Added a couple of extra weapons to the changed list:
Sturmtiger aoe distance from 2.5/5/7.5 to 2/4/6, damage far modifier from 0.3 to 0.05 (decent nerf)
Ostheer Fragmentation bombs aoe distance 3/4.5/6 to 3/6/9, mid damage from 0.15 to 0.35 (large buff)
Stuka bomb strike aoe distance from 3.75/5.625/7.5 to 3.75/7.5/11.25, mid damage from 0.15 to 0.35 (large buff)
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: Brits Release Ninjas3 Sep 2015, 11:14 AM
In: COH2 Balance |
Thread: Brits Release Ninjas3 Sep 2015, 10:36 AM
Ok...so ML-20 base damage went from 300 to 160 and it's aoe damage modifiers went from 0.35/0.1 to 0.15/0.05. Basically the radius in which it can kill a full health infantry model went from 4.6 radius to 3.17 radius. Meanwhile the LEFH's kill radius is now 4. So the LEFH fires faster, is way less likely to get wiped by an offmap, and it does the same or more damage at every point in the aoe. And this is fine? AoE damage was changed more than Cruzz points out. I'm all ears. Unless you're saying they're actually completely changing how the calculations are done in the engine, which seems weird to say the least.
Just so people understand, the last patch notes they posted are NOT implemented in any shape or form. They're coming later. This release patch is the 3rd September patch notes. Pwerfer certainly got a small nerf this patch, apparently it will get a buff next patch but in this one all it got was slightly reduced aoe damage modifiers and changed damage modifiers against heavy (0.5 --> 1) and garrison (0.25 --> 1). Though maybe I should list it as neutral due to the cover damage modifiers because you're often firing at sandbags with it so they probably offset the aoe damage change completely...
On first shot, only AOE damage mid from 0.15 to 0.35 (from 90 damage to 210 damage at range 4.5) On the two following shots, same as above PLUS aoe distances from 3/4.5/6 to 3/6/9 so the damaging part of the aoe is a hell of a lot bigger (210 damage at radius 6 compared to 30 at the same range previously) Now for the sad part, I really need to apologize this but the Plane Kamikaze was completely my mistake. I had set my file filters to remove the wrong file, what Relic ended up changing in the Brit trials (and subsequently in this patch, though there are some changes to the actual plane crashes too here) was the SINGLEPLAYER plane crash files, and I just failed to check this because I thought they wouldn't be messing around with any singleplayer files in general. So in the trials patch they had no changes to multiplayer plane crashes. In this patch they do have in the form of the aoe modifications. IL-2 plane crash (used for all allied plane crashes) distance values are going from 3.75/5.625/7.5 to 1.5/3/4.5 meaning the damaging part of the aoe is a lot smaller. The same changes are in for the Axis stuka plane crash, except they also increase the mid damage modifier so Axis plane crashes hurt a lot more if they do crash nearby compared to allied planes. But still less than in previous live versions. In: COH2 Balance |
Thread: Brits Release Ninjas3 Sep 2015, 00:47 AM
So what did they fix from the trial ninja list? No more OKW 5% flame crits at 100% health or flamer crits in general. No more MP recoup from sturmpios Grenadier riflenade change got reverted What didn't get fixed: Pretty much everything else. So what else has changed this time around? EDIT: I should note I haven't really looked at british units because I haven't played them at all so changes to them are mostly ignored, included a few that I spotted at random but there are no doubt many more changes to them. New USF mine is 40 munitions for a soviet mine that can't do engine crit. Except they forgot to link to it so now you're paying 40 munitions for the old 5 munition usf mines still. Explosive weapons got their damage penalties against green cover outright removed or halved depending on weapon. Green cover offers little to no protection against these weapons anymore Non-Grenade Explosive weapons got their damage against garrisons nerfed in most cases. Universal Carrier exp requirements doubled Air Support Officer squad is 4 men instead of 5 now. Soviet mortars now have manned protection Easy 8 vet1 battle group aura check fixed to be same as on other Shermans (effectively a nerf because the first level of it was always active on ez8 previously) Valentine main gun damage to 80 from 160, penetration to 80-120 from 105-135 Piat range from 40 to 45 Brit mine radius from 5 to 3 Centaur stats redone into an accuracy based attack with higher damage and way less aoe. General overview of aoe changes to explosive weapons: Buffed: All mortars (large increases to aoe damage multipliers), LEFH (better aoe distances), soviet booby trap (larger aoe), Anti-infantry grenades, LEIG (slightly smaller aoe, more accurate and way more damage on outer part of aoe), Ostheer Railway(way better aoe), Stuka CAS strafe (larger aoe), Sexton(fixed ridiculous near distance), Pack Howitzer (more accurate, faster fire) Stuka bomb drop (massive increase in aoe distance) Ostheer fragmentation bombs (massive increase in aoe distance) Neutral: ZIS and SU76 barrage (no penalty against green cover, better penetration, but lower aoe damage on barrage), Walking Stuka (shuffling around damage modifiers against cover) Nerfed: Priest, B4, Katyusha, Panzerwerfer (reduced aoe damage modifiers), Scott (reduced aoe size), Sturmtiger (aoe distance and far damage) Completely annihilated: ML-20 (massive decreases in aoe and damage) In: COH2 Balance |
Thread: 1600 health tanks.2 Sep 2015, 18:37 PM
Railway damage at radius 4.5: 0.15*600 = 90 Railway damage at radius 6: 0.05*600 = 30 Sturmtiger damage at radius 5: 1*640 = 640 Sturmtiger damage at radius 10: 0.3*640 = 192 In: COH2 Balance |
Thread: 1600 health tanks.2 Sep 2015, 18:24 PM
1600 HP for stock Churchill seems fair. It has a better gun than KV-1, while having double the health, and 10 more armor, and more MG damage even at vet0 (and gaining more at vet1). For 5 fuel and 120mp more.
