3v3 - it is just bigger 2v2, but with less spam and more actuall tactics
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: Playing against AI good practice?17 Mar 2019, 19:09 PM
In: Lobby |
Thread: Pfusies grenade17 Mar 2019, 18:14 PM
Miragefla said it will be buffed to be on equal level as feuerstorm nades in new commander patch. In: COH2 Balance |
Thread: Playing against AI good practice?17 Mar 2019, 14:52 PM
Playing against AI is not good practice. The AI doesn't have any gameplan or use any tactics, it just blindly throws a superior number of troops towards you (in case of expert ai). You can easily cheese them by just spamming mg's and AT guns. I'd start with 4v4 to get a hang of the game and its units, then play 1v1 to get stomped and slowly improve upon mistakes. In: Lobby |
Thread: New Commander Info: Creator Proposals and Discussion17 Mar 2019, 00:42 AM
Hadn't thought about King Tiger replacing the Tiger Ace, that honestly seems like a good idea if they balance its cost/performance for both factions (maybe in T4 for Ostheer?) Would also make the commander more distinct from mech assault if they do decide to change the assault grenadiers. In that case I'd either (depending on balance): - Combine the pio upgrade with the skirt upgrade and leave out the pgren upgrade. - Combine the pgren upgrade with the skirt upgrade, leave out the pio upgrade, give vet 2 crew repair instead of panzer tactician if skirts are bought. - Leave out both infantry upgrades and give vet 2 crew repair if skirts are bought. About the Panzer II, do you mean Ostheer would skip T1 with assault grenadiers and go straight for T2 Luchs? It could be locked behind 4 CP if rushing it is a problem. I personally like the idea of a beefy recon vehicle more than Radio Intercept. Radio Intercept is one of those abilities that can carry a commander on its own, like spotting scopes and overwatch flares, and doesn't provide any counterplay. Others might disagree tho. If not for HEAT/tungsten, Combined Arms would need a change to become more attractive to use. Having it not override vet bonusses would be a start, but that could also let a vetted Pershing become a minigun when used (if the change would affect USF). Should probably give it other bonusses then, like accuracy. In: Lobby |
Thread: New Commander Info: Creator Proposals and Discussion16 Mar 2019, 22:30 PM
1. Tiger Ace would still be revamped in the new OKW commander, I personally don't see why we need two Tiger+'s for both of the new axis commanders. 2. Not removed, but replaced with abilities that have a similar role for different reasons: - Radio Intel would be replaced with another intelligence ability, be it a reconnaissance Luchs, recon plane or even spy network. Radio Intel is such a strong ability on its own that Ostheer would pick this commander (or Jaeger Armor) every single teamgame. - Both would fit the theme ofcourse, but remember that Combined Arms was already added to USF mechanized last patch and still doesn't see much use. Tungsten has proven usability, unused voice lines and is not already used by an Allied faction. 3. My point is not that it would overperform, but rather that putting two abilities of an underused commander in a commander with an (IMO) superior skillset would completely counteract the extra diversity this patch is trying to create. Again: the balance team could just pick one instead of both. 4. To be fair, this was meant more for the OKW commander, which is supposed to come with a Command Tiger and HEAT rounds. It's bad design, just like elefant + spotting scopes or IS2 + mark target. I just combined some of the ideas that were already given in this thread with my own within the theme of Smartie's commander and tried to make a workable concept from it, with the intent of providing some alternate ideas and voicing some of my concerns. I'm sorry if you find that silly. In: Lobby |
Thread: New Commander Info: Creator Proposals and Discussion16 Mar 2019, 18:56 PM
