Profile of Cabreza
Post History of Cabreza
Thread: Pack Members26 Sep 2015, 08:51 AM
Hannibalbarcajr is now a bear as well. Be sure to welcome him and get some games in, he's a blast to play with. In: The Angry Bears |
Thread: Air Supremacy25 Sep 2015, 21:29 PM
Air supremacy is pretty ridiculous, particularly vs OKW atm. I often see it paired with strafing support for a nuke everything around your truck combo in 2s. On larger open maps you can dodge it but on maps such as semoisky there often isn't enough room + pathing issues which prevent you from getting out of the way in time. The strength, and as a result price, of air supremacy need to be reduced to the point that it isn't consistently nuking OKW structures or leaving them with a sliver of health. It appears Relic reused the old Urban Assault bombing ability without changing it and I think it's resulting in the ability being more powerful than intended. Also it seems to use HE111's instead of Lancasters. It isn't uncommon for coders to re-use existing code rather than creating all new code. Particularly when the existing code isn't currently being used. It's lazy but probably intended since you never even see the planes. How they thought the ability would be balanced for the Brits when it wasn't for Wher though is beyond me. In: COH2 Bugs |
Thread: Would you like to see AngryJoe get more involved with COH2?25 Sep 2015, 10:22 AM
But on the topic of that stuff I really hope relic adds crafting or trade I mean dafuq am I gonna do with 4 rifle companies Take a screenshot and lord it over all the filthy peasants with only one rifle company. In: Lobby |
Thread: Introducing vault and flank25 Sep 2015, 10:15 AM
Nope, it means information like map, players, factions, chat, etc. is stored and then shown when you view a replay thread on COH2.ORG. vault takes a replay and gives this information to COH2.ORG, they store it and show it in the replay section of the site. It sounds like Vault integration would be really useful if you wanted to search for replays featuring a specific build order or to find the worst chat BM to make it into the replays section. In: Lobby |
Thread: AngryJoe plays Company of Heroes 2: British Forces!25 Sep 2015, 09:48 AM
What I liked most about AngryJoe's review was how he and a lot of the people in his twitch channel experienced the game as an outsider. Pretty much everyone on this forum has played enough CoH and/or CoH2 to be incredibly familiar with all of the strengths and pitfalls of the game so it was cool to see an outsider's perspective. Some takeaways I noticed: CoH2 is super confusing if you don't play the tutorial. Things such as retreating and reinforcing squads are not readily apparent if you just jump into automatch. The graphics and sound are phenomenal. AngryJoe and a lot of the people in his channel were seriously impressed by the presentation of the game. Also nobody was deafened by the sound bug. DLC commanders are a major turnoff. It there is one big takeaway from his review it is that AngryJoe had a blast playing CoH2 until he discovered DLC commanders. He was fine with ascetic DLC but paying for commanders definitely crossed a line in his mind and directly impacted his positive impression of the game. In: Lobby |
Thread: Emplacements and mortar HT25 Sep 2015, 09:25 AM
The mortar HT as a unit is essentially fine. It's more an issue of how effective indirect fire and flame weapons are vs Brit emplacements as a whole. Right now one mortar HT means no Brit emplacements thanks to it's incendiary ability. In: COH2 Balance |
Thread: OKW Incendiary grenade needs to be looked at25 Sep 2015, 09:15 AM
it's not just "milliseconds" of difference. I think that pretty much sums it up. If you want the incendiary nade to cost as much as a molly it needs to perform like one, including arrival time. The grenade would still work perfectly fine for cover denial and as a garrison counter if it had the same throw time as a molly or an additional fuse timer after it arrived. With a longer arrival time it could then be reduced in cost and would, in fact, make for an even better garrison/cover counter than it currently is since more incendiary nades could be thrown. In: COH2 Balance |
Thread: Grenadiers - Not for the faint of micro25 Sep 2015, 08:47 AM
But what about 1919 Rifles? The 1919 is essentially an LMG42 in all respects and Riflemen have 5 men AND better received accuracy. The M1919 costs 15mu more than the LMG42 AND does less dps. It is deliberately overpriced to account for the fact that it can be put on a more durable squad and that two of them can be purchased. Riflemen also cost 40 more MP than grens do while individual entity performance is worse until vet3 to account for the extra soldier. I think you would agree that m1919 riflemen are hard enough to deal with, we don't need a 240mp/60mu squad with similar dps and better survivability until vet3 arrives. That is why in my original post I discuss the trade offs grens would have to make if you wanted to add a 5th man. LMG damage and/or price would have to be one of those trade offs. In: COH2 Balance |
Thread: Gunshot Sound Bug!25 Sep 2015, 04:52 AM
I will bump my sound up to high and keep my ears open. I've never been so excited at the prospect of being deafened before. Edit: Did 4 games tonight with sound set to high without the gunshot bug happening. Fingers crossed it's fixed. In: COH2 Bugs |
Thread: Grenadiers - Not for the faint of micro24 Sep 2015, 22:34 PM
I like the idea of making grens a 5 man squad as it would help early survivability vs pretty much every kind of explosive and would represent a german army that hadn't yet been depleted of manpower on the eastern front. There are, however, a couple of concerns that would need to be addressed: Grenedier DPS: Individual gren dps would have to be reduced so a 5 man squad does the same or less damage as a 4 man squad to ensure that grens don't become too powerful early game due to the added model. Grenedier MP Cost: If the dps of a 5 man gren squad isn't reduced below what a 4 man squad currently does then the price of a gren squad (and subsequently reinforcement) would have to be increased to account for the extra surviability. How much of an increase I can't say but 260 would be a good starting point. LMG DPS: One of the reasons grens are so strong late game is the amount of DPS their LMG outputs. Likewise one of the reasons they remain relatively balanced late game as well is because of how fragile a 4 man squad can be later on. If gren survivability increases then the DPS of their LMG upgrade would have to decrease to account for the extra late game survivability of the squad. In: COH2 Balance |
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Latest replays uploaded by Cabreza
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VS~TAB~ Cabreza King G V ~TAB~ Khemrian Warsphinx tsubaki.yuki980omarbet4nzos Word so big Daming's dog 5105336203x Air Supremacyby: Cabreza map: Unknown1-461
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VS~TAB~ King G V ~TAB~ Xazax ~TAB~ Cabreza ~TAB~ Rasco400Nickxb Gengeta Pattons3rdNipple loupblanc85Soviet CAS Too Stronkby: Cabreza map: Lazenrath Ambush3-1,801
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VSRobocopHighlander sturmtiger44 ~TAB~ GBPirate~TAB~ maskedmonkey2 ~TAB~ Cabreza ~TAB~ Choccy StarfishTAB vs Lemberg Fall 1944by: Cabreza map: Unknown2-1,236
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VS~TAB~ Choccy Starfish Reliq ~TAB~ the_red_bear ~TAB~ CabrezaKeigo CNcat CPU - Hard(Xitler II ) lPzAbtl ?9uBJKTAB vs Rostovby: Cabreza map: Faceoff at Rostov1-1,257
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VSGi J0E ~TAB~ Xazax ~TAB~ GBPirate ~TAB~ Choccy Starfish~TAB~ EffenNewbie ~TAB~ Cabreza ~TAB~ Napalm RiffzBearritoTAB vs TAB Close Match on Steppesby: Cabreza map: Steppes5-1,441
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