No munition cost on 222 also makes them hardcounter the M15AA too because two 222s will always win against the M15 despite costing less fuel and only a bit more manpower. And after a faust hit on M15 even a single 222 can deal with it fairly easily, especially with a smoke doctrine.
Against OKW the old M20 to Sherman strat can be useful to deny flakhq construction if they start with medic truck, but frankly captain is just way safer because you can't get enough AT to defend against luchs/piv with lieutenant in case you fail to push OKW completely off map.
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: How to bring back the LT from the dead9 Aug 2015, 09:27 AM
In: COH2 Balance |
Thread: Pack Howitzer doesn't do it's job7 Aug 2015, 08:04 AM
There's a boolean value for resetting veterancy bonuses on the death of the crew. Relic just keeps forgetting to set it right. In: COH2 Balance |
Thread: Cruzz's The More You Know5 Aug 2015, 18:26 PM
A captured squad will have the same squad types as the team weapon has with its proper faction. Bulletins which are shared across factions (penetration for wfa atguns, accuracy for eastern front HMGs, vet 10% for eastern front HMGs etc) should apply to captured team weapons.
You can't have the same aura multiple times.
No suppression received, unable to move, light (yellow) cover. Doesn't matter where you use it, you'll always have light cover or better.
+30% accuracy, 0.015 suppression on bullets, unable to move, light (yellow) cover.
Jaegers 1 rifle sniping at 75% health, Pathfinders 2 rifles sniping at 40% health. Guaranteed kill on hit, but the weapons have regular accuracy values so they can miss.
+2 speed, received accuracy *0.4
Faster speed in negative, otherwise no effect.
It would be wonderful if people would just read the first post... No, garrison never gets negated. Random bugs to keep in mind: Soviet mortars can still be destroyed while crewed. Rapid Conscription and Relief infantry icons both show up on team weapons captured from other factions but will not affect them, nor will they work on any atgun or howitzer crews even from your own faction. In: COH2 Gameplay |
Thread: Cruzz's The More You Know3 Aug 2015, 13:39 PM
Is is true that cover is ignored close range (10)? Better to stand still and shoot-out than to sneak behind cover (movement penalty on accuracy I guess) in close quarters battles? Yes
Haven't seen anything to indicate it not working. Like I commented at some point about OKW offizier mark target, accuracy bonuses are kinda bad for OKW a lot of the time because they have very high accuracy to begin with. In: COH2 Gameplay |
Thread: Cruzz's The More You Know2 Aug 2015, 17:29 PM
It's pretty obvious the massive penetration and damage buff on the "suppression" strafe is because someone at Relic realized the antitank plane wasn't firing but didn't bother to fix it properly. But yes it still isn't nearly as strong as the actual antitank strafe it's supposed to have. Even without the AT strafe it's still a good value on points with enemy units, 440mp and a very lethal suppression strafe at a point in the game where manpower is everything. But as you can't pick the target the strafe's effects are pretty random even with the massive radius on the suppression. Valiant assault is 100 munis, +1 speed and +25% accuracy for In: COH2 Gameplay |
Thread: Cruzz's The More You Know2 Aug 2015, 17:10 PM
Does the sturm offizier buffs actually do anything to things like ISGs or mortars? Ive done it a few times, but i wonder of im just wasting my time A minor improvement to reload speed which means less than it sounds like because reload itself is only a small portion of the firing delays of these units. Definitely a less than 5% increase no matter what weapon you have, specific number will depend on the ratio of cooldowns and animations to reload. *1.1 accuracy for infantry, HMG (raketenwerfer does not gain accuracy, but any other atgun will) *0.91 reload for mortar, atgun (leig will not gain reload because it's not classified as a mortar) LEIG gets the offizier icon because it's gaining accuracy as it is "infantry". But it does not use accuracy as an artillery piece so all this does is make the crew a bit better at shooting their horrible rifles. If I equip OKW Sturmpios with minesweepers and deactivate the minesweeper (because it will replace one STG) do they still have the repair speed buff? Doesn't matter whether you have sweeper out or not, the repair buff is applied always after buying upgrade. Standard repair speed for sturmpioneers is 3 hp/s per model, vet 2 adds +1, minesweeper upgrade adds another +1.
