would in turn remove any kind of risk factor for exiting out of them in combat so you'd be able to abuse crit repair even more. If you don't care about consistency, and Relic certainly doesn't seem to, just creating two different tiers of vehicle crews (the current 4 pop one for light vehicles, and one with 9 popcast cost for medium/heavy ones) would remove most of the popcap gains. Sure the murican can kill off the crews and reman with REs, but do you really care about that? That said I don't believe this issue really needs any kind of fix. In: COH2 Gameplay |
Thread: Cruzz's The More You Know6 Feb 2016, 20:38 PM
Most vehicles get doubled scatter while on the move. You can find the specific number for a given vehicle in their ebps file under action_apply_ext in a requirement action. Whether it's worth continuing to chase or to stand still will depend on your vehicle and the terrain, but usually staying close to the target to minimize scatter is of higher value.
Tripled received accuracy and damage
Yes
There's a limit for building (8), but I don't think there's a limit for repair.
They'll affect all weapons infantry have. Not sure if they'll get applied to stuff like panzerfausts or not, a bit too minor a thing to even bother testing. In: COH2 Gameplay |
Thread: Would someone help doing a quick test on War Spoils?28 Jan 2016, 09:50 AM
It was never the intended design have intel Bulletins Stack. Stacking Intel Bulletins are going to be changing (Sorry no ETA). So of all the issues you could be fixing, you're going to fix a non issue? And the fix for this non-issue, which would literally take 5 seconds (search through upgrade/intel_bulletins, replace exclusive: false with exclusive: true), has no ETA? I really don't get Relic's priorities. In: COH2 Bugs |
Thread: Allies is almost impossible to lose in 3v3/4v426 Jan 2016, 10:24 AM
I don't see how it contradicts itself. The easiest way by far to rank up in these game modes is start a new team and play 10 games without losing. This will guarantee you a hugely inflated ELO compared to what you would get by playing those same games with an already existing AT due to how the game predicts an ELO after 10 games with no losses. If you get an initial ranking within rank 10 with 10 games, you are pretty much guaranteed to reach top 3 within 20 games no matter what kind of scrubs you get matched with as long as you keep winning.
I can't believe I'm wasting time on this, but ok lets look at your match history vs rank 34 AT vs rank 34 AT vs rank 1638 2 man AT with 1 random vs rank 18 AT vs rank 3869 2 man AT with 1 random vs unranked 3 man AT (rank ~1200 ) vs unranked 3 man AT (rank ~200) vs unranked 3 man AT (rank ~200) So you beat one decent team in the past 8 games, 5 games were completely free wins and two games (against same opponent) were games you were clearly favored in though opponent atleast had a chance to win. In: COH2 Gameplay |
Thread: Allies is almost impossible to lose in 3v3/4v426 Jan 2016, 09:01 AM
I know he is lying, but might as well make it clear just how easy ranking up in these modes is with an AT. In: COH2 Gameplay |
Thread: Allies is almost impossible to lose in 3v3/4v426 Jan 2016, 08:51 AM
Sorry to burst your bubble, but it's the other way around. If you play a bunch of games in a short period of time you're basically guaranteed to get a high rank unless you get insanely low ranked randoms opponents every single time. We got #6 as axis in 11 games without facing anyone over rank 50 (The rank 47 game was in the 3vs3 ladder). That's the level of competition on the ladder in team games. In: COH2 Gameplay |
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