IMO
- Let bolster require either AEC tech / Bofors tech / Company command post first.
- Revert change to the UC vickers.
- Decrease UKF sniper aimtime if bolster delay makes Ost sniper too strong.
Profile of JibberJabberJobber
General Information
Broadcast: https://www.twitch.tv/jibberjabberjobber
Steam: 76561198090318538
Nationality: Netherlands
Timezone: Europe/Amsterdam
Broadcast: https://www.twitch.tv/jibberjabberjobber
Steam: 76561198090318538
Nationality: Netherlands
Timezone: Europe/Amsterdam
Signature
Post History of JibberJabberJobber
Thread: UKF Core changes commander Revamp Patch2 May 2019, 11:41 AM
In: COH2 Balance |
Thread: NEW COMMANDER PREVIEW - 7.0 version2 May 2019, 11:25 AM
I feel the USF M3 change is truly meant as a ninja nerf to Tootsy, lol. Lowering the amount of passengers that can fire out of the M3 to 4, like all other halftracks, would be a far more clean solution, only nerfing Cavs. Otherwise change the moving accuracy to 40% to compensate for the fact it has an extra model firing out of it (5*0,4 vs 4*0,5). 30% moving accuracy will make this unit unviable for both Zooks and Cavs. You're already staking a huge amount of manpower and munitions on a squishy unit. It's a 40% dps nerf from what it has now. In: Lobby |
Thread: Discuss - New Commander Patch Suggestions2 May 2019, 11:17 AM
I only voted other on the OST one since although i like the Pgren Shrek Lock behind tech logic, i dont think that there should be doctrinal exceptions. That will make the game confusing. I'm surprised not more people want Schrecks locked behind the T2 building. I would like to point out that Schrecked Pgrens into the new buffed Ostwind is very strong in the preview, and I wouldn't be surprised if it becomes the meta for 1v1. I don't feel that was the intended effect of moving Pgrens to the HQ. What would you do with the Mechanized Assault Group, maybe let them come pre-equipped with Schrecks at an increased price? I feel Mechanized Assault will become unviable once the patch hits. The Assault Grenadiers and Tiger are already in the new doctrine, with stronger abilities, while the HQ Pgrens give you an AT option when skipping T2, essentially making the Mechanized Assault Group obsolete. The only reason to pick Mechanized over Reserves would be Stugie spam into Tiger stall, which is mostly a meme strategy. Make the Airborne HQ as a British HQ: reinforcement, reconnaissance aircraft, transfer the IL-2 23-mm strafe to the headquarters. This sounds like a better idea than a command tank (altough you could move some of the concepts over to it). Did you feel anything for "Air-Ground Coordination" or "Improved Radio Equipment"? Airborne Guards could do with a timed demo, like Airborne Paratroopers, it would be enough to take down a Howitzer and be easier to balance than a strike. SOVIETS Do you consider Pathfinders having beacons a merge? Cause this would basically be that.
Combined Arms is also virtually unused. Might as well extrapolate this change to Combined Arms. Consider that even with Recon added, it has a hefty munitions cost and veterancy bonusses are replaced with the Combined Arms bonusses. The trade-offs are there.
It's a far slower rof and penetration than M4C's, which also have Radio Net. Could add a small fuel cost of 10, instead of a munitions cost, to make spamming it slightly less powerful.
