Profile of Cabreza
Post History of Cabreza
Thread: Patch Wishlist11 May 2016, 20:58 PM
+1 These changes might not have a big impact on 1v1 but they would make 2v2 and up a much better experience. In: Lobby |
Thread: Flame Hetzer9 May 2016, 23:41 PM
Pretty much all flame vehicles except the flame HT are under performing after relic decided to standardize and reduce flame damage. The only reason the flame HT avoids being bad is because it does twice the flame damage as the other vehicles thanks to having two separate flamethrowers. The flame hetzer would be useful if it (a) arrived sooner and (b) had better flame damage or better anti-garrison/anti building damage. Same can be said of pretty much every other useless flame vehicle (flame HT excluded). In: COH2 Balance |
Thread: Balance Preview Mod - Your Thoughts After Using It29 Apr 2016, 20:05 PM
Volks' StG upgrade takes up all slots, so it can't even pick up any weapons to augment itself. That's lame. Seriously?! Well that is swell, guess it'll need to be fixed if it goes live. In: Lobby |
Thread: Balance Preview Mod 'BALANCE GOALS' 29 Apr 2016, 19:55 PM
Lets not forget that the upgrade is 90 Muni. If I had the choice between putting that upgrade on every one of my penal squads or dropping a couple of demo charges or mines I know what I'd choose. It's useful on maps with plenty of buildings but I can't see wanting it too often on open maps. In: COH2 Gameplay |
Thread: Balance Preview Mod - Your Thoughts After Using It29 Apr 2016, 19:49 PM
Played a game as americans, and the volks fausts are kinda broken, one shot and my jackson was getting engine damage Since Jacksons have less than 640 HP they'll always be snared by the first faust. It doesn't matter if it is Volks or Grens who fire the faust since the stats are identical. I'ts been this way ever since relic changed fausts to not damage the engine of tanks unless their health drops below a certain percent. In: Lobby |
Thread: Balance Preview Mod 'BALANCE GOALS' 29 Apr 2016, 00:22 AM
How about we NOT shit on Relic for making positive changes to their game. Just because not everything made it into this balance mod doesn't mean it won't be added eventually. In: COH2 Gameplay |
Thread: Balance Preview Mod 'BALANCE GOALS' 28 Apr 2016, 21:23 PM
I'm all for making the 251 flame track easier to get out and easier to use but isn't it still doing double the damage of every other flame vehicle due to having two flame spouts? That might need to be looked at because even with slightly reduced anti-garrison damage it's still going to be pretty monstrous. In: COH2 Gameplay |
Thread: Rear Echelon Squads27 Apr 2016, 00:15 AM
Just throwing out ideas here: You could make RE more like Osttruppen. Give them an accuracy bonus when behind cover. That would help them combat pios that try to charge them over open ground and would make the fighting pit without an MG more viable. Alternatively you could just replace them with the combat engies from the Armor Commander. Their flamethrower would solve USF's anti-garrison issues but their relative lack of ranged DPS, 4 man squad, and expensive price would ensure they can't be spammed effectively. In: COH2 Balance |
Thread: Why change the spawn system? 26 Apr 2016, 19:51 PM
Edit: Another option, would be to make the build order part of the walk-in time. As the unit approaches completion it begins entering the map, if canceled it spins around and walks back, but if completed it arrives at exactly the same moment as the announcement of its production. This would, I assume, solve the issue of arrival outside of control time. Another simpler option is to leave the units symbol greyed out until the unit is on the field to give the player a very obvious tool to know when the squad can be ordered to begin a task. +1 I really like this option but if it's too hard to implement why not just reduce the build time of units to account for their off-map arrival time? In: Lobby |
Thread: What is USF answer to Koenigstiger26 Apr 2016, 00:39 AM
Well, I haven't faced off a King Tiger for a long time, but my idea of responding to the King Tiger is to have two Shermans, one Jackson, a single 57mm anti-tank gun, and/or a Stuart to have the useful abilities of stunning the King Tiger or damaging its engine. I forgot about the stuart but you make a really good point. Whenever I've had a stuart on the field when a KT arrives I've been able to seriously hamper the KT by using stun rounds. It won't stun the KT but it will blind the tank making it impossible to return fire if the KT is being used as a spearhead. In: COH2 Gameplay |
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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: Unknown1-465
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VS~TAB~ King G V ~TAB~ Xazax ~TAB~ Cabreza ~TAB~ Rasco400Nickxb Gengeta Pattons3rdNipple loupblanc85Soviet CAS Too Stronkby: Cabreza map: Lazenrath Ambush3-1,810
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VSRobocopHighlander sturmtiger44 ~TAB~ GBPirate~TAB~ maskedmonkey2 ~TAB~ Cabreza ~TAB~ Choccy StarfishTAB vs Lemberg Fall 1944by: Cabreza map: Unknown2-1,240
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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 Rostov1-1,265
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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: Steppes5-1,452
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