Profile of Cruzz
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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: Major 'Rapid Barrage' Bug8 Nov 2014, 15:07 PM
It literally takes one boolean changed from false to true to fix this. But has been in the game since WFA release so can't say how long it'll take to actually get the fix live In: COH2 Bugs |
Thread: Commentary from the Steam Forums8 Nov 2014, 11:42 AM
OKW Panther has speed 13.2 in Blitz Ostheer Panther has speed 8.9 in Blitz Fastest allied vehicle M20 has 7.8 speed Too slow for flanking In: COH2 Balance |
Thread: Kappatch - A minor rebalance mod8 Nov 2014, 10:54 AM
If this were the case, you would never see the PTRS since it cannot fight Infantry or Vehicles effectively. DP Guards would obviously be the meta-choice. PTRS is not nearly as bad against infantry in this mod than in release and is a bit better against vehicles. And I'd probably give them a new special ability and 3 or even 4 PTRS with the upgrade.
Accuracy for tanks vs infantry does absolutely nothing. The EZ8 does not have a scatter multiplication while moving, a trait that is shared by...a vet5 okw panther. Other units that have a special modifier on this are Luchs at 1.25, normal sherman is 1.5. Stuart 1.75. Every other vehicle, 2x scatter on the move.
MP40 seems silly because they seem to be meant as a ranged squad. In: Lobby |
Thread: Kappatch - A minor rebalance mod8 Nov 2014, 09:06 AM
Poll time: Should guards go back to singleplayer upgrade system of no special weapons when spawning, mutually exclusive PTRS and DP-28? Performance of both upgrades would be improved in exchange. Should penals be allowed to use flamer on the move now that their speciality of their flamer not being able to blow up is no longer that valuable? Should 221/222 have 40hp more but cost slightly more, to stop two atnades/one soviet mine from destroying it outright? Easy Eight currently completely lacks the scatter penalty while moving other tanks have. But should they get something in return for this oversight being fixed and if yes what? Should volks get less received accuracy from veterancy in exchange for some damage output veterancy? Should fallschirms have 2x fg42 2xkar98k on spawn, and have to buy the remaining two for 45-60 muni? They could get hold fire and a slight reduction in mp cost in exchange. In: Lobby |
Thread: Kappatch - A minor rebalance mod7 Nov 2014, 14:40 PM
Making abandon force a heavy engine crit is easy and I'll probably do it the next time I'm patching something in. But my attempts to make abandon chance higher if the vehicle had heavy engine damage never really worked. In: Lobby |
Thread: Kappatch - A minor rebalance mod7 Nov 2014, 14:29 PM
Cruzz is it possible to enable more types of criticals to happen in the game? Can make new crits as much as you want. Simple requirements like "unit type" "health level" etc work fine. More complex requirement chains don't work so fine, or maybe I'm just trying to implement them incorrectly. Had huge difficulties getting an abandon chance tied with crit types to work properly so I just threw the attempt away. In: Lobby |
Thread: Kappatch - A minor rebalance mod7 Nov 2014, 00:01 AM
I don't know about all this tank crit stuff. I loved this mod because it was just simple changes that made underused units and abilities viable. Now it's starting to really change larger dynamics of the game. TBH I would be much happier if things were left the way they were originally because this mod is started to get a bit complicated. Well, basically the crit changes come down to this: Vehicles should actually die at 0% health and abandon can't happen with some weapons (mines and small arms). It's one of the things I originally wanted to do, just couldn't get around to it until later because the number of filechanges required was so high it made me avoid touching it. In: Lobby |
Thread: Kappatch - A minor rebalance mod6 Nov 2014, 11:52 AM
Is the main gun crit also removed from the ram ability of the T34? No, this is about random crits that have a chance to occur on every penetrating hit, which are defined for every vehicle receiving them rather than on weapons like ram crits or faust engine damage. Mind you ram weapon crit chance is around 2% on a penetrating hit, so to be honest removing it would make like no difference. But it's still there.
Seriously doubt you could do this with the normal reinforce code, but it wouldn't be that hard to make a new ability that does the same thing. Don't see the point though, you already paid for the gunner, not like you have to pay extra to replace LMG users for infantry either. In: Lobby |
Thread: Kappatch - A minor rebalance mod6 Nov 2014, 09:58 AM
Yeah...I'll just disable the entire crit for now, can just put it back in again if there's some actually good idea what to do with it.
I know, guards are even more spammable in my mod right now than in the proper game. Though I'm not sure if they're good enough to actually be an issue, especially with their tendency to destroy their own cover I'd say grenadiers will come out ahead of them cost performance wise fairly quickly, and compared to conscripts and shocks they do poorly against HMGs because the only ability they have against them is grenades. Synergy with snipers remains an issue, wouldn't say the PTRS changes really affect it. Probably too good against OKW not using MG34s or fusiliers due to the Kubel not really working on them that well. Not gonna adjust for now, need to play with them more myself. Swapping unit roles like that opens up so many issues. You will now have shocks with long range infantry supporting them in 1vs1. You'll have button with IS2. And so on. It could work, or it could be an absolute nightmare that can't ever be balanced. PTRS as credible AT is unlikely to happen, rapid fire low damage on infantry just isn't good against tanks in current game mechanics. Increasing the number of PTRS up to 4 might make the squad atleast somewhat scary to vehicles, but beyond that any change to make them more credible AT is going to make them seem less like at rifles and more like schreks. Small fix patch: 6.11.2014.1: Fixed Recon Commander Forward Observers being permanently disabled on a rifle squad if the "leader" model got killed while the ability was active. Removed maingun crit from all vehicles for now. In: Lobby |
Thread: My wish for better infantry combat6 Nov 2014, 07:45 AM
Actually, in the early versions of CoH2 cover was nullified at close range. Units firing within a certain range were unaffected by cover. That was changed rather soon. People seem really confused about this still. IT HAS NOT BEEN REMOVED. Pretty much every infantry small arms weapon has point blank: true. The current value for range at which cover is ignored when it is true is 10. Does not affect building cover. You can very easily check this out on kholodny's leftside spawnpoint as the house there has a stone wall right next to it that is clearly within range 10. Try to clear out the house with the help of that stonewall and you'll see that it doesn't do anything. But stand behind the tank corpse on the south side of it and things are suddenly a hell of a lot more comfortable. In: COH2 Balance |
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