Spotting scope multiplies vision by 2, Elefant has 35 vision (or 35+35 with the cone enabled). Max range on weapon is 70 so yes it will always spot for max range with scope even without the cone enabled. Random ability explanation: Airborne Assault 250 munitions Spawn a slow recon plane to go over target sector After 3 seconds: // (Non-functioning part because the target for the strafe is set wrong): Start Overwatch for 15 seconds for enemy vehicle in targeted sector, if triggered: Spawn Stuka Ground Antitank plane that is the same as an Ostheer Stuka CAS attack // Start Overwatch for 15 seconds for Enemy unit in targeted sector, if triggered: Spawn Stuka Ground Attack plane that is the same as an Ostheer Opel Blitz Strafe except double damage and 100 penetration instead of 2, does up to 3 runs at roughly 9 second intervals, will not swap target even if target dies. After 6 seconds, spawn a slow plane that will drop a Fallschirmjaeger squad In: COH2 Gameplay |
Thread: P47 strike1 Aug 2015, 23:41 PM
Still a basic misunderstanding of how plane abilities work in coh2. If you are in the circle when the ability is picking a new target, it doesn't matter where you go after that. This applies to all plane loiters in the game, and the P47 is currently the shittiest of them all because it's the only one that got a massive nerf to its radius. In: COH2 Bugs |
Thread: Cruzz's The More You Know30 Jul 2015, 09:02 AM
Removed the line about construction penalties from the original post because it was indeed fixed in the July 21 patch by the addition of a 2x received accuracy on most infantry that could build stuff. Except: Partisans, Mechanized halftrack LMG42 grenadiers, puma ostruppen, because consistency is hard. In: COH2 Gameplay |
Thread: Cruzz's The More You Know27 Jul 2015, 17:46 PM
Q: Either because the damage is just too low (one fourth of a grenade with way less aoe) or because their damage value is set up in a weird way which is not used anywhere else, so it might never even get calculated towards environment objects nearby. In: COH2 Gameplay |
Thread: Cruzz's The More You Know27 Jul 2015, 11:57 AM
Some more ability explanations: OKW smoke nades will disable all weapons on a vehicle like USF white phosphor VET1 AP rounds on M36 will temporarily buff the damage on the gun back to the original 240 from the 200 it has by default, changing the number of shots required for some targets markedly. (PIV/Ostwind 4 --> 3). Also does not force reload on start so starting it immediately after Jackson fires will get you faster fire rate. Has a 3 second ready aim time so switching targets while this ability is on will result in a 3 second extra delay before firing (applies on first round no matter what because the weapon change counts as a first firing). Note that because the regular gun does not have a ready aim time, the Jackson will fire a regular shot immediately after the ability ends. Except for the damage part all of this applies to M10 AP rounds as well. Propaganda Artillery: 80 munitions On start, reveal radius 30 area for 30 seconds 2 seconds after, start barrage of 8 rounds, one per 3 seconds, in radius 15 Every round is radius 15, on enemy unit type infantry random chance: 25% nothing 35% debuff for 30 seconds of -2 speed, *2 received accuracy 30% instant suppression applied every 2 seconds for 7 seconds in area 10% force retreat USF Light AT Mine (Infantry company riflemen, Armor AssEngies, Mechanized AssEngies, Recon paratroopers) 20 damage, always penetrate, will apply debuff "hit light at mine" for 7 seconds. Crit is applied AFTER debuff check so a single mine does nothing. Light vehicle (Anything without infantry crush, plus su-76): 1 or 2 debuffs: engine damage 30%, no crit 70% 3 debuffs engine damage 40%, threads destroyed 40%, no crit 20% Heavy vehicle (All other vehicles): 1 or 2 debuffs crew shock 10%, engine damaged 10%, no crit 80% 3 debuffs threads destroyed 33%, engine damaged 33%, no crit 33% Paratrooper specials: Suppressive Fire: 11 seconds Disable movement on paratroopers Burst duration *3 (~50% increase in DPS on LMGs) Suppression +0.01 (more or less equivalent of a maxim) Thompson Assault Stance (Also used by Stormtroopers with STG44): 10 second duration Received Accuracy 150% Outgoing Accuracy 150% -2 move speed Multiply burst duration by 2.5 while standing still (~40% extra DPS on the thompsons) In: COH2 Gameplay |
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