Well...this was an interesting game to get as the first 1vs1 in weeks. Lots of everything including ISUs dying, MGs dominating and bad micro all over.
As a sidenote Vindicare, if you didn't want to see an ISU, maybe you shouldn't have gotten one whenever I was playing germans. Karma etc.
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: Pumas and ISUs25 May 2014, 18:47 PM
In: Replays |
Thread: Relic: "Every battle tells a story"17 May 2014, 12:03 PM
Nobody said it was going to be a *different* story told every game. In: COH2 Gameplay |
Thread: retreat modifiers15 May 2014, 11:38 AM
There is no such thing as a "received scatter" modifier in the engine. So any accuracy modifier (which makes up a large part of the retreat modifiers right now) is not going to affect tanks except for their MGs. Received damage modifiers will penalize tanks and small arms alike, but because they more or less have to be higher than 50% just to make a tank shot not outright kill infantry units, they would effectively make small arms unable to kill anything that is retreating ever again. I'm sure everyone would just love trying to deal with soviet snipers (who in turn would not be getting affected as much by these changes because they don't work through damage values so they'd only suffer the accuracy penalty) when they'd turn unkillable whenever they hit retreat. In: COH2 Gameplay |
Thread: retreat modifiers15 May 2014, 11:16 AM
Tank main guns also get no penalty against retreaters except for a minor accuracy decrease, their only problem with killing retreaters is the penalty to scatter they get if they start moving. Firing through obstacles and chasing down runners by moving alongside them are the only two things that these two flamer vehicles do better than other vehicles, and you want to remove one of these advantages and turn it into a disadvantage. In: COH2 Gameplay |
Thread: retreat modifiers15 May 2014, 10:56 AM
And what in your opinion would the role of the KV8 (or flameht for that matter) be after it's made even more useless compared to normal tank guns? In: COH2 Gameplay |
Thread: Honest opinions about Balance - Soviet adv10 May 2014, 12:07 PM
My bad, I feel terrible. I actually thought Katitof was Nullist, just new account? Everyone knows I'm Nullist. In: COH2 Balance |
Thread: Poor MG42 vs Rich MaxPin!7 May 2014, 09:59 AM
Because for reasons only known to Relic, the soviet MG42 team spreads out like a boss, pretty much nullifying the effect of riflenades on it. With 6 members and not facing oorah it is pretty much impossible to remove it with just grens, unlike maxims. You're pretty much forced to go mortar/sniper/whatever against one instead if you don't have tacmove. I do not think the MG42 is a bad weapon, but I think it's often too risky for germans especially on maps that aren't open. It's more valuable for the soviets than it is for the germans because german infantry units (except for assgrens) lack the tools to deal with them. There are also plenty of oneshot decrew risks for german MG42s now with the buffed barrages on ZiS/SU76 and buffed aoes on tanks. I always recap maxims as germans (unless I already have several) because much like the MG42 is better against germans than soviets, I think the maxim is better against soviets than germans. In: COH2 Balance |
Thread: Cruzz's fantasy patch thread6 May 2014, 14:46 PM
Price change is not really needed for team games because the maps are bigger so the reinforcement point value of a HT is much higher. But in 1vs1 there's not much point to the unit at the current price point. Might be a slightly too large change, but not like there's any real potential for a balance issue here so didn't put that much thought into it.
I think it's fine, demolition charges are pretty powerful...especially as conscripts don't have riflenades to clear them unlike grenadiers. ...Which is actually something of an issue, guess I should add a line about sweeped democharges being demolishable with small arms fire to the list as well.
The price performance of these mines against vehicles is already fine. The issue is that they oneshot infantry, and oneshotting a squad would still be a super good deal at 45 munitions even though it would then be really bad compared to tellers(/riegels) against tanks. The aoe damage value hardly matters at all against vehicles, because the engine crit will get applied no matter how low the aoe damage is.
Dropping the price without giving it the guaranteed effect would obviously be another direction to take, but not one I like.
+0.3, not 30%. Translates to less than 10% max speed on any vehicle. Value up for discussion obviously, I just wanted to give blitz something extra that will be somewhat noticeable but nowhere near the racing cars of previous patches.
The whole point of incendiary rounds at vet0 is to provide a chance for a oneshot counter snipe without having to level up, mostly for team games where countering soviet snipers can be quite hard currently.
No, I want to get rid of this piece of RNG, not add more to the game.
So we'd have a new usable commander in the game then, great!
If the range change didn't prove to be enough, sure.
Don't see the need. In: COH2 Balance |
Thread: Cruzz's fantasy patch thread5 May 2014, 10:19 AM
Company of call-ins with a building is fine with me. I'm not really interested in removing that type of style of play, I just want to make call-in cost better reflect their performance and through that make base units more competitive. Another CP or two wouldn't necessarily make that much of a difference, medium tech vehicles do not have the damage output or survivability to take on a zis/pak(+schrek) wall without huge risks so camping out for a another CP or two after you reach a certain point with your army is usually not an issue. You don't really need much of the map when you're skipping tech so there's no reason to spread out. Artillery options in 1vs1 tend to be too inefficient to do much about this style of play except with luck. In: COH2 Balance |
Thread: Poll: Why don't you participate in tournaments?4 May 2014, 12:02 PM
I don't really play teamgames so I'm not going to take part in teamgame tournaments In: Lobby |
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