Yes the Sturmtiger is a bullshit unit that needs a nerf too, but even with the vet2 buff it still has 38 less armor and 160 less health than the vet0 Churchill.
150 fuel isn't 200. Churchill is priced like a medium fuel wise despite having the highest raw survivability of any vehicle in the game. In: COH2 Balance |
Thread: 1600 health tanks.2 Sep 2015, 16:15 PM
So what's the actual time to kill for Stug G vs IS2 and Churchill? 160 damage, 170 pen, 0.125+(3.5+4.5)/2=4.125 seconds per shot vs 1040hp 375 armor & 1600 hp 280 armor 55.15 seconds vs IS2 63.94 seconds vs Churchill And then firing at the rear... 28.33 seconds vs IS2 39.67 seconds vs Churchill No tank in this game should have this much HP, it just leads to tanks that are unkillable without getting engine destroyed on them. And the survivability of the Churchill at its current price point is also pretty messed up in general. It would make far more sense with 1040hp and 300 something armor. In: COH2 Balance |
Thread: British (trial) ninjas31 Aug 2015, 22:27 PM
Forgot the Ostheer hull one had double ROF compared to the other MGs. So rather than being +20% in short range it's more like -20% in short combined, but still around 100% extra at max range. On a completely different note, due to a new unfinished OKW commander ability (Recoup Losses), Sturmpioneers are now giving the OKW player 30MP every(?) time a model from them dies to enemy fire. Cool scripting. In: COH2 Gameplay |
Thread: British (trial) ninjas31 Aug 2015, 21:42 PM
Hull and Coaxial In: COH2 Gameplay |
Thread: British (trial) ninjas31 Aug 2015, 21:09 PM
So what sneaky things has Relic been doing this time? Ordering of list is purely random. Due to a new unfinished OKW commander ability (Recoup Losses), Sturmpioneers are now giving the OKW player 30MP every(?) time a model from them dies to enemy fire. Leig lost its manned protection, gun can now be destroyed while manned. Grenadiers got back their 15% squad accuracy boost and 9% received accuracy squad bonus, putting them at 82% received accuracy. Blitz and overdrive now check for infantry vehicle snare criticals Infiltration tactic nade recharge only when out of combat restriction removed. Munitions cost from 10 to 15. OKW Puma Aimed Shot requires main gun. Tank Hunters AT nade ability can now be used while pinned Ostheer Breakthrough (Encirclement) ability from 40 to 50 fuel Rifleman AT nade forces a reload before firing, further delaying the nade. Tiger Ace can no longer be abandoned. The two command tanks still can. ALL OKW Infantry now have 5% burn death crit at 100% health. LMG42 reload time increased by 0.5 seconds Grenadier Rifle Grenade radius from 3.5 to 2, aoe distance from 0.875/1.75/2.625 to 0.5/1/1.5 Stug G aoe distance from 0.5/0.875/1.25 to 0.1/0.2/0.25 (mostly a bug fix, stug already had an aoe radius of 0.5 so the distance values simply meant it did full damage in 0.5 radius, now it correctly has...nearly zero anti-infantry capability again) Ostheer PIV (& command tank) MGs changed to OKW tank MGs (-20% DPS at point blank, 100% higher at max range) King Tiger lost its invisible coaxial MG Unbuilt tank traps no longer have any armor Soviet sniper accuracy modifier against garrison to 0.4 (from base 2 so 80% accuracy) Fixed 100% maingun crit through small arms and flame penetrations Removed increased random engine damage chance for low health Added top gunner kill crits back to a lot of vehicles Kubel has a maingun death crit again M15AAHT from 60 to 50 fuel Captain supervise can't be used on allied buildings Major artillery min max values swapped to correct min 2 max 4 instead of other way around Captain On Me no longer buffs movement speed or gives suppression resistance, still removes suppression at start of ability. Ostruppen get cover bonus when garrisoned Brumbar can fire bunker buster while hull downed Flamer crit chance below 50% health from 15% to 10% Sturmtiger experience required increased by 25% 222 cost to 210mp/15f(230/20) HMG34 fire rate to 14(12), burst duration to 1.625(1.5), suppression to 0.0125(0.012) Grenades now have higher vertical traverse so can throw up hills. DSHK38 HMG lost all buffs it got with other HMGs in previous patches but got a double nearby suppression modifier (with reduced radius) USF Medic gun cooldown from min 0.75 max 1.5 to min 0.375 max 0.5 Fighting Position HMG improved slightly (incremental accuracy higher, nearby suppression radius higher) Riflemen .30 cal LMG now has incremental accuracy of 1.15 and nearby suppression radius from 10 to 13 Stuart FOW accuracy fixed Bazooka given the 15% accuracy buffs that Relic forgot to give them when removing squad accuracy bonuses. Conscripts now use their own PTRS rather than Guard one .50 cal now has 70 armor (up from 10). All other issues untouched. Riflemen models in Captain and Lieutenant lost their 0.97 received accuracy, back to 1. WC-51 cost adjusted to 240MP 20fuel, will only affect what you get out of refit because the call-in cost is different. So less manpower, more fuel for refit. 120MM mortar weapon cost up to 220, increasing initial squad cost by 60mp (but not reinforce cost). Things in patch notes but not actually implemented: Target tables Flamer changes ML-20 changes AOE changes New weapon type for grenades In: COH2 Gameplay |
Thread: Cruzz's The More You Know25 Aug 2015, 07:27 AM
You crushed some unfinished wire you had started building In: COH2 Gameplay |
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Latest replays uploaded by Cruzz
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