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: Penal spam against ostheer26 Feb 2015, 15:49 PM
Literally only unit I need to deal with penal spam is grens. Penals too strong In: COH2 Balance |
Thread: Mud Tech25 Feb 2015, 12:07 PM
Cold tech innovations: white snow, brown snow, and perhaps in the future yellow snow |
Thread: Best ideas you've heard today25 Feb 2015, 09:15 AM
self spotting for P4s is negligebly useful. As soon as it moves It wouldn't be able to shoot at what it spottted anyway. Im not saying some may find a use for it with p4 but it has no effect of making a p4 superior. It lets you see that sneaky atgun behind your target. But yes scopes don't really have any synergy with PIV apart from the extra vision because it's a very mobile unit that already sees as far as it shoots.
It still can be left instantly, there's no real risk to it. That said not like I really use it either, it's great on paper but you almost never want to waste time on your infantry hulling down your tanks.
PIV main gun is better than T34 main gun against infantry (and tanks too), PIV hull MG is better, PIV coaxial is better, and PIV has a pintle that has higher DPS than the T34 pintle+coaxial combined as well. Stop it with the "T34 is good against infantry" thing already, you can already see against OKW that T34s are pretty damn bad at killing any 5-6 man squads without going in for the crush. As for the actual topic, I don't think t34/85s properly gated (so either an extra upgrade added somewhere, or just requiring both T3 and T4) and based on the single call-in cost from advanced warfare in the tech tree would really break anything. Don't think it would really fix anything either though, because it would still make sense to just save all your fuel and manpower by not teching because all the other vehicles except Katyusha are lackluster outside of their initial rush value. In: Lobby |
Thread: The Company of Heroes 2 Veterancy Guide24 Feb 2015, 23:02 PM
ZiS-3 vet 3 bonus says +30% accuracy but it should be +30% penetration In: Guides |
Thread: Toggle function to keep spacing between squads24 Feb 2015, 17:46 PM
Would just help with blobbing your units forward with one click without incurring the intended penalty of having your units be more vulnerable to AOE. Would be hard to code to act naturally whenever there is not enough space to fit the squads through in the "formation". I wouldn't want to see this. In: COH2 Gameplay |
Thread: How I defeat blober #1124 Feb 2015, 10:36 AM
Mirror, mirror, on the wall, who's the biggest blobber of them all? In: Replays |
Thread: Kappatch 2 23 Feb 2015, 18:31 PM
hey cruzz! great mod. The "one change" that would make the most sense would be fixing the call-in meta, but if you just implement what I did (or any other choice for the matter), you just fuck over Soviets vs OKW and Ostheer vs USF, you don't actually fix anything, both of the eastern front factions need buffs as soon as the completely broken part of the equation that is call-ins is fixed. So ignoring that, I guess the next obvious choice would be...nerfing Ober DPS to a reasonable level, atleast that would improve every single game with OKW. In: COH2 Gameplay |
Thread: Kappatch 2 23 Feb 2015, 10:15 AM
Having now done a list of the received accuracy bonuses, not really sure if doing a game wide change on this is actually wise or not. Maybe it's really just a question of adjusting a few OKW units because honestly they're the only ones with values high enough to make this kind of change needed. Current received accuracy bonuses: Conscript vet0 -8.7% Conscript vet3 23% Penal vet3 23% Irregular vet3 23% partisan vet3 23% Guards vet2 17% Guards vet3 23% AssGuards vet2 29% Shock vet2 17% Grenadiers vet0 9% Grenadiers vet3 23% PGrens vet0 20% PGrens vet2 29% Assgrens vet2 29% Ostruppen vet0 -25% Ostruppen vet3 28.5% Puma Ostruppen vet3 28.5% Officer vet2 23% Stormtroopers vet0 25% Stormtroopers vet3 29% Riflemen vet0 3% Riflemen vet2 23% Rear ech vet3 23% Lieut vet1 10% Lieut vet2 29% Captain vet2 29% Major vet2 29% AssEngy vet2 29% Pathfinder vet2 29% Paras vet3 29% Sturmpio vet0 13% Sturmpio vet2 23% Sturmpio vet4 23% Volks vet1 10% Volks vet3 10% Volks vet5 29% Obersoldaten vet0 30% Obersoldaten vet3 29% Obersoldaten vet4 29% Panzerfus vet3 23% Jaeger vet0 20% Jaeger vet2 29% Jaeger vet5 29% Fallschirm vet0 13% Fallschirm vet2 29% Option 1: Ignore vet0 bonus, halve all further bonuses to 50:50 cover/regular bonus. A lot of work. Option 2: Ignore vet0 bonus AND the single highest veterancy bonus (as all units mostly share the same sort of values), split 50:50. A LOT less work as only units to be changed will then be guards, lieutenant, and OKW. Option 3: Just acknowledge this really is an OKW issue and change Sturmpio vet4, Volks vet5, Obersoldaten vet4, Jaeger vet5 purely to a cover bonus. Or just remove those bonuses completely...very quick to do either way. Option 4: Change all bonuses to 50:50, large effect on early game, huge amount of work Option 5: Change all bonuses to require cover, fairly quick because I can just search and replace the files then. Atleast if I can find a program that can handle 20+ line regexps properly). Huge balance effect. Option ?: ? In: COH2 Gameplay |
Thread: Removing commanders / abilties23 Feb 2015, 08:26 AM
Honestly it's faster just to go through the abilities one at a time until you find what you want instead of searching for them like that. You should only bother searching through the files if you really can't find something manually. |
Thread: Removing commanders / abilties23 Feb 2015, 01:08 AM
All the files you want to change will be in abilities, but they'll be spread all over several folders because Relic doesn't believe in easy access. You can cross-reference abilities by looking at the commander passives in commander_abilities, then searching for those passives with a text editor that has search through files (notepad++ etc) to find the ability that requires them (which will be what you want to change). |
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