Profile of Cabreza
Post History of Cabreza
Thread: How to deal with blobs15 Aug 2015, 21:07 PM
For the record the MG34 only does 3 less DPS than the Maxim. If it did 4 damage instead of 2 it would have 6 more DPS than the Maxim, a much larger cone of fire, better suppression, and would cost 30mp less than the Maxim. In: COH2 Balance |
Thread: Riflemen Vet 315 Aug 2015, 20:53 PM
I don't like the idea of tying the reinforcement cost reduction to vet since it would too severely punish loosing squads. If you loose a vet3 rifle squad mid game what incentive is there to build a new rifle squad as opposed to a RE squad? It's just easier to replace the rifles with RE at that point instead of trying to vet up another rifle squad to vet3 while bleeding MP. Rifles either need cheaper reinforcement by default or USF need a global upgrade that reduces rifle reinforcement costs in the HQ. In: COH2 Balance |
Thread: How to deal with blobs15 Aug 2015, 20:47 PM
The Maxim is in a good place now. It's excellent at suppression and very durable thanks to the 6 man squad. The 240mp price also means that soviet players can always have a couple on the field to help make up for the smaller cone of fire. Same goes for the MG42 thanks to its incredible suppression and cone of fire. USF and OKW need some love however. The .50 at a minimum needs a 5th man to make it survivable enough to deal with lmg blobs. The fact that a USF player has to choose between a MG and AT gun is a major problem as well. OKW meanwhile just needs a non-doc suppression team since the kubel, while very strong early game, is ultimately overwhelmed by large blobs of infantry. The Kubel and MG34 need to be swapped so OKW has a reliable infantry based suppression team. In: COH2 Balance |
Thread: More durability for light tanks15 Aug 2015, 20:24 PM
I would like to see something along the lines of: Light Vehicles: 320 hp Light Tanks: 400 hp Medium Tanks: 640 hp Light vehicles arrive early, typically cost 50FU or less, and often only face light AT when they arrive so it is fair they are 2 shot by dedicated AT guns. Light tanks represent a larger investment than light vehicles. Outside of the Luchs (which is a bit of a special case) all light tanks cost 70-80 fuel and arrive at a time when the enemy can and should have at a minimum an AT gun on the field. That means these tanks have to be more survivable to really pay off hence why 400 hp makes sense. Medium tanks cost even more than light vehicles (besides the lulz T34,) are frontline combat vehicles, and arrive when there are multiple strong AT threats on the field so being able to survive 3 AT gun hits with 640 hp is a must. Overall I'd say only the 222 and the T70 could use a survivability boost for ease of use purposes. While it's true a T70 can survive 2 AT gun shots by using field repair doing so will slow the tank and by no means guarantee its survival. Furthermore it's fairly micro intensive to pull off. Increasing the T70's health to 400 combined with a slight price increase would help improve the usability of the unit across all skill levels. Likewise the 222 is a bit fragile for the time it arrives. A slight armor increase (9 to 11 armor) combined with a slight MP cost increase would help better protect it vs the small arms and MG fire it will face early on so that some form of soft AT would be needed to combat it. In: COH2 Balance |
Thread: Cruzz's The More You Know13 Aug 2015, 10:45 AM
The discussion on the sturmtiger got me thinking about piercing and shot blockers so I have a question for you Cruzz: Is it possible to design a unit that is capable of shooting through small environmental objects (fences) and/or terrain but that cannot shoot through large shot blockers such as houses? In: COH2 Gameplay |
Thread: Sturmtiger breaks the game13 Aug 2015, 06:18 AM
This was because it detonated on literally everything before the change, and it could previously track targets at 50 range. This was broken for very obvious reasons so they reduced the range on it and gave it the ability to hit through shot blockers as a way of fixing the gun and giving it something in return for the fact it could no longer track targets. Right but you see my point that relic lists ignoring shot blocking and piercing through world objects as two separate entries. That suggest it should be possible to adjust it's ability to ignore shot blocking independently from it's ability to pierce through world objects. I was counting it having to raise the gun. But the aim time isn't just .25 seconds. That would mean it has one of the fastest aim times of any gun in the game. The fire delay (sturmtiger raising its gun) is 3 second, not 5-6. In: COH2 Gameplay |
Thread: Sturmtiger breaks the game13 Aug 2015, 05:50 AM
Those things can't be distinguished from each other. You either shoot through shot blockers or you don't. The unit itself won't work without shooting through shotblockers because it's shell is so huge it detonates on even the tinniest little world objects. Now I'm not 100% certain but I believe that ignoring shot-blocking and the ability to pierce world objects are two separate abilities. From the September 2014 patch: The Sturmtiger previously suffered from a number of usability issues related to its ability to hit its target. The shell tended to collide prematurely with world objects resulting in an unintended ignition of the ammunition. By modifying the shell to ignore shot blocking and pierce, these occurrences will no longer occur. However, this has resulted in an improvement to the unit’s efficiency and utility, as it can now be used to fire through anything within the world. The way the abilities are listed it seems they are separate variables relic can tweek. It would be great if our stats lord and savior Cruzz could confirm whether this is the case or not.
