
Profile of JibberJabberJobber
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Broadcast: https://www.twitch.tv/jibberjabberjobber
Steam: 76561198090318538
Nationality:
Netherlands
Timezone: Europe/Amsterdam
Broadcast: https://www.twitch.tv/jibberjabberjobber
Steam: 76561198090318538
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Timezone: Europe/Amsterdam
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Post History of JibberJabberJobber
Thread: Recon Support this patch13 Feb 2019, 17:42 PM
Can you confirm that? Or does the dps/accuracy between 35 and 40 stay linear like coh2db.com/stats shows? In: COH2 Balance |
Thread: Recon Support this patch13 Feb 2019, 16:32 PM
Some people say that IR pathfinders shouldn't be increased in price, so I decided to do some extra testing. I made 8 test ranges between ranges 0-35 with increments of 5. I let the IR pathfinders fight with grens 3 times over. It seems either squad can win at any range against the other squad, so it mostly comes down to which squad loses a model first. I can make the following observations however: - Grens seem to have a slight advantage at ranges 0-5, because the scoped rifle of IR's has bad short range performance. The IR's trade well until they drop to 1 model. - Ranges 10-25 seem to be quite even. - IR's have a slight advantage at ranges 30-35, because the scoped rifle of IR's has good long range performance and the crit becomes more impactful once dps drops off. - IR's vet around 30% faster than grens. - Grens have slightly better scaling with veterancy with 40% more accuracy against 20%. IR's get a relatively better RA reduction and 5 more weapon (!) range instead. - If both squads are in green cover, this favours IR's, because the crit bonus of their sniper rifle ignores the damage reduction of green cover, saving 1-2 extra shots. After this test, I see little reason as to why a USF player wouldn't want to get an IR squad in their composition, considering the following: - They often perform as well as rifles, while being 30 manpower cheaper and having 1 less model to reinforce. - They come instantly at the start. - The 50 sight (55 with vet 1) is huge. It makes playing around team weapons much easier and helps with positioning. - It gives USF another option to fight snipers. They come with camouflage, which gets upgraded to commando camouflage at vet 3. - The instant arty is very good against team weapons. It forces the opponent to reposition within 3 seconds, which can be hard if he is busy elsewhere. The decoy arty should also be taken seriously. If the opponent waits until he hears the shells, it's already too late for his team weapon to pack up. - Their beacons allow paratroopers and paratrooper manned team weapons to reinforce on the field and detect units on the minimap within 35 range. - The performance of their sniper rifle increases further when supported with another squad, making the crit happen more often. Considering they come at 0 CP now and are only 10 mp more expensive than grens, I still think they're slightly too cheap (and Airborne paths too expensive). Noggano is the only top player that I haven't seen making them. With that said: it's mostly the combination of the "cheap" AT-gun drop combined with the early m8 that makes this doctrine so strong. In: COH2 Balance |
Thread: Pak 43 crew bug12 Feb 2019, 18:50 PM
Ladies and gentlemen first man who used on recrewed pak43 scuttle ability after 12 december 2018. I already reported this bug like 2 days after the patch. ![]() It only has miniscule worth tho. The best squad to duplicate would be Panzergrenadiers, but you only save 204 manpower, because you have to reinforce 4 models. I'd be more afraid of Allies using the Clone43 for themselves with an expensive squad. In: COH2 Bugs |
Thread: Recon Support this patch12 Feb 2019, 18:33 PM
With the earlier timing of Recon Support units, I think cost adjustments are in order. The commander seems to be simply a better and cheaper Airborne now. I&R Pathfinders These units are not worse than normal pathfinders, while being much cheaper (250 vs 290 manpower). They trade 1 of their sniper rifles for a carbine, improving their short range dps, but slightly decreasing their damage over long range. This is useful because they can't be bullied around at short range like normal pathfinders, while still having superior long range damage over early Axis units. IR's also drop their slot weapons less often and can call-in arty. IMO, both pathfinder variants should be 270-280 manpower. Airdropped Combat Group I assume 2 CP is a mistake, because 3 CP was mentioned in the patchnotes. Still, it's much cheaper than getting the same two things with Airborne (325 mp + 80 muni vs 505 mp + 60 muni). The support paratroopers are also arguably more useful with their mines instead of a timed demo. IMO, the drop should cost more manpower while costing a bit less munitions. This prevents USF from getting too much of a unit advantage if they had a favorable early game (where munitions matter less). I was thinking 385-405 mp + 60 muni. In addition, the cost for paratroopers on Airborne could be decreased slightly from 380 to 360 mp. Greyhound I think the cost for this unit is fine. Others might disagree with me. Let me know what you think. In: COH2 Balance |
Thread: Nice Balance Patxh RELIC!8 Feb 2019, 18:10 PM
Why not also limit JLI to 1? They arguably have about as much or more utility than the Jaeger Command squad from Ostheer and they were never meant to be mainline infantry replacement in the first place. They have: - sprint - booby traps - salvage - 50 sight - bonus against cover - 75% crit - good vet - building spawn - camo - passive healing - medkit Seems like enough of a reason to limit them. In: COH2 Balance |
Thread: Throw competition7 Feb 2019, 04:18 AM
A very entertaining 45 minute Kharkov game with some Mech Assault action. Overconfidence and a bad investment led to me losing control over the match and my opponent getting a big tank advantage. Expect multiple comebacks, intense armor confrontations, plenty of throws and clutch VP moments. In: Replays |
Thread: Raketenwerfer6 Feb 2019, 10:31 AM
I think Hoshi means the Raketen has faster penetration drop-off cause of its lower range, giving the Zis better penetration at equal ranges. The raketen is also lower to the ground, meaning scatter shots hit the ground more frequently. In: COH2 Balance |
Thread: Stuve vs OP. BIG THONK27 Jan 2019, 14:40 PM
Wow, why hasn't relic nerfed hull down already? In: Replays |
Thread: New Commander Submission - Discuss26 Jan 2019, 20:41 PM
OKW submission feedback and ideas Here's the link to the commander: https://www.coh2.org/topic/85213/new-commander-submission-okw/page/2#post_id719758 Would you use this commander in a competitive setting? Any feedback is appreciated. I'd also like ask anyone for their thoughts on some optional ideas I had for this commander: 250 mortar halftrack: Incendiary barrage gets replaced by phosphorous barrage. Pro's: Differentiates this mortar halftrack from the Ostheer version and keeps Feuerstorm as the go-to option if you need an early DoT barrage against buildings. Cons: Some would argue phosphorous is stronger than incendiary. Phosphorous is iconic for USF/UKF. Panzer IV Ausf. F: Vet 1 blitzkrieg replaced by vet 1 lockdown mode. Toggled ability that makes the P4 immobile, but reduces reload time. Pro's: Further sets this vehicle apart as an infantry support vehicle. Cons: Might make the tank too strong in certain situations. Panzer IV Ausf. F: Can call in Butterfly bombs instead of an artillery strike. Pro's: Variety. Sets this strike apart from Elite Armor. Cons: Might make the commander too much of a jack of all trades, unless Butterfly bombs are made weak/situational. In: Lobby |
Thread: Showerthoughts on the Riegel mine26 Jan 2019, 20:21 PM
Don't forget: - Bundling 4 in a square formation will kill a 222 or 251. In: COH2 Balance |
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