This isn't actually true. Go to menu, select showcase, pick achievements, mouse over the greyed out medals to see progress.
But yeah, you don't get the bulletins for completing them anymore.
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: Bulletin Progress7 Aug 2014, 17:03 PM
In: Lobby |
Thread: Cruzz's Fantasy Patch Thread 2: WTFWFA Edition7 Aug 2014, 14:52 PM
Just something I really hate seeing, you do know you can fire the Sherman's smoke barrage on the move already? Just order the barrage and move your Sherman as it's doing it - hell, the devs even showcased that in the USF stream some months ago. It might not work with shift-clicking and stacking orders, but it works. The unit will always stop when it is triggered. I know you can start moving again immediately after it triggers but it is a completely unnecessary bit of extra effort from the player.
The difference is that the ISU is multirole and the elefant and jagdtiger are not. Jagdtiger already has an interesting feature in that every proper AT attack has a huge chance of crew shocking it, which no other vehicle shares, and the elefant is relatively bad now all things considered.
They are not any stronger than other infantry weapons, I do not see why. M1919 is getting nerfed in terms of not being able to grab two on a single squad, I think that's plenty enough.
1. Vet4 and Vet5 2. 2 second setup instead of 3 seconds 3. higher suppression value with a higher suppression area The maxim change will only help against multiple squads coming straight at it in the cone or atleast bordering on a unit in the cone. Currently the two soviet machineguns are the only two that can not aoe suppress properly, so just swarming them straight down their firing cones which are already the smallest of all MGs is a perfectly effective tactic.
There's two units that I'd consider "killed" in my system with their current costs, and those are bulldozer and kv-1 because they resemble vehicles in the tech tree too much without having markedly better performance. But all that needs is a cost adjustment which I didn't include. The others either fill roles completely absent from the base unit selection or are so cheap requiring tech for them would still make them a better choice than the base vehicles. As long as Relic has this weird notion that players have to be able to not build a single tech structure, everyone will continue to skip teching because tech vehicles are not cost efficient at dealing with call-ins and will not provide enough of a map advantage before call-ins either. If you adjust call-in costs directly you just remove the choice of ever using a call-in after you've teched. Making all tech vehicles notably cheaper will work but fuck up balance ten times worse than what I'm suggesting. I see your suggestion was a price premium if you don't have tech. I don't mind that, it would still be an improvement over the current situation, but it just makes the teching decision into a very simple optimization problem. Is premium*expected number of callins used (2 for most 1vs1 games) more than the cost of tech? The answer is no unless you set the premium quite high (like 25%), which in turn just makes it into a non-choice of always teching just like in mine. M8 direct fire is far too strong in my opinion and I'd put it in only arcing fire mode to make it hit moving squads less. Right now it's a far too powerful vehicle and giving it a toggle would only cause it to overperform even more. Well here our opinions differ again. I view the Scott as a huge glass cannon right now, it is very good at clearing out infantry in direct fire but the indirect fire role leaves things to be desired to say the least despite being the only one the USF gets. It's extremely easily killed with dual paks/raketens because it doesn't actually have the range to bombard from far away, and yet the kill rate on indirect fire on it tends to be fairly low because of how slow the projectiles move. In direct fire it has huge targeting issues against vehicles because it keeps reverting back to indirect fire at the weirdest timings. In the end just spamming shermans tends to get far more results than trying to put up with the eccentricities of the Scott.
I honestly don't know how I should add up the delay numbers for the Major artillery ability in the files, there are so many of them, but I do know the thing takes freaking AGES to come down ingame. If anyone ever gets hit by that they fully deserve...the pathetic couple of rounds that drop down. I mean the major has to be in firing distance to fire off the damn thing, I think seeing the little guy in a coat running around on the frontlines already counts as a warning smoke. What kind of tank does the 57mm deal with? I sure know that I don't feel the least bit threatened with a PIV against a single 57mm, and even two is not enough to stop me from rushing straight at them unless I see them running tungstens before my approach. The first shot on AT guns is the most important, and 57mms fail hard against anything with armor without Tungstens running, and even with Tungsten running tend to have a hard time due to the 4 man crew. With a Tiger, 3 is the minimum number of 57mms needed to pose a threat. Priest is way overpriced compared to Katyusha and Pwerfer for performance right now. Forgot to add it to the list of tech units though, which largely cancels out the cost change... Didn't actually have any changes to para LMGs because they're the only thing to use the doctrine for really. I do not consider BARs as overperforming, they require a teching cost to unlock and honestly with the way riflemen get gibbed right now, they don't even really let you compete in the endgame.
