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: Showerthoughts on the Riegel mine26 Jan 2019, 20:02 PM
The 251 has a clear animation when it's planting a Riegel, the 222 doesn't. Not saying that can't be implemented. In: COH2 Balance |
Thread: Showerthoughts on the Riegel mine26 Jan 2019, 19:50 PM
Voting for bundling vet 3 Riegel with AT-rifles for Grenadiers. In: COH2 Balance |
Thread: What exactly does the Panzer IV command tank do?26 Jan 2019, 14:33 PM
The Comm P4 has worse AI than even the Ostwind, so the aura is probably fine. In: COH2 Gameplay |
Thread: What exactly does the Panzer IV command tank do?26 Jan 2019, 12:04 PM
The bonus is still 20% less damage. The aura range is 45. The bonus applies to teammates aswell. 20% less damage is better than more health, because it also means the enemy will get less veterancy per shot and repairing/healing takes the same time. 20% less projectile damage translates to 25% more health. Even team weapons get destroyed less easily (the weapon itself), which is mostly useful for the PAK43. Any tank with 640 or less HP will survive 1 more tank hit. Every tank with more than 640 HP will survive 2 more tank hits. The less damage bonus stacks with hulldown, meaning a total of 40% less received damage. (1 / 0.8 / 0.75 = 0.6). In: COH2 Gameplay |
Thread: New Commander Submission - Discuss22 Jan 2019, 08:43 AM
I've got the short-barreled P4 in my OKW suggestion. It could also be an interesting option as Ostheer "light" vehicle tho, but that would be harder to balance. In: Lobby |
Thread: OKW against Brit emplacements 22 Jan 2019, 00:50 AM
As OKW against advanced emplacements: - Get Jaegers (opieOP) to scout for raketens and have a way to trade efficiently with trenches. - Avoid mechanized. Save healing muni by going med truck. - Get 1 leig. Put it on hold fire and use barrages to hit trenches and the forward assembly. Shift-move afterwards to avoid counterbarrage. The forward assembly is easily killed, causing a great drop in repair efficiency for the enemy, while also stopping the enemy from being able to reinforce on the field. - Get atleast 2 raketens. Place them manually when attacking emplacements or they will move in firing range of the Bofors. Reposition if you hear the Bofors doing a suppression barrage. Keep Volks nearby for recrewing. - Upgrade your storms with a shreck to save some manpower instead of making another raketen. You often don't need a sweeper against Sim City, unless you're flanking. Try to move the Shrecked Storms in a trench or nearby garrison when attacking the emplacements. - If enemy braces, move up some Volks to throw incendiary nades (wait until brace has almost ended). - Get either a JP4 or Panther, depending on if you're gonna assault head-on or flank. JP4 is pretty good against emplacement play, cause of low pop and long range. - Avoid reckless pushes. Move up slow and steady. The Bofors punishes overextension hard. Just a few ideas In: COH2 Gameplay |
Thread: New Commander Submission - Discuss22 Jan 2019, 00:01 AM
1600 HP actually. Hull down reduces damage by 25% Command Panzer 4 reduces damage by 20% (it wasn't nerfed lul) 960 / 0,8 / 0,75 = 1600 In: Lobby |
Thread: New Commander Submission - Discuss15 Jan 2019, 21:11 PM
An alternative to Hull Down that I've tried is a toggle mode that slows movement heavily (including turret rotation) and reduces sight by half, but increases armor by a lot. It also takes a while to transition. It's kinda like halfway-hulldown. A massive slowdown would be an interesting change, but to me the main benefit of Hull Down is the range increase. What do you think about this idea? 1. Ability is toggled. 2. Tank digs itself into the ground. Same animation as the current hull down, but non-turreted tanks would have no sandbags around them. 3. Tank can only fire after the animation is finished. 4. Turreted tanks can only rotate their turret slowly, while non-turreted tanks can only rotate themselves slowly. 5. 25% range boost while active, possibly slight accuracy boost as well. 6. Ability can be only be untoggled/cancelled after the dig-in animation is finished. The Elefant can't dig in with this change or gets a health boost instead of range. Perhaps a name change to "Precision Firing" or something. So like the current Hull Down, except tanks can do it themselves, take normal damage and get a rotation speed nerf. In: Lobby |
Thread: New Commander Submission - Discuss15 Jan 2019, 19:08 PM
From Derby Hat - OST Submission Thank you for your response, I'm really glad someone likes my suggestion. You're addressing some of the concerns I expected people to have, so let me explain my thoughts behind choosing those abilities. Medical Supplies This is a really flexible ability that can support Ostheer's sometimes vulnerable early game. Sadly it's locked behind a situational commander that requires a safe fuel point to be effective. See it as OKW's med kits on steroids: - Earlier healing than the med bunker, coming in at 0 CP and 30 munitions. - Very early aura buff. It's not a strong one, but it might just tip the balance in your favor. - Allows skipping the med bunker early on, giving you 150 more manpower to work with. Good for dealing more early pressure or to give you an extra chance if you lose a unit in the early game. - The best on-the-field healing