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
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Post History of JibberJabberJobber
Thread: Discuss - PLEASE REMOVE THE CAMO13 Apr 2019, 16:24 PM
PLEASE REMOVE THE CAMO L E A S E R E M O V E T H E C A M O In: COH2 Gameplay |
Thread: Feedback for New Commander mod 4.0 - OST core changes13 Apr 2019, 16:16 PM
Sander93 mentioned penals getting ppsh's is intended for the current preview (on a stream chat). From this I would gather 4 SVT's are also intended. Hope this clears it up for you. In: COH2 Balance |
Thread: Feedback for New Commander mod 4.0 - OST core changes13 Apr 2019, 15:57 PM
"SVTs crate drops are now obtainable by Cons and Engineers. Penal and guard interaction will be addressed in a future update" https://community.companyofheroes.com/discussion/245822/new-commander-preview-changelog No explicit reference to 3 or 4 SVT's or to what penals get. Ingame testing is the only way to go by. In: COH2 Balance |
Thread: Feedback for New Commander mod 4.0 - OST core changes13 Apr 2019, 15:51 PM
You do test the patch ingame, right? In: COH2 Balance |
Thread: Feedback for New Commander mod 4.0 - OST core changes13 Apr 2019, 15:41 PM
I'm really surprised at how one sided this patch is. I don't agree, really. I feel like the patch team is well on its way with balancing the commanders. How I see it: USF, UKF and OST commanders will be fine after some tweaking. OKW commander is bound to cause problems with sprinting pfusi shreck blobs. Also not sure about OKW Tiger being completely untied from CP's. SOV commander currently has the following infantry options: - Penals with 6x ppsh - Conscripts with 4x svt - Engineers with 4x svt - Airborne Guards with 6x ppsh - Airborne Guards with 3x dp Which seems a bit messy, but atleast makes it flexible. I do wonder what the effectiveness of SVT engineer spam will be, considering the SVT's double their dps at all ranges to grenadier level. I would personally suggest turning the Rally Point into a pathfinder beacon clone that engineers can construct. This would open up a commander slot for either mark target, fuel drop, recon or similar, giving the commander some more utility. Another option would be to make the SVT's grabbable from the Rally Point and replacing the weapon crate with something else instead. Focusing on Ostheer stock units seems fair to me. This faction has it the hardest in the current meta if you look at recent tourney history and top player streams. In: COH2 Balance |
Thread: Wehrmacht - Strategic Reserves - Feedback13 Apr 2019, 14:09 PM
I'd like to suggest replacing the observation bunker with USF raid tactics. This ability gives +7 sight to infantry and allows light vehicles to cap at a rate of 3 with a duration of 45 seconds. Reasons: - Like USF, Ostheer puts emphasis on light vehicle play, this ability fits that. - It can fill the role of the recon ability for this commander. Pioneers would have 52 sight, for example. - Raid Tactics currently doesn't see much use. This is because pathfinders already provide 55 sight and USF can let their light vehicle crews cap. - The observation bunker doesn't seem worth it in its current state and doesn't fit the theme of the commander in my opinion. I would expect a strategic reserves commander with assault grenadiers and improved tanks to be focused on mobility. In: Lobby |
Thread: Grenadier Vet 1 and Medkits13 Apr 2019, 14:01 PM
If you compare Ostheer with factions aside from UKF, you will see Ostheer's healing options are already quite luxurious. At best, I would make the med kits an instant ability (the healing rate is already quite slow) and give a cost reduction to 10 muni at vet 3 (a point at which med kits have lower value). In: COH2 Balance |
Thread: Wehrmacht - Strategic Reserves - Feedback13 Apr 2019, 13:41 PM
Agreed, but diversion is currently not worth the cost over sprint. The buff I suggested might be too strong tho, now that I think of it.
IMO, Ostheer doesn't need a generalist option for both AI and AT. The option to skip to T4 with the Panzer 4 H already opens the door for an easier Panther afterwards. In: Lobby |
Thread: Wehrmacht - Strategic Reserves - Feedback13 Apr 2019, 13:23 PM
I think assgrens are fine as they are right now. At vet 3 with the model upgrade they become the most durable squad in the game aside from shocktroopers, with 0,57%~ RA and 6 models (patch adds a total of -7%~ RA). Combine this with their low pop requirement of 5(+1) and 26mp reinforcement cost, which makes them efficient infantry, even though they have a lackluster damage profile. To me, diversion wouldn't be worth it. What you get for 25 munitions: 1. 25% moving accuracy -> Not noticable on a weapon that has negligble dps at range >10. 2. 25% less RA -> Might allow you to lose one less model on the approach. Sprint achieves the same goal (getting in hug range without sustaining too much damage) for only 10 munitions, while providing more utility. Unless they lowered the cost of diversion to 15-20 munitions and changed moving accuracy into accuracy, I'd prefer sprint.
Panzer IV H doesn't need firing modes, it already has lower scatter over the Ostheer Panzer IV. Agreed with other suggestions.
Wholeheartedly agreed with these suggestions. Pgren smoke could then be removed, cause the commander slot would be strong enough IMO.
I feel the main problem of this doctrine is the lack of synergy between the Panzer 4 H slot and the Tiger Ace slot, I see little reason why I would need both, even more so because the Panzer 4 H allows me to skip T3 for T4. I would personally remove the Tiger, replace it with either panzer tactician, hull down, CAS AT strafe or something similar and call it a day. But considering this was the chosen theme for this commander, I don't think it would happen. I don't feel the commander would have balance issues tho. The high cost of the Panzer 4 H and Tiger Ace balances things out. It's more of an options commanders, like USF mechanized. In: Lobby |
Thread: The COH2 Ability Guide Mark 2.013 Apr 2019, 12:06 PM
Would also like to know the detection range of shrecked stormtroopers with their ability, considering AT conscripts and AT tommies get a different version. In: Guides |
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