The aim time of the sturmtiger is 0.25 seconds although that doesn't take into account the time it takes for the sturmtiger to rotate in order to get on target. In: COH2 Gameplay |
Thread: Sturmtiger breaks the game12 Aug 2015, 07:45 AM
I think the 45 range was necessary but I'm not a fan of the sturmtiger shooting through buildings because there is no counterplay there. Take that away and it is probably fine. In: COH2 Gameplay |
Thread: Undo Soviet T3 before T4 requirement12 Aug 2015, 07:37 AM
Im in favor of picking 2 builings before you allowed to build T4. I've always thought that would be the best solution but the timing kind of gets screwed up if a player opts to go T1+T2 -> T4. T3 costs 80MP and 30-40FU more than T1 or T2 and has an extended build time associated with it. Allowing T1+T2 alone would cause T4 to arrive 2-3 minutes earlier. I'm not sure how to get around this fact without implementing variable costs or build times based on what buildings a player has built and frankly having context sensitive prices/buildtimes would just make everything far too complicated. Of course there is always the argument that Soviet T4 isn't exactly that strong. T34s are horrid vs infantry unless crushing and SU85s would have nothing but scout cars and pumas to shoot at when arriving earlier. The only unit that might be a bit OP if it arrived earlier is the Kat. Overall I'm pretty happy with the current T3 system however. It ensures Soviet players always have access to the M5 for on field reinforcement and AA and always have some form of early AT thanks to the SU76. Instead of committing so much effort to design a system where soviet players have to choose between T3 and T4 again or pick two buildings before building T4 I would rather see the choice between T1 and T2 be made more interesting. Right now T2 is the "safe" pick with all its support weapons while T1 is focused around M3 and sniper cheese. It would be a much more interesting choice if T1 offered truly reliable semi-elite infantry (280-320MP) instead of penals because then it would be a choice between a strong infantry force backed by snipers and M3s or a multitude of support weapons. Such a choice could dramatically alter the infantry composition of a soviet army and potentially make commanders without shocks or guards viable. In: COH2 Balance |
Thread: Your favourite faction.12 Aug 2015, 07:03 AM
I love the feel of the soviets with their ubiquitous cons, plentiful support teams, and numerous cheap yet efficient vehicles. Although they still need some adjustments I feel relic really nailed the theme of the faction with the T3 change. Second favorite faction is OKW since volks are superb at what they do, there are a lot of elite infantry options, and OKW have some of the coolest and most efficient vehicles in the game. OST is alright but the 4 man gren squads are prone to being wiped and loosing a few key weapon teams can cause an entire front to collapse. They do however have the tools to deal with pretty much anything the enemy can throw at em. I would probably like USF more if combined arms as opposed to rifle/RE spam was rewarding or even remotely possible. That coupled with how micro intensive and generally fragile their late game vehicle play is kinda kills the faction for me. In: Lobby |
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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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