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: Salvage engineers (British)29 Jan 2021, 01:40 AM
You get fuel and muni anyway, but that visual bug should be looked at yeah. |
Thread: Tutorial: Reshade for Company of Heroes 228 Jan 2021, 23:34 PM
Shader preset updated to V3 with some different effects and added a few steps to guide cause clarity.fx got removed by developers as preinstalled effect during Reshade installation. In: Lobby |
Thread: Abandon28 Jan 2021, 19:53 PM
I think it should at least have a fuel cost for the one recrewing it. There's a mechanic like that in the Ardennes Assault campaign. In: Lobby |
Thread: What to do with Radio Silence?27 Jan 2021, 10:19 AM
How about instead of making it a global ability, it would only take effect in a targeted sector and/or adjacent ones? Sectors could highlight, informing other player that they should expect an ambush there. Think sector + adjacent sectors would be big enough to keep it usable in that case and the indicator for opponent would be nice yeah. I'll add it to idea list to bring up.
Would be nice if voicelines could be split in that case. iirc it's something like this right now: "Radio silence is in effect [pause] all units bla bla.." "Radio silence has been lifted [pause] all units bla bla.." In: COH2 Balance |
Thread: What to do with Radio Silence?27 Jan 2021, 08:42 AM
A halftrack wouldn't be a bad idea for it. Anyway, I take it the main thing here is making it non-global and tie it to say a (new) unit. Because it divides players in two categories based on how they use mechanical game controls (muscle memory, years of learning the controls - not their playstyle/tactics) the ability to affect tactical map should be completely removed (even the minimap - but this could probably stay as its effect is less unintuitive/gamebreaking). If the above can't be done, e.g. due to technicalities, the ability should get scrapped (which would be a shame) Don't know if just voicelines is possible, I know some people say grenade warnings and such don't trigger with Radio Silence, but never really had confirmation on that. With the coh2 tools you can only choose from a 'pool' of things to happen that have been designed by Relic, so some things aren't possible for us. Considering you mainly want the icon thing to be different, what do you think of the camo idea that has been posted? My first thought is an individual squad ability for 15-30 second stealth with no cover requirements but 40% speed, and maybe 2.5 seconds of a .75 damage multiplier on hostile de-cloak. So also a stealth idea, but on a per squad basis. Can't really give a penalty if they're discovered though, but how you could implement it is by giving them a debuff during the duration which disappears if they fire first while camoed. Ironically what's missing is a visual warning for the opponent that's the ability is used. The same reason why any off map arty barrage get a smoke alarm or rocket arty a loud sound. Redesign, noted. I should've added this is mostly for the upcoming patch though, so not sure how much is possible for now. In: COH2 Balance |
Thread: What to do with Radio Silence?27 Jan 2021, 07:55 AM
I love how straight up removing the speed boost isn’t even an option. It's not being considered much, because it needs to have another tangible benefit outside "your units will do something cool that may or may not confuse the other player." In: COH2 Balance |
Thread: What to do with Radio Silence?27 Jan 2021, 02:59 AM
Its too bad the 223 was used for elite armour as a cache, would have made a great candidate for an earlier timing vessel. Could also designate a unit as temporary "Local Radio Operator" that remains as such while the ability is active and that has the Radio Silence aura around him. But I do ask myself if such complicated mechanics are meaningful if success is almost entirely dependant on how opponent plays mechanically (with results ranging fron devastated to barely noticed). That's the issue that keeps returning for me. In: COH2 Balance |
Thread: What to do with Radio Silence?27 Jan 2021, 02:34 AM
Keep up ideas if you can come up with something.
So it would be closer to Smoke Raid Operation for UKF. People don't use it that much, cause they're spamming the global accuracy buff or because it works in quite a complicated manner, but it's not a bad ability. For those that don't know how it works, it works like this: - Smoke barrage dropped on target. - (De)capture bonus for squads. - All infantry squads can cloak in cover. - 'fake' smoke continually dropped on all infantry squads with yellow cover to allow moving / waiting while periodically camoed. - Hold fire toggle for all infantry squads. Honestly don't think it would be that out of place for Radio Silence if you'd exchange the smoke element with say the passive speed bonus and would take a look at price. In: COH2 Balance |
Thread: What to do with Radio Silence?27 Jan 2021, 01:18 AM
I'd make it a command Panther ability that only effects a set area, disabling the normal Aura for duration (hard to coordinate without communicating) . Then it's strong, but contained. It grants counter play, but still allows for the element of surprise and with it giving the speed boost the infantry can even sorta keep up with the armour. CP might be a bit late, but I've thought about tying it to say a beacon, so it could be cheaper (or free, depending on radius) but not have a global nature and also so opponent can counterplay it by destroying it, maybe I'll bring a few more ideas up to the team that get posted here. For now it's mainly focused around the poll options though, also with regards to the soon (tm) patch release. In: COH2 Balance |
Thread: What to do with Radio Silence?27 Jan 2021, 01:07 AM
What about just removing the speed bonus and keeping the no unit icons revealed on map? We want to keep a secondary benefit, so it's not just useful against players with certain mechanical playstyles (that being: looks at minimap/tacmap more than to individual units), also with an eye on larger team games. In: COH2 Balance |
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Latest replays uploaded by JibberJabberJobber
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vet 3 arty officer buffing vet 3 tiger - pogby: JibberJabberJobber map: Faymonville Approach1-798
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Long match against mystery opponent - could it be Siddolio?by: JibberJabberJobber map: Faymonville Approach2-939
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