Profile of broodwarjc
General Information
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
Post History of broodwarjc
Thread: How to make the t3476 useful15 Sep 2015, 23:38 PM
Bias poll with no "it is fine as is" option. In: COH2 Balance |
Thread: SEPTEMBER 17TH PATCH NOTES15 Sep 2015, 12:18 PM
Things that should to be added to the patch: Reduce muni cost for WASP upgrade to 60-70 since the performance is drastically reduced. Fix Vickers HMG Vet 1 bug (it keeps building range increase out of buildings). Reduce MP cost of Vickers HMG to 260(it performs close to MG42 and costs more)or increase suppression(it doesn't suppress very well for the cost). Reduce reinforce cost of Infantry Sections to 28-30 manpower(the bleed...need I say more). Include Grenade unlock for Infantry Section in Squad Size upgrade(would make this upgrade more appealing and the standalone grenade upgrade is expensive and rarely ever used as is). Reduce long range accuracy of Centaur against units(it does really good damage even at far ranges and can wipe retreating units and clear AT guns before being killed). Reduce damage and cost of Tulip Rockets and reduce reload time of Sherman Firefly(having most of this units usability tied to an expensive alpha strike ability is silly and not fun for either side). Increase HP of emplacements to offset longer time for Brace(I am afraid the patch change will nerf emplacements out of the game, maybe increase chance to decrew, but significantly increase emplacement HP to allow for a more steady bleed like most other units in the game)? Anything else you think is missing from the patch? In: Lobby |
Thread: Panzer 4 Command Tank is Overperforming15 Sep 2015, 11:44 AM
I would just remove the Command Buff on itself, otherwise the unit's actual damage performance is terrible, even against infantry it likes to miss by a mile. In: COH2 Balance |
Thread: Infantry Squads And Population13 Sep 2015, 11:26 AM
They could just allow every player to go to "100.99" pop, but still just show 100 pop, this would allow people to build those units that take up the last pop point without denying them. In: COH2 Gameplay |
Thread: Balance Preview Update 09/09/201512 Sep 2015, 20:02 PM
One of the complaints players have of Britt early game is the lack of wiring and repair for the UC. Also the squad would bleed less than the Infantry Section and yes you still want to get some Infantry Sections but having a close range unit with a suppressing MG is one of the stats that other factions use to good effect. In: Lobby |
Thread: Balance Preview Update 09/09/201512 Sep 2015, 18:37 PM
What about Brits starting with a Royal Engineer rather than an Infantry Section and extra MP to make up the difference? This would give the Brits early wiring and repair abilities, but they must preserve the squad because they can't build another until the next Tier. Other changes: lower damage and cost of Tulip rockets, but decrease reload time of Firefly, lower Infantry Section reinforce cost to 28-30MP, lower cost of Vickers HMG to 260MP, give slight recloak and reload time decrease to Brit Sniper, give Emplacements more HP, but easier to decrew to allow for a more unit bleed like effect. In: Lobby |
Thread: Balance Preview Update 09/09/201511 Sep 2015, 21:11 PM
I disagree, this game throws history out the window and with all the goofy, rare vehicles we already have in game, one grenade change shouldn't "ruin" the experience. If it does then your knowledge of WWII is questionable. I won't argue against putting the Incin-nade on Sturms as then they make better assault infantry and getting a second one at the start of the game is more feasible. I will argue against all "Historical Accuracy" arguments. In: Lobby |
Thread: UKF Emplacements Redesign11 Sep 2015, 21:01 PM
I am pretty much arguing the same thing in this thread: http://www.coh2.org/topic/40076/balancing-british-emplacements/page/1#post_id392734 Raise emplacement HP, but increase the chance to de-crew them so they are a MP bleed(like all squads and weapon teams in the game), rather than having to reinvest full cost into another emplacement. In: COH2 Gameplay |
Thread: Balance Preview Update 09/09/201510 Sep 2015, 20:25 PM
I made a thread about this, but I figured I would shoot the idea to Relic in this thread, follow the link if you want to comment on the idea in the other thread: http://www.coh2.org/topic/40076/balancing-british-emplacements British Emplacements currently seem only strong with Brace and only "decrew" at the smallest sliver of health. I was thinking about this change to them. Keep the new Brace change (30 sec of invulnerable and 60sec of cooldown), raise the HP of Emplacements, and give them a higher decrew chance. What this will do is allow the Brit player recrew and only pay the recruitment cost on new squad members rather than constantly have to pay for an entire new emplacement(which are very expensive). This would also help to promote emplacements' defensive play by having the player risk the enemy taking the easier to decrew emplacement if it is too far up (although the Brit player would have the same amount of chance to decrew it if the enemy has it). I think this would help to make emplacements more viable without making them OP or gimmicky(like current Bofors). In: Lobby |
Thread: Balancing British Emplacements10 Sep 2015, 20:21 PM
British Emplacements currently seem only strong with Brace and only "decrew" at the smallest sliver of health. I was thinking about this change to them. Keep the new Brace change (30 sec of invulnerable and 60sec of cooldown), raise the HP of Emplacements, and give them a higher decrew chance. What this will do is allow the Brit player recrew and only pay the recruitment cost on new squad members rather than constantly have to pay for an entire new emplacement(which are very expensive). This would also help to promote emplacements' defensive play by having the player risk the enemy taking the easier to decrew emplacement if it is too far up (although the Brit player would have the same amount of chance to decrew it if the enemy has it). I think this would help to make emplacements more viable without making them OP or gimmicky(like current Bofors). Thoughts? In: COH2 Balance |
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Latest replays uploaded by broodwarjc
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