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
Signature
Post History of Cruzz
Thread: OCF R4 cruzz vs Plaguer f*ck you g220 Sep 2015, 18:12 PM
gg In: Replays |
Thread: OCF R4 cruzz vs Plaguer f*ck you g120 Sep 2015, 18:10 PM
gg In: Replays |
Thread: R3 cruzz vs Barrier20 Sep 2015, 16:47 PM
cruzz 2 - 0 Barrier |
Thread: OCF R3 cruzz vs Barrier g220 Sep 2015, 16:44 PM
gg In: Replays |
Thread: OCF R3 cruzz vs Barrier g120 Sep 2015, 16:43 PM
gg In: Replays |
Thread: Bans and Maplist discussion thread19 Sep 2015, 12:38 PM
You should also ban purposedly decrewing your own team weapons with friendly fire, there are extremely few legitimate reasons to do this, but plenty of exploits with decrewed team weapons getting stacked bonuses from a large number of abilities and veterancy bonuses. |
Thread: The 17 ninjas18 Sep 2015, 23:49 PM
Numerical values are different, just think people should know that the change is a lot bigger than what they imply in the notes. In: COH2 Gameplay |
Thread: The 17 ninjas18 Sep 2015, 23:32 PM
Desalinated enough to stop raging about the patch, I guess as I already looked this stuff up on patch day I might as well post it... Luchs, FlakHT and FlakHQ changed into accuracy based attacks like centaur with less aoe than before. They're all somewhat better against stuff in buildings. FlakHT is generally better at suppressing but seemed worse at killing. (penetration nerfed from 20/25/30 to 20/20/20) Luchs around the same against spread out models and worse against clumped up ones. (penetration buffed from 15/20/25 to 25/25/25) FlakHQ is just insane against infantry again While simply an unmentioned side-effect rather than a ninja change per se, most of the weapon changes made in this patch and the last one (flamers, pwerfer, etc) mean massive increases in damage against building garrisons. In this patch every single burst from an infantry flamer is guaranteed to do 32 damage against every single model inside a building (no matter where it hits), so there is no way a squad will survive 3 or more bursts. .50 cal vet2 got its penetration and damage nerfed to be the same as vet0 gun. USF AA HT firing cones increased notably. Sturmtiger aoe damage ninja nerfs removed AND aoe distances buffed up higher than they were back when the unit had 10 radius, so now it will kill 640hp vehicles in a larger radius than ever before. Avre AOE penetration from 112 to 150, AOE distances from 2.25/4.5/6.75 to 2/4/8 (means the kill radius against infantry actually INCREASED despite the damage nerf), will no longer pierce through objects, +50% damage modifier against buildings so those pesky okw trucks don't stay up. Only thing it got weaker against is tanks with over 440hp left. Massive increase in DSHK HMG rate of fire at mid and near Vickers HMG vet1 stacking in a new exciting way, get +25% stacking range every time you enter a building. Partisan PPSH also got the accuracy buff conscripts got Brit Reinforce the Front works on allied territory rather than just own. Ostheer sniper minimum recloak time from 2 to 6 seconds OKW tank commander upgrade requirements removed so you can buy it with any commander Conscript received accuracy change was from 23% to 40% Code
In: COH2 Gameplay |
Thread: Infantry Squads And Population13 Sep 2015, 10:36 AM
Or instead of messing everything up they could just make the UI show the fractional part. Or you can just learn to live with the fact that the last 1 pop might not be available depending on what units you actually have. In: COH2 Gameplay |
Thread: Ostheer sniper HP nerf13 Sep 2015, 09:04 AM
So you are advocating an increase in health for soviet snipers? In: COH2 Balance |
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