Well, IMO some combinations for commander abilities would be too meta or threaten the position of other commanders, for example: - Tiger + HEAT (Tungsten). This would easily make the Tiger the strongest heavy tank, having the mobility and "low" cost of a Tiger with the damage output of a King Tiger. It can already beat an IS2 quite consistently, so it doesn't really need HEAT. You'd have to replace HEAT with Combined Arms or another ability in this case. - Tiger + Assault Grenadiers. These are arguably already the most prominent abilities on mechanized assault, so they shouldn't both be on a new commander to prevent one commander outshining the other. Balance team would have to choose one or the other. - Radio Intelligence + Ostheer. I could be wrong, but I think this would be far stronger for Ostheer than Soviets. Ostheer always has all counter options available to them, because of their linear tech. These counters also tend to be the best. Soviets also don't get elite infantry with radio intelligence doctrines (unless you count commissar), which makes it hard for them to compete in the infantry department. Ostheer infantry tends to be effective enough regardless of doctrines. Reworking the Tiger Ace in the OKW commander would seem the best inbetween option to me, if the balance team also wants to rework assault grenadiers and wants to use the unused Tungsten voicelines (http://www.youtube.com/watch?v=dtDNG3nJPL8&t=2m2s). In: Lobby |
Thread: New Commander Info: Creator Proposals and Discussion16 Mar 2019, 18:26 PM
I think "Radio" and "Tiger Ace" should stay in every case in the doctrine but as i said before i like the idea of Elite Armor Equipment. - There will probably be a Command Tiger in the new OKW commander, so IMO the Ostheer commander also getting one would be a bit much. If a Command Tiger does get added, assault grenadiers shouldn't be in the doctrine, which is also an option. - I requested a reconnaissance Luchs, because radio intelligence doesn't really synergize with the other abilities (pushing with superior armor). A Luchs would provide good frontline sight outside of spotting scopes or the flimsy 222. You could even give it T70 recon mode or tank awareness instead of infantry awareness. Another option for this slot would be spy network from the partisan commander or recon overflight, so you can can find flanking routes for your armor. - Combined Arms overrides some of the vet bonusses of tanks with the bonusses of its own, which means it can actually nerf vetted tanks like the Pershing when used. Don't really play USF myself so can't speak for the other reasons. In: Lobby |
Thread: New Commander Info: Creator Proposals and Discussion16 Mar 2019, 17:55 PM
Combined some of the ideas of my own and others with Smartie's commander, how does it look? I tried to keep the abilities simple by not adding too much fluff. Small name change because it doesn't really have call-in tanks this way, just stronger / more durable vehicles, so 'elite' seems more fitting than 'strategic'. Elite Tank Reserve Doctrine (0 CP) Assault Grenadiers - Combat performance and veterancy remains the same as now. - Gain the option for a 60 munitions “frontal assault package” once T3 is researched, granting them 1,5 armor and replacing sprint with a smoke grenade. (0 CP) Panzer II ‘Luchs’ Light Reconnaissance Tank - Build from T2 building, would have to become a call-in or require sidetech if timing is too early. - Lacks the cautious movement and suppressive firing of the OKW variant. - Has 50 sight, gains tank detection ability at vet 1 and 65 sight at vet 3. (2 CP) Field Support Training - Panzergrenadier support package (same as infantry doctrine) - Pioneers gain access to the “heavy repair kit”, slightly improving repair rates and allowing them to gain shared veterancy from vehicles. Mutually exclusive with the flamethrower. Costs 30 munitions. (5 CP) Elite Armor Equipment - Available for Stug III, Panzer IV and Panther. - Costs 30 fuel for Panzer IV and Panther and 20 fuel for Stug III. - Gives them instant access to the vet 2 armor skirts. - Replaces armor bonus at vet 2 with panzer tactician at vet 2. (7 CP) Gr. 40 Tungsten Shells - Same as OKW HEAT rounds - Unlocks AP rounds ability for Luchs for 30 munitions, temporarily giving it increased penetration. In: Lobby |
Thread: Panzergrenadiers Shrecks15 Mar 2019, 11:40 AM
This was the case far back in coh2's history, but it made them too blob friendly, being able to counter both infantry and vehicles. The shreck upgrade currently changes their role, which IMO is good design. I'd like that upgrade from infantry doc to be a standard option tho. |
Thread: Top 100 2v2 MG42 Incendiary Rounds Galore15 Mar 2019, 09:05 AM
ok In: Replays |
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