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: Bars are the worst upgrade in the game.17 Sep 2014, 23:38 PM
Nobody wanted a BAR nerf, yet we got one anyway. An already underused upgrade just became even worse even compared to the (much less) nerfed LMGs. In: COH2 Balance |
Thread: Kubel counterplay17 Sep 2014, 23:11 PM
There was this thing called the Motorbike in coh1. For which the files are still even in coh2, though unused. There is pretty much zero reason for breaking non-reversing units, so why would they have? In: COH2 Balance |
Thread: Kubel counterplay17 Sep 2014, 21:22 PM
Same way any other building breaks it, you crawl inside and wait for the suppression to clear. In: COH2 Balance |
Thread: Pathfinders17 Sep 2014, 21:18 PM
Voted no, but: I use them in team games if I haven't bled manpower early on, because the maps are larger and I tend to have more airborne squads in them so the beacon reinforce is more valuable, and they are extremely good scouts if they do manage to survive to vet3. I generally don't get them in 1vs1 unless I absolutely don't want 4 rifles and am still going captain+airborne. They just don't perform well enough in combat to warrant the 290mp, and the beacons are not that valuable when I only tend to have one airborne squad at most, though the vision is still nice. I tend to feel the jaeger and pathfinder crit health threshold should be normalized, jaegers going down from their 0.75 and pathfinders going up from their 0.4. Jaegers have plenty of goodies to go for them anyway, all pathfinders have are beacons and their vet camo. Oh and I really think Pathfinders should be able to reinforce at beacons as well. In: COH2 Gameplay |
Thread: Kubel counterplay17 Sep 2014, 21:14 PM
It's obvious that new kubel needs a fuel cost to prevent early spam. OKW still starts with 40 fuel so even with a high cost of 20 fuel each they could still get two straight off and then nearly have enough fuel for the third one by the time the manpower gathers up. Mind, I do think the current Kubel performance warrants atleast 10f and they should also slow down the build time by like 15s to make the USF situation a bit more bearable. As something of a hint, building tank traps while capping with rear echelons is useful because the RE squad can hide fully behind that green cover (rifles won't usually) and they fuck up with kubel pathing and truck pushing In: COH2 Balance |
Thread: USF Abilities Questions16 Sep 2014, 17:39 PM
It's a bug Relic sure puts a lot of effort into their bugs In: COH2 Gameplay |
Thread: USF Abilities Questions16 Sep 2014, 17:24 PM
For 10 seconds, halves movement speed, increases accuracy by 50%. Increases received accuracy by 50%. Also if not moving multiplies burst duration by 2.5 (increases thompson dps by another 40% or so, does nothing to the two carbines)
All infantry (unfortunately including weapon teams) in radius 45 will start moving to the location where captain was when ability triggered. All units affected are immune to suppression for 4s, and gain 0.8 received accuracy, and 1.2 outgoing accuracy for 8s
Yes, while out of combat, same as high vet volks.
No, but paratroopers receive some stat bonuses for having them on the field (1.2 accuracy for lieutenant, 0.5 armor for captain). The game only checks that you have the officers in your unit list so not an aura really. In: COH2 Gameplay |
Thread: Esports16 Sep 2014, 11:49 AM
So right now using a ISU-152 is considered abuse?? Everything that isn't conscripts (except if you spam them), penals (except if you spam their flamers), mortars (except if you use precision strike), partisans (except if you spawn them behind to kill vehicles), irregulars (except if you spam their nades), m5 (except if you upgrade to quad) su-76 (except if you spam their barrage), su-85 (except if you manage to kill a vehicle with it) is abusive. In: Replays |
Thread: Are kubelwagens OP15 Sep 2014, 22:12 PM
Yes a quick puma from a situation where I basically have had zero map control until 1 minute before it comes is new to me. You will not be anywhere near 4cps for the atgun drop at this point. OKW player can shrek or mine your M20 path far better than you can mine his puma paths because he has all the munition from the map from the early game. In: COH2 Balance |
Thread: Are kubelwagens OP15 Sep 2014, 21:39 PM
No, the assumption is that accuracy is 100% (which is true for both m3 and kubel even if they are both moving at max range), while the resulting dps numbers are multiplied by penetration which works just fine because neither has enough penetration to overcome even rear armor on each other. ie. those numbers are: DPS with accuracy set to 1/1/1 and then multiplied by range appropriate penetration value In: COH2 Balance |
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