Profile of Cabreza
Post History of Cabreza
Thread: What is USF answer to Koenigstiger25 Apr 2016, 19:17 PM
I find 2 jacksons typically work for me on non-city maps but it really helps to have one extra source of AT to discourage the KT from chasing the jacksons when they derp. An extra AT gun or 2-4 zooks is usually enough to convince the KT to retreat. That said, you can't really kill the KT without the OKW player making some sort of mistake such as receiving a damaged engine or overextending without AT support. In: COH2 Gameplay |
Thread: The future of COH2 post April / May patch25 Apr 2016, 19:05 PM
People dislike the changes for 3 reasons: +1 for summing up all the forum rage right now in one simple post. In: Lobby |
Thread: Patch Changes Poll23 Apr 2016, 00:34 AM
If nothing else this poll will be an interesting snapshot of the community's first impression of the patch notes. Karbinder: Have you considered running the same poll a week after the balance mod is out and then a week after the actual patch is released? It would be fascinating to see if and how community opinion of the patch notes changes. In: Lobby |
Thread: Updates on BALANCE PREVIEW MOD 22 Apr 2016, 07:00 AM
Iunno man, On Me! and Supervise are pretty good abilities which have no resource cost. I'd still prefer him over his subordinate "Might as well be Rifle clone but with free BAR and no AT nades". Gawwwwwwddddddd the LT's so boring. We'll just have to get hands on and see how it works out in game I suppose. Amen to the LT btw. Imagine if instead of "meh" free units officers were specialized elite squads USF players wanted to purchase. In: Lobby |
Thread: April 27th Balance Preview Mod Release Notes22 Apr 2016, 06:49 AM
The simple solution to Obers and ISGs would be to have them pop out of the OKW HQ truck back at base instead of the truck that built them. An even simpler solution would be to just reduce all core infantry build times by the 10 seconds it takes for those units to walk in from off map. In: COH2 Gameplay |
Thread: Updates on BALANCE PREVIEW MOD 22 Apr 2016, 06:38 AM
Had a look at the stats and was surprised to discover you're right. The REs use rifleman Garands and the Captain Thompson only does ~4 dps less than a para Thompson at close range so the squad will definitely have some decent combat value. That said I'm not sure I'd ever want to trade Rifle vet, smoke/nades, and an AT snare for Captain vet, On Me!, and slightly cheaper zooks. In: Lobby |
Thread: Updates on BALANCE PREVIEW MOD 22 Apr 2016, 06:26 AM
If I'm not mistaken the Captain squad is composed of 2 rifles, 2 RE, and the Captain with a heavily nerfed Thompson. The captain Thompson doesn't have the same weapon profile as a para or ranger Thompson because the Captain used to be too good at close combat. In: Lobby |
Thread: Updates on BALANCE PREVIEW MOD 22 Apr 2016, 06:02 AM
What is the point of even having the Captain without zooks? With only 2 rifles he isn't a good combat unit and "On Me!" simply isn't strong enough to justify the Captain over another rifle squad. If I had the choice I'd rather pay 100 muni to put two zooks on a rifle squad that can AT snare at vet1 and smoke/nade with a global upgrade than 80 muni on a Captain that can use "On Me!". Better solutions might be to have the captain come with 1 free zook but no extra zook upgrade similar to how the LT arrives with a BAR or to have the Captain arrive with a full compliment of rifles instead of RE so he is at least combat relevant. In: Lobby |
Thread: April 27th Balance Preview Mod Release Notes21 Apr 2016, 18:38 PM
This balance mod makes me excite. More than that it's great to see relic is actually making significant strides in attempting to not only balance CoH2 but to address some of the longstanding issues with useless units and faction playstyle. Here's to hoping an M42 AT gun or M8 Scott buff is on the horizon. In: COH2 Gameplay |
Thread: Insta squad gibbing rifle grenades need to be nerfed.20 Apr 2016, 20:13 PM
My only complaint about rifle nades is how effective they are vs MGs. It compensates for otherwise bad play by allowing grens to still trade relatively evenly after running directly into the cone of fire of a MG. Rifle nade makes it pretty hard to counter gren blobs with MGs in general. It's the same reason why suppression was changed so Cons can't ooorah! directly at MG42s to chuck a molotov anymore. If suppression reduced rifle nade range the ability would be fine. 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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