I'm not judging difficulty of implementation though I do try to pick solutions which as far as I understand the game engine workings should be easy to implement. For instance I do not see why they can't just use the projectile stats of a weapon fairly similar to the flak like the Luchs 20mm if the issue with the actual flak projectiles is so hard to solve. Barely anyone would mind the graphical change if it meant a more functional unit. In: COH2 Balance |
Thread: Cruzz's Fantasy Patch Thread 2: WTFWFA Edition7 Aug 2014, 12:30 PM
Reasons for changes: Call-in system: USF: Soviet: Ostheer: OKW: In: COH2 Balance |
Thread: Cruzz's Fantasy Patch Thread 2: WTFWFA Edition7 Aug 2014, 12:29 PM
Mostly based on 1vs1 with some minor consideration given to 2vs2 balance. Call-in system: Call-in vehicles now require tech before they can be called in: Tiger, Elefant require Battle Phase 3 OR T3 building Command Tank, Puma, Stug E requires Battle Phase 2 KV-1, KV-2, KV-8, IS-2, ISU-152, T34-85, Sherman require either T3 or T4 building. Bulldozer, EZ8, Priest require Major Greyhound, M10 requires Lieutenant or Captain Ostwind, PIV J require two trucks setup JagdTiger requires Flak HQ setup USF: Rear Echelon: near accuracy to 0.42 (from 0.35) Shorten grenade throw animations and increase priority of animations(at nade and normal ai nade, smoke nade is already ok), fix AT nade cancelling on vehicles circling squads Space out rifleman formation more Make pack howitzer able to fire higher trajectory rounds without barrage so it can actually function on non-open maps Add M7 light at mines to base construction selection of rear echelons Add toggle to M8 Howitzer Carriage to make it only fire direct shots instead of high trajectory ones. Let Shermans start smoke barrage while moving Reduce Major artillery time to arrive by 2 seconds 57mm: Increase penetration values by 10 at all ranges Bazooka: Increase damage to 100 (from 80), penetration to 150/130/110 (from 130/120/110) Elite Rifleman training: require 1cp WC51: Increase fuel cost by 5 Mortar HT: Reduce scatter further to match Ostheer mortar HT. Priest: Cost to 380/90 (from 480/115), pop to 13 (from 16). M1919 LMG: Only allow squads without one to buy one from armory Airborne HMG/AT gun drop: reduce price by 30MP each. Pathfinders: decrease squad cost by 20MP M15 AA HT: Removed suppression from MGs, added suppression to main gun to mimic OKW flak Soviet: Increase maxim cost to 280mp. Increase aoe suppression value to 0.8 Penals: Increase SVT accuracy near to 0.65(0.6), accuracy far to 0.3 (0.25). Increase moving accuracy from 0.5 to 0.8 to match g43. Dshk HMG: Increase aoe suppression value to 0.8, incremental accuracy of 1.04 (same as us 50cal) Sniper vet1 sprint increased in cost to 25 (from 10) SU-76: Increase weapon aoe radius to 1.5 (from 0.5), give it indirect fire capability similar to USF M8 Howitzer Carriage. And the toggle to force direct fire. Katyusha: increase aoe mid range damage modifier to 0.5 (from 0.35) T70: decrease fuel cost by 10 ISU152: add 1 second setup time T34/85: Decrease aoe radius to 2.0 (from 2.5) ZiS camo: reduce movement penalty to 50% Conscripts: Give mutually exclusive weapon upgrades for a single DP28 or 2 SVT for 50 muni after T3/T4 has been built Soviet combined army: Replace AT gun camo with KV-1 call-in. Reduce Soviet Industry manpower penalty to 40 (from 65). Reduce fuel income to 10 (from 13) Defensive doctrine (Ost/Soviet): Change the commander ability to "doubled health on tank traps and halved build time on all defensive structures", add tank traps to the normal build options of pioneers and combat engineers. M42 45mm AT gun: increase penetration to 130/95/60 (from 100/80/60) Ostheer: Stug E: Increase scatter by 25% Rebalance cost distribution of tech building and battle phases by reducing battle phase cost but increasing tech building cost.* Ostheer Panther stats changed to mimic those of OKW Panther (increased accuracy etc) Panzerwerfer mid range aoe to 0.5 (from 0.35) Brumbar: reduce average scatter by 33% Reduce flameht upgrade to 90 munitions (from 120) Increase halftrack MG penetration to 1.5/1.3/1.25 (from 1/1/1) Increase Scout car MG penetration to 1.5/1.3/1.25 (from 1/1/1) Increase Scout car armor to 11/5 (from 9/4.5) Remove Ostwind minimum range (3 --> 0) Increase smine build time by 50% Reduce teller mine build time by 25% Pak40 vet3 camo: reduce movement penalty to 50% Osttruppen: reduce price to 180mp Counter-Barrage: Reduce scatter by 33% compared to normal barrage. German sniper: Health to 60 (from 48) German sniper: incendiary rounds available at vet0, vet1 infantry awareness German infantry doctrine: Replace Relief Infantry with G43 upgrade. Replace Fragmentation Bomb with fuel to munitions transfer. Make Luftwaffe drops pickuppable by enemy units again, and targetable by enemy units. Trench (OKW/Ostheer): Double trench health OKW: MG34 cost to 270MP Move puma smoke to vet2 Fix buildable flak entrenchments so that their projectiles won't collide with ground 90% of the time when firing at infantry. Decrease flak ht setup time to 2 seconds, 1 second at vet2, no setup at vet4. Decrease jagdpanzer manpower cost to 360 (from 400) Increase Kubelwagen weapon range by 5 Fix Salvage commander barrage so it no longer ramps up to ridiculous damage numbers with high munitions Increase panzerfusilier squad cost to 320MP. Fix ATnade, has same issues as USF rifleman one. Make raketen