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: 1v1 Cruzz v Fortune26 Aug 2014, 15:39 PM
4 cons is spam, 3 jaegers is skill In: Replays |
Thread: You are able to see where the enemy spawns.26 Aug 2014, 14:02 PM
As soviets, start building one tier building, immediately cancel and build another one in a different spot. You get the shadows for the cost of 1 or 2 seconds of engineer time. In: COH2 Bugs |
Thread: Questionable Tiger Use26 Aug 2014, 13:34 PM
Classic Porygon chat. Can he go a single game without badmouthing his opponent? In: Replays |
Thread: M7 Light AT Mine26 Aug 2014, 12:05 PM
Cruzz, can you dig up files for the soviet light at mines from the tank hunter tactics commander? 5 munitions, 40 damage, crew shock on hit, no engine damage In: COH2 Gameplay |
Thread: M7 Light AT Mine26 Aug 2014, 11:26 AM
Awesome, thanks for clarifying that! I checked the stat files. In: COH2 Gameplay |
Thread: M7 Light AT Mine26 Aug 2014, 11:01 AM
20 damage, 1000 penetration, will apply debuff "hit light at mine" for 7 seconds Light vehicle: 1 or 2 debuffs: engine damage 30%, no crit 70% 3 debuffs engine damage 40%, threads destroyed 40%, no crit 20% Heavy vehicle: 1 or 2 debuffs crew shock 10%, engine damaged 10%, no crit 80% 3 debuffs threads destroyed 33%, engine damaged 33%, no crit 33% Problem: debuff stacks to max 5 instead of 3, so making large fields of the mines will actually make the explosions after the first few hugely detrimental because they'll stop crits from happening. So, you basically should always lay these mines 4 in one place assuming the debuff gets applied after crit calculation, or 3 if before. Someone needs to test that. In: COH2 Gameplay |
Thread: OKW truck pushing26 Aug 2014, 10:14 AM
Truck health has nothing to do with building health. The buildings always have 1500-2000 health, the truck has 300, and the health the truck is at when starting building also doesn't matter. Mobile truck should lose pretty much all its armor (from 5 to 2, if not 1). Then you can try crush around with it and it'll actually die. Reducing HP isn't that good because then you could potentially one hit it with a stray shot later on. In: COH2 Balance |
Thread: The American M2HB HMG26 Aug 2014, 10:04 AM
The gun is ok, though not nearly as good as an MG34 for control purposes, I don't get MGs to do DPS. 4 man allied team with maxim drop mechanic just means it has the worst survivability of any weapon team in the game. In: COH2 Balance |
Thread: Axis infantry and bridge demolition 26 Aug 2014, 09:56 AM
A single tellermine plus riflenade will demolish any bridge that goes down to a single demolition charge, as the teller combo actually does more damage. If you're OKW, just stuka to fuss or sturmtiger them. In: COH2 Balance |
Thread: State of Balance - August - ID24 Aug 2014, 15:02 PM
Has more to do with the fact that their LMGs have hilariously bad stats, 5.2 dps for the lmg42 (grenadier one is 9.2) and 3.2 for the DP28 (6.4 for guards) In: COH2 Balance |
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