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: Miragefla versus Cruzz4 May 2014, 11:09 AM
And outstandingly bad micro by me, as always. In: Replays |
Thread: Stug E vs KV-84 May 2014, 11:01 AM
Due to popular demand (that is, one person asking), I guess I'll post this. Both sides camping out for doctrinal vehicles, may the better cheesy call in win. Also an exhibit in our series of: why the Tiger needs a nerf. In: Replays |
Thread: Cruzz's fantasy patch thread4 May 2014, 09:16 AM
I'm not talking about fog of war firing, but rather the very simple situation where you have say a gren squad in full vision that is walking towards your mortar, and your mortar fires. From my experience the round will never land behind the spot where the grenadiers were when it fired, even though this should happen half of the time due to scatter if it truly was aiming at that spot. In: COH2 Balance |
Thread: Cruzz's fantasy patch thread4 May 2014, 09:02 AM
@cruzz, mortars don't heat seek nor do they predict movement. They simply take the target at its current location and randomly position their shell within the scattered radius. The mortar shell doesn't at any point home in on its target, its purely random when it hits or misses. Really? I find that a bit hard to believe. Whenever a mortar autofires at a unit that was already moving it tends to seem like the round will be centered around where the unit is rather than where it was when the mortar played the firing animation. I guess I'm just suffering from confirmation bias (or the point of time where the target is a bit after the firing animation so it ends up seeming like the mortars are leading their targets a bit even though game logic wise that's not actually happening) with this though. When are you going to actually fix the bulletins instead of making them increase scatter? This could be applied to the maxium as well, except with a narrow arc. It could...except because the maxim arc is so narrow, any two units in it you can instantly switch targets and suppress both (and then get riflenaded if they're grens, but you know, atleast the maxim did something to both). With the mg42 the traverse is slow enough that so as long as your units are not right next to each other you can just run through because the mg42 can only suppress one at best. And while the maxim has the setup speed to reposition to a flank against things approaching from outside the arc, the mg42 doesn't The way I see it, maxim requires a decent amount of microing, having weak control without it but medium (against grens) to high (everything else) with micro. The MG42 does not offer you the chance to micro it, in exchange for slightly better "setup and forget" performance. But the setup and forget type of use doesn't really fit well with the current coh2 meta. Previous to the 25th patch you could find them in the open. More than likely as a group of 4 moving with attack move, 2 Shreks and 2 G43's. PG's now are supposed to be used as flanking units with Mid range DPS. PQ posted this. I like the idea of Grens and PG's having different roles rather than PG's being better at everything and replacing Gren's late game. They NEVER replaced grens. There were a couple of abusers at one point (hi major) that tried to make PG spam work, and it never did. They were easy as hell to counter, always. The only "replacement" effect I ever saw was people making shrek blobs lategame, and this still happens because it wasn't based on their armor in any way, it was based purely on the awesomeness of the shrek, and that has not changed one bit.
It's a one trick pony with a trick done by cheaper command bunkers as well. Tanks are so lethal now, anything that costs fuel that delays your own tanks needs to have a pretty good reason to do that. The german halftrack generally doesn't.
The fuel cost of them went up and the fuel cost of the building went down. Also the M5's and M3's armor penetration got increased quite a lot, they deal with a flameht extremely easy (even without the quad upgrade, that thing just shreds the 251 in a few seconds though). I do not believe that the flameht has ANY kind of advantage timing wise now, and nor has anyone seemed to believe it has it either as I've yet to see anyone try make one against me. Or me against them, even the few times I've made a halftrack for riegels. Too much risk for too little gain.
3 Pumas win against an IS2 or Tiger as well, I'm not sure this is the comparison you want to make You don't actually even need three, two with stun rounds win this fight. As for the other point, why on earth would the soviet player not have other units to scout with? Hell all he really needs for scouting is atguns and spamming Tracking, or spam tripwires, or use a T70 in scout mode, or just walk around with your conscripts. Flanking with tanks is also actually fairly impossible against anyone paying attention, because you can still see all terrain deformation and hear sounds through the fog of war so you always have a reasonable guess as to where vehicles are. But let's assume you do get a flank on it...then what? Any flanking force of remotely similar value to the ISU152 you can have in 1vs1 short of a Tiger is going to get completely destroyed by two atguns and the ISU. And I wouldn't bet on the Tiger even with 1/10 odds.
I'd like to give it A chance to hit. A chance. Even if it came at a cost of reduced damage that would be fine with me, because right now no decent player is ever going to get hit once by this ability, and it isn't even a deterrent for entering the territory, it's only a deterrent for fighting in it because you can't stand still for too long. To top it all off it's even a huge double edged sword because the german player is completely unable to chase any units in it, and has to move his own units away if the soviet player rushes in. In: COH2 Balance |
Thread: Cruzz's fantasy patch thread4 May 2014, 00:23 AM
I wish people cleared MG42s with clean flanking, most people just rush straight at it knowing that the unit can't actually deal with two units in the cone even with full vision. While MG42s setting up slightly faster does raise the ceiling for a "succesful" flank, I don't think that ceiling is anywhere near high enough right now as it is. Before vet2 I'd pretty much always be better off with a much more well rounded grenadier that is not at risk of getting cleared by a barrage and getting capped by the soviets, it's only those veterancy bonuses that finally give the MG42 some actually scary control capability. The terminator squads were over performing. Relic stated they used science/stats behind this call and frankly I agree. Less armor encourages the player to seek cover and discourages blobbing. Where were these terminator squads? I can tell you right now that in the 25th patch I was jumping from joy whenever I saw a PG squad instead of more grens, because it meant I had a juicy manpower target that was actually vulnerable to a single conscript squad, unlike upgunned grens. And they had 1.2 armor then with weaker conscripts... As for less armor reducing blobbing, it has mostly had the opposite effect on me. I never have my PGs alone now, the more units surrounding them and taking fire away from them the better.