for Ostheer. Unlike infantry med kits, the healing is cheap, instantaneous, works with an aura and can be dropped anywhere. The healing supplies especially shine when combined with the 251 or in clutch VP moments. - It gives replacing the med kits for Pio's and AT-Osttruppen more sense for this commander. Hull down It can actually be useful in specific situations: - A hulled down Panzer 4 can fire the first shot on approaching medium armor (50 range), while being able to tank 1 more hit (even if you immediately cancel hull down after getting hit). - A hulled down Panther outranges Allied tank destroyers (62,5 range) and has superior health and armor, giving it a similar role to the Pak43 and Elefant, but requiring a different set of counters. I chose this ability instead of a call-in heavy tank. Both require the Allied player to #adapt their strategy when used correctly. Granted, I know it's still pretty lackluster, considering how much CoH2 favors mobility, so I hope hull down for light vehicles can be added to give it some more utility. Wehrmacht submission feedback and ideas Here's the link to the commander: https://www.coh2.org/topic/85211/new-commander-submission-wehrmacht/page/1#post_id719531 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: Improved Field Equipment: Weak Kar98k's for Pio's once upgraded. Price increase to 50 munitions. Pro's: Distinguishes upgraded Pio's further and prevents the upgrade from being too cheap. Cons: Would be considered a nerf by some. Hull Down: No extra received accuracy while hulling down OR hull down cast time reduced. Pro's: Would make hull down less hard to use. Could stimulate using it more aggressively. Cons: Hull down might already be viable enough once it's in a more early game focused commander. Anti-tank Osttruppen: Get camouflage in cover once upgraded, making them more similar to PTRS conscripts. Possibly instead of Tank Detection. Pro's: The squad has limited opportunity to damage vehicles otherwise. Cons: The squad might become too efficient for its cost. In: Lobby |
Thread: New Commander Submission - OKW13 Jan 2019, 22:20 PM
Infantry Support Doctrine Description: Halftracks support the advance of troops, who will fight more ferociously. Sturmpioneers can deal with armored threats, while Panzerfüsiliers can be requested for recon operations. A Panzer IV Ausf. F stands ready to soften enemy positions and provide powerful support options. Sd.Kfz. 250/1 Half-track (0 CP) The Sd.Kfz. 250/1 can be deployed from the Command Headquarters to provide infantry support. - Can be build from the HQ once the first truck is set up. - Costs 200 manpower and 20 fuel. - This halftrack can be garrisoned, but unlike the Ostheer version has no MG and can’t gain veterancy. - Can dig in, allowing nearby squads to reinforce. No other bonusses. - Can sidegrade to a Sd.Kfz. 250/7 mortar halftrack for 60 manpower and 10 fuel, losing the ability to garrison infantry and dig-in. - The veterancy is to be fine-tuned by the balance team. - BALANCE CHANGE: The incendiary barrage is slightly more accurate and the cost is reduced to 35 munitions (from 45). Affects both OKW and Ostheer. Panzerfüsiliers (2 CP) Panzerfüsiliers can be deployed to the battlefield. These units are adept at recon and long range combat. - Possible minor changes to make them a more interesting option. To be decided by the balance team. NEW: Anti-tank Package (3 CP) Sturmpioneers can be provided with additional explosive weaponry to combat vehicles. - Sturmpioneers get the option to upgrade to a 2nd Panzershreck. Can’t be combined with a sweeper. - BALANCE CHANGE: Panzershreck cost for Sturmpioneers reduced to 60 munitions (from 70). Valiant Assault (6 CP) Inspire mobile infantry to move quickly and attack more effectively. - No changes (infantry sprint and gain 25% more accuracy for 30 seconds. Costs 70 munitions.) NEW: Panzer IV Ausf. F Support Tank (8 CP) A Panzer IV with low-velocity gun can be requisitioned to the battlefield. This unit excels at supporting infantry advances. - Can be called in for 320 manpower and 100 fuel. Limited to 1 on the battlefield. - Can switch shells. - Heavy Explosive shells (same as Stug E): 50 range, good against amassed infantry and team weapons. - Anti Armor shells (same as Command Panzer IV): 40 range, good against moving infantry and light vehicles. - Can fire its smoke dispensers for 30 munitions (same as Sherman). - Comes with a Panzer Commander, allowing the ability to call in coordinated artillery strikes for 80 munitions (same as Elite Armor). No other bonusses. Rational - An infantry-based commander, akin to doctrines like Feuerstorm and Overwatch, but relying on vehicular support instead. - This doctrine provides some of the tools that OKW otherwise lacks and encourages the use of combined arms. - The large variety of units on this commander requires the player to decide on what he needs most, similar to USF Mechanized Company. Additional Context The doctrine is inspired by the Panzer Elite from CoH1, which relied heavily on halftrack support, had access to the short-barrelled Panzer IV and had doctrinal double shrecks. Additional ideas for this commander: https://www.coh2.org/topic/85216/new-commander-submission-discuss/page/8#post_id722139 In: Lobby |
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