How do any of my suggestions turn Soviet Airborne into a be-all end-all commander? Why nerf most Soviet commanders instead of just giving Soviet Airborne something that helps its lategame? USF - The sprint is more expensive at 15 munitions (vs 10). - The Molotovs are more expensive at 30 munitions (vs 15). Every time Rifles would use one of these abilities, they delay their BAR's, a trade-off Cons don't have. Also, how is a 10 second sprint a problem if RE's have smoke grenades and rifle grenades? The riflenade launcher is a far too slow weapon to kite with, not to mention it would miss anyway if a squad is chasing you. What would you do with Cover to Cover otherwise? Do you consider it worth using currently? In: COH2 Balance |
Thread: Discuss - New Commander Patch Suggestions2 May 2019, 00:55 AM
I'd like to suggest some ideas for the new commander patch. Mostly balance suggestions for Axis and alternate ability suggestions for Allies. Please feel free to vote and discuss. SOVIETS 1. Merge the Airborne Rally Point with the Airborne Guards slot. Turn the Airborne Rally Point into a USF beacon clone, which allows nearby Airborne Guards to reinforce and reveals units through the fow. Made by Engineers for free, limited to 3 at a time. Add either of these abilities to the open slot: a. Add "Air-Ground Coordination". Recon planes flyover the enemy sectors, like UKF's "Assault", while vehicles and infantry receive combat bonusses in close proximity to each other, like USF's "Combined Arms". Costs 125 munitions. b. Add "Improved Radio Equipment". Veteran T34/76's will be equipped with newer 9-RS tank radio sets. This allows T34's to gain the Radio Net aura at vet 1, like Shermans. This increases rof by 10% and adds 5% extra sight with each vehicle in close proximity, stacks to 3. c. Add "Designate Command Tank". Turns selected tank into a command variant (T-70 and up), similar to UKF's "Designate Command Vehicle". Aura's / debuffs / abilities / cost to be decided by the balance team, but would have an emphasis on the Airborne theme. I feel the Soviet Airborne commander is lacking something. Strong Soviet commanders like Urban Defense and Guard Motor offer both good infantry and vehicle options, while Airborne only offers good infantry options. By merging the Rally Point with the Airborne Guards, you can add an ability that makes stock vehicles more potent. USF 2. Replace Cover to Cover with Fire Up (10 second sprint for 15 muni). Allow Fire Up to be used on all USF infantry (maybe except Rangers?) and remove the exhaustion debuff. Forcing both smoke and sprint to a 70 munition ability makes it clunky and inflexible. In many cases you will end up overpaying if you simply want to flank/assault an hmg with some Rifles. Fire Up would do the job just as well for cheaper and benefit Rifle Company slightly as well. OKW 3. Move double Schreck from Panzerfusiliers to Sturmpioniers. Sturmpioniers will be able to upgrade a second schreck for 50 munitions once they've upgraded their first Schreck (total cost would remain 120 munitions). Double Schreck for Sturms and Panzerfusilier slot would be merged. Moves double Schrecks to a less spammable and more vulnerable squad, to decrease the efficiency of Schreck blobs. Sturms cost 300 manpower, have 4 models and cost 30 manpower to reinforce, which is more similar to the proven concept that is Schrecked Pgrens. 4. Replace Teller mines for double Schreck squad with USF AT stun mines. Many people have voiced their concern about another faction receiving OHK mines. OKW arguably doesn't need more LV counters besides the Puma, Raketen and double Schrecks. The RE stun mines would still offer good synergy, while not making OKW's AT overkill. OSTHEER 5. Lock Schrecks for Panzergrenadiers behind the T2 building. An exception is made for the Panzergrenadiers in the Mechanized Assault Group. Intended to reduce the potency of Pgren into Ostwind/P4 rush strats. You would have to make the T2 building for AT, as it is now. Would keep the Mechanized Assault Group as a unique option. In: COH2 Balance |