People made halftracks primarily for the combat performance, not the reinforcement. Now with the 222 being absolutely better at combat as well as cheaper, there's no reason to have the 251 except the reinforcement. And you're competing with the cheaper command bunker for that. The current price point is also exactly the same as the much much more powerful Soviet M5. Mines and atnades and atguns still work on halftracks last I checked, and to be honest it's not like the flamer upgrade shows up on the field more than 1-2 minutes before a T3/T4 vehicles so I don't really buy the "hard to counter" argument with the current battle phase 2 requirement on it.
How do you bait a 100 range unit? For that matter with what and how exactly do you flank a 100 range unit sitting in the middle of the map with several ATguns behind it? There's no incentive to chase after anything with the isu152, you can just sit in the safest little bunker you can think of and bleed your opponent to death. Completely neutering it's ability to kill infantry to the level of the Elefant might remove balance issues in 1vs1 (by stopping anyone from building one again because they'd be useless), but it would still leave it as the "go to" unit in team games that every single remotely organized team is bound to use every single game because it offers such a huge advantage over anything else with the range advantage.
So is 200 munition artillery that never hits. I've seen this ability used a handful of times and gotten hit maybe once when I've failed to notice the sector color in the minimap. The only thing this ability does to anyone who notices that it has been triggered, is force them to move their units in that sector. For 200 munitions and 11cps I'd expect a bit more. Btw. mortars "heat seek" as you put it, they predict movement. In: COH2 Balance |
Thread: Cruzz's fantasy patch thread3 May 2014, 15:16 PM
Thanks, I'll put that up on the wall next to my previous title of "Hardest Soviet Fanboy". In: COH2 Balance |
Thread: Cruzz's fantasy patch thread3 May 2014, 10:11 AM
No, there's absolutely no need to make the call-ins cheaper. The fundamental issue here is that tech units are not efficient at all for their cost compared to call-ins considering the length of an average game when you add in the sunk cost of tech. Currently I can spend 200+160+320=680 manpower and 55+30+115 = 200 fuel to get a PIV, or I can get a Tiger for 640/230 that is usually just as powerful as two PIVs and far less likely to die to being outmaneuvered than an individual PIV. If I go for the PIV and my opponent saves for an IS2, I'll in all likelihood lose unless I can gain a huge advantage with the PIV in the 5-ish minutes it gets to be on the field before the IS2 arrives. While if I go for the Tiger, I'll be evenly matched with my opponent once the call-ins arrive, or ahead of him if he decided to tech instead. I do not think a single call-in unit is in any way cost-inefficient compared to base tech required units right now. In: COH2 Balance |
Thread: Cruzz's fantasy patch thread3 May 2014, 08:44 AM
Adding a couple of extra points shamelessly stolen from others or which I forgot in original: Riegel Mines: trigger on M3s Counter-Barrage: Reduce scatter angle and scatter distance by 25% compared to normal barrage. Give same range as normal barrage. Remanning team weapons: Weapons get remanned with the minimum crew count (1 for 120mm, 2 for anything else). Show team weapon health bar on crewed weapon teams. Why:
The HMG42 already has this as far as I understand. Maxim and the Douche don't.
While I generally agree with this, there's one elephant in the room before it can actually be implemented: Maxim spam. As I'm already trying to get them to not get riflenade cleared nearly as easily, letting them run away far better might cause a big balance issue because germans are largely dependant on munitions for countering them early game. In: COH2 Balance |
Thread: Thoughts about new patch3 May 2014, 00:08 AM
Did the STUGIII-G actually get a nerf to its AT capabilities? It feels like it just got better against infantry and get reduced health and cost. But then again I have only seen it used against medium tanks thus far, did it get a penetration nerf or something? Is it now worse vs heavy tanks? 40 less penetration. Most targets gained extra armor. 80 less health. 20 less armor. In: COH2 Balance |
Thread: Cruzz's fantasy patch thread2 May 2014, 14:56 PM
I don't agree with reducing Tiger's AOE radius. It's fuel cost has been increased and it's finally worth getting in competitive games. Have you tried using a Tiger this patch? Or had one against you? Compared to the IS2, which fires 30% slower, has 25% less health, and faces weaker AT abilities (though the armor value largely compensates for this part), the Tiger has pretty much equal squad wiping capability while fighting against the larger soviet squads. I don't know how you're managing to get at-naded so easily with your tigers because I can pretty much rely on my Tiger alone to twoshot any conscript squad that tries to get in close, it's only mines that are a danger and for that you have your pretty much mandatory sweeper army this patch anyway because of how the aoe on soviet mines keeps oneshotting infantry squads now. This is in sharp contrast to the previous patches where the Tiger was clearly the more AT focused of the Tiger/IS2 matchup. This also leaves Panthers very little point in existing in 1vs1, though this is nothing new. The Tiger fills the exact same AT role while providing insane AI on top of that. Ram is also mostly gone now, so the old cheese counter to Tigers no longer exists, making it very difficult to deal with one on more closed quarters maps where ATGuns have a hard time getting firing lines without coming into range of the Tiger as well. On a theoretical level if I wanted to optimize play as germans this patch in 1vs1, I'd never tech beyond T2, always just wait out for tigers. They're that good, against any situation you'll see in 1vs1. In: COH2 Balance |
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