projectiles behave more like normal atgun projectiles so they don't collide with as many objects Increase number of LMG34s in obersoldaten squad by 1, damage of LMG34 from 8 to 5. Switch Jaeger Light Infantry to use Grenadier G43 stats (~15% damage decrease) General: Demolition charges detected by a minesweeper can be attacked and destroyed with small arms. Remove heavy engine crit chances from all basic infantry at abilities (atnade, rifle atnade, faust) Reinstate plane direction controls from vcoh for plane-based offmap abilities. Remanning team weapons: Weapons get remanned with the minimum crew count. Fire only on vehicles toggle for all vehicles and atgun crews. * Like this for example (slightly reducing manpower cost for BP1+T2 because of the USF light vehicle rush, and of BP3+T4 because T4 is too expensive) 200/45+120/15 200/55+140/25 200/60+160/30 --> 160/40+130/20 180/45+160/35 180/50+160/35 In: COH2 Balance |
Thread: USF is not fun5 Aug 2014, 18:12 PM
They are in fact the strongest early game rifle unit with the WORST scaling. The only weapon loadout that makes them remain relevant throughout the game is double LMG, which is limited to one single commander. Even then the shittiest at nade in the game after fusiliers, lack of sprint, and their very stupid formation that makes them prime targets for aoe squad wipes make them scale badly even with the LMGs, compared to other rifle infantry that start off weaker initially
Gren blobbing actually scales better than riflemen, eventually you'll have enough grenadiers that riflemen can no longer do anything. No need for the MG42s though to be honest they're so powerful against USA you might as well get one or two eventually. Not that I think the USA MG has to come faster, lieutenant hardly takes long as it is.
I'll just crawl forward with my pak wall and watch as your tincans blow up one by one without having done anything. The worst artillery in the game for a faction with such a micro heavy endgame is a bad combination. For that matter you will NOT have walls of shermans for your jacksons, in most 1vs1 games you'll have two vehicles from T4 at most before it's over due to fuel constraints. If you ask me, most of the fundamental problems of USA apart from the artillery situation stem from their utterly awful non-fuel based AT. They make guards and zis guns and conscript at nades look positively divine. In: COH2 Balance |
Thread: OKW sniper counter5 Aug 2014, 16:24 PM
That's something I miss from the old CoH1. Except any time past the first 5 minutes where the bike/jeep were effective it was more like "Snipers? --> Have more snipers than your opponent" In: Lobby |
Thread: Sturmtiger vs USA5 Aug 2014, 07:02 AM
Lately been laming things up with a Sturmtiger against USA and have to say I really wouldn't have a clue what to do against one if someone did it to me instead without EZ8s. The USF atguns are just pathetic against it, and so are all their other vehicles. Jacksons are the only thing that do any marked damage to it, but well...as you can see, those can backfire really easy too. In: Replays |
Thread: Barton vs Cruzz - crazy ending4 Aug 2014, 07:25 AM
First time I even played against sniper spam as okw, plenty of things I could've done better. Early game was pretty horrible, but even late game... Got almost no use out of the stuka because I didn't want to just fire blindly but had bad vision ever since the ISUs wiped out my volks A couple of the luchs died needlessly, like the flanker on the isu. Not sure what I wanted to achieve with that one. But I desperately needed anti-inf killing power that wouldn't bleed me out of the butt manpower wise, so the Luchs spam was kinda out of necessity. I guess I could've tried building a sturmtiger instead of some of them, dunno... Panther was a mistake, I should've gone for Sturmtiger instead for ultimate troll, because I honestly didn't even need the AT as he hadn't repaired the ISU. Alternatively King Tiger. Probably cost me the game really, thanks Panther! Rebuilding sturmpios late game to repair panther and jagd was a big mistake, should've just replaced the puma hut to get faster repairs for cheaper manpower. I did like the fact that the game kinda ended with my MG34 getting the facing bug in the north. If you ignore the Luchs that wiped out his entire army early game, I do think the Jagdpanzer got MVP for that game. Definitely gonna make them against ISU in the future too. In: Replays |
Thread: OKW Puma Stun Immunity3 Aug 2014, 14:09 PM
Just before we start this isn't complete and utter stun immunity im talking about but the Puma's ridiculous ability to deploy Smoke whilst Stunned. The Vehicle does indeed stop moving and firing like any other vehicle but consistently I find myself in a situation where I've stunned him and then HE deploys his smoke Whilst Stunned and it annoys me greatly because it's the only vehicle I've ever seen that can achieve this. I'd love it if this would just not be a thing anymore. Any vehicle with smoke can do this. Pumas always have smoke whether they're ostheer or OKW. You can still target into the smoke and the rounds will still continue stunning if they hit. In: COH2 Bugs |
Thread: Barton vs Cruzz - crazy ending3 Aug 2014, 13:42 PM
Didn't see loading screen, didn't know what commanders you had, thought you were going for t34/85s so played accordingly. Backfired. In: Replays |
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