Thread: Clown Car Accuracy Consistency1 May 2019, 20:46 PM
That's why I think 30% moving accuracy is a bad idea to implement for all open halftracks. You already can't target with the squad inside the halftrack, so you have to go through great lengths for the squad not to waste their shrecks/zooks on infantry. A further 40% accuracy nerf would simply make the risk not worth the effort, a 250 with shrecked pgrens is worth 550 manpower, 100 munitions and 20 fuel, for example. I suggested earlier that the amount of models firing out of the USF M3 should be reduced from 5 to 4. This way the performance of cavs is reduced, while the tootsy strat remains untouched. If that's not possible, make the moving accuracy penalty 40% instead, so you end up with the same total dps as other halftracks (5*0,4 vs 4*0,5). In: COH2 Balance |
Thread: Ostheer Core changes commander Revamp Patch1 May 2019, 20:06 PM
Ahh yes, I've also seen him make 8 flame engineers in all his Soviet games, how has Relic not nerfed those yet! You're also misinformed if you think sprice uses pgrens to replace his mainlines. He actually tends to get a stormtrooper blob as his main infantry and then later a pgren schreck blob for his anti tank. Ofcourse with the encirclement doctrine so he can sprint. it's quality tactics I say. In: COH2 Balance |
Thread: Clown Car Accuracy Consistency1 May 2019, 16:05 PM
They don't have 100% accuracy when it's rotating, you'd have to spam the halt command for full accuracy. It's why I suggest a handbrake mode for all shooty-outy halftracks. In: COH2 Balance |
Thread: Clown Car Accuracy Consistency1 May 2019, 15:32 PM
Changing the moving accuracy of the Soviet M3A1 and Ostheer 250 probably won't change much, considering most players use a flamer in them, which is not affected by accuracy. Atleast the USF M3 has 5 passengers shooting out of it and 320 HP, which is good for the time it comes out. I think the moving accuracy penalty for just the USF M3 should be changed to 40% instead. 5 equally strong passengers in the USF M3 would have the same dps as 4 equally strong passengers of other halftracks then (5*0,4 vs 4*0,5). The WC51 can stay at 30% moving accuracy, considering its super early timing and abundant utility. It would be less drastical and more fair. Add a handbrake option to all halftracks, while we're at it, so players can play around the moving accuracy penalty. In: COH2 Balance |
Thread: Overwatch Flares, rework or remove1 May 2019, 15:02 PM
I can confirm this. In: COH2 Balance |
Thread: Overwatch Flares, rework or remove1 May 2019, 14:03 PM
In: COH2 Balance |
743536743532743531743456743426743424743348743344743338743300
Latest replays uploaded by JibberJabberJobber
Livestreams
33 | |||||
11 | |||||
68 | |||||
20 | |||||
4 | |||||
3 | |||||
1 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.1772443.800+4
- 2.520216.707+17
- 3.68672504.733+2
- 4.1534535.741+3
- 5.388251.607+9
- 6.16160.729+6
- 7.216126.632+1
- 8.517330.610+1
- 9.251139.644-1
- 10.368196.652+6
- 1.2174901.707+4
- 2.11924.832+2
- 3.26988.754-1
- 4.26389.747+3
- 5.446297.600+1
- 6.284124.696+12
- 7.224107.677+3
- 8.214109.663+1
- 9.16258.736-1
- 10.957512.651+6
- 1.1460740.664-1
- 2.466195.705+15
- 3.426130.766+2
- 4.358218.622-1
- 5.474216.687+4
- 6.818467.637-1
- 7.11952.696+3
- 8.484229.679-1
- 9.567419.575-1
- 10.495335.596-1
- 1.354170.676+1
- 2.346157.688+1
- 3.338104.765-2
- 4.897246.785+5
- 5.588254.698+10
- 6.698336.675-2
- 7.937584.616+3
- 8.939429.686+1
- 9.273136.667+10
- 10.1509995.603+9
- 1.28401025.735+2
- 2.546194.738+27
- 3.506159.761+17
- 4.934376.713+4
- 5.1360445.753+14
- 6.1715873.663-1
- 7.917379.708+4
- 8.535310.633+24
- 9.631379.625-1
- 10.1333506.725+5
- 1.30571503.670+28
- 2.340175.660+5
- 3.251123.671-1
- 4.22273.753+5
- 5.529386.578+4
- 6.855493.634+6
- 7.177101.637+5
- 8.1308788.624+3
- 9.449333.574+3
- 10.21801362.615+3
- 1.781375.676+10
- 2.478284.627+1
- 3.434170.719-1
- 4.16556.747-1
- 5.357265.574-1
- 6.10531.772-1
- 7.480243.664+1
- 8.25490.738-1
- 9.643391.622+6
- 10.244150.619+6
- 1.346135.719+1
- 2.730386.654-1
- 3.322177.645-1
- 4.936700.572+3
- 5.1255742.628+9
- 6.656488.573-1
- 7.446351.560+8
- 8.460320.590+2
- 9.578390.597+8
- 10.266156.630+1
- 1.1833774.703+9
- 2.476220.684+14
- 3.73682731.730+4
- 4.1383535.721+2
- 5.4171939.816+18
- 6.576283.671+8
- 7.394121.765+2
- 8.657206.761+12
- 9.583324.643+1
- 10.14962.706+10
- 1.1479640.698+1
- 2.20349.806+6
- 3.16121158.582+2
- 4.697436.615+3
- 5.663345.658+9
- 6.526285.649+3
- 7.17768.722+3
- 8.19011281.597+5
- 9.667255.723+4
- 10.378206.647+3
- 1.488177.734+6
- 2.506212.705+8
- 3.646294.687+4
- 4.24669.781+1
- 5.698308.694+3
- 6.255115.689-1
- 7.842381.688+1
- 8.1183850.582+1
- 9.306154.665+1
- 10.526233.693-2
- 1.422176.706+6
- 2.338155.686+1
- 3.675312.684+6
- 4.15140.791+3
- 5.379184.673+10
- 6.236221.516-1
- 7.738304.708+1
- 8.1702827.673+4
- 9.1474808.646+4
- 10.243215.531+3
- 1.25979.766+10
- 2.35081729.670+9
- 3.2025686.747+29
- 4.1087410.726+1
- 5.603164.786+4
- 6.396150.725+27
- 7.694282.711+3
- 8.18988.682+12
- 9.19930.869+8
- 10.179102.637-1
- 1.26471442.647+3
- 2.276165.626+3
- 3.460191.707-1
- 4.18493.664+1
- 5.745328.694+2
- 6.402175.697+11
- 7.7421.779+2
- 8.285128.690+8
- 9.191111.632+5
- 10.479202.703+3
- 1.30911001.755+5
- 2.642336.656+8
- 3.9316.853+16
- 4.695400.635+5
- 5.346148.700+5
- 6.255101.716-2
- 7.446162.734+6
- 8.687234.746-1
- 9.1160710.620-1
- 10.205112.647+5
- 1.12191049.537+3
- 2.403313.563+2
- 3.851721.541+5
- 4.15865.709+5
- 5.332246.574-1
- 6.13887.613+3
- 7.463299.608+2
- 8.482333.591-1
- 9.679536.559+2
- 10.422316.572+2
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1101614.642+2
- 5.305114.728+1
- 6.916405.693-2
- 7.271108.715+22
- 8.721440.621+3
- 9.1041674.607-2
- 10.17146.788+1
- 1.20141083.650+9
- 2.569354.616-1
- 3.427271.612+2
- 4.1676922.645+1
- 5.10136.737+4
- 6.434208.676+3
- 7.11649.703+7
- 8.189101.652+1
- 9.20968.755+7
- 10.288121.704-1
- 1.754286.725+2
- 2.21590.705+18
- 3.16948.779-1
- 4.603178.772+3
- 5.981427.697+3
- 6.1010554.646+1
- 7.324127.718+12
- 8.359155.698-1
- 9.1426713.667+1
- 10.36059.859+2
- 1.568415.578+2
- 2.776618.557+6
- 3.232122.655+2
- 4.398285.583+1
- 5.311206.602+2
- 6.194157.553+10
- 7.13347.739+3
- 8.239169.586+5
- 9.250135.649+1
- 10.197159.553+1
Data provided by
Relic Entertainment
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
9
Download
1232
uploaded by XXxxHeartlessxxXX
Board Info
826 users are online:
826 guests
1 post in the last 24h
8 posts in the last week
38 posts in the last month
8 posts in the last week
38 posts in the last month
Registered members: 49082
Welcome our newest member, 23winlocker
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, 23winlocker
Most online: 2043 users on 29 Oct 2023, 01:04 AM