Profile of Jae For Jett
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Broadcast: https://www.twitch.tv/jaeforjett
Steam: 76561198054196501
Residence: United States
Nationality: United States
Timezone: America/Los_Angeles
Broadcast: https://www.twitch.tv/jaeforjett
Steam: 76561198054196501
Residence: United States
Nationality: United States
Timezone: America/Los_Angeles
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Post History of Jae For Jett
Thread: Overnerfed Brummbar. Why am I not surprised?2 Dec 2018, 21:26 PM
u mad bro? In: COH2 Balance |
Thread: The Role of Jaeger Light Infantry2 Dec 2018, 20:54 PM
My concern with putting the snipe behind vet is that it sounds like a fairly impactful ability, which I actually think can be kind of dangerous. This ability would likely take up a sizeable part of jaeger's "power budget." What this means is that jaegers without the ability (without vet) could end up feeling underwhelming. The idea is that it shouldn't feel like you don't get to actually use your unit until a certain vet level. Basically, my concern is that either the ability could only be watered down to the point of being near pointless, or strong enough that it feels impactful and satisfying, but makes jaegers that don't have access to it feel useless.
I'd argue that a snipe ability that actually has impact would necessarily end up being ubiquitous. In: COH2 Gameplay |
Thread: The Role of Jaeger Light Infantry2 Dec 2018, 07:31 AM
I think that's why you find them underwhelming. You seem to expect them to be a straight replacement for volks, and that's simply not how they function. Rather than being a mainline unit, they're a utility/scout unit. Sprint, scouting, and camo are all examples of utility that they provide. Besides the obvious applications for these things, this also translates to them doing very well against HMGs. They have the sight range to avoid or flank them, and sprint ensures that the HMG cant reface its arc of fire quickly enough, even if the player reacts quickly. Beyond that, their vet is much better than volks, meaning that they still retain relevant long range damage even in the late game. As for discussions about possible changes, what role would you give them, how is that not currently (or on the commander revamp mod) their role, and how would you make them fit that role? For one, the snipe shot was discussed as a possible change...and shot down really quickly. Imagine how strong jaegers would be if they had a snipe ability. UKF would especially suffer from this change, with sections starting at 4 models. They would also hardcounter snipers, a traditional OKW weakness. The idea sounds really cool, but when you actually have to think about how this kind of change would play out, the fantasy falls apart really quickly. In defense of the changes that did make it to the preview mod, I think they're practical and give the unit the sort of QOL that they really needed. In: COH2 Gameplay |
Thread: Civil discussion about OKW28 Nov 2018, 19:56 PM
Which has nothing to do with the fact that BARs, just like stgs, are an upgrade at all ranges. You made it seem like stgs are some terrible evil because they're a no brainer upgrade, implying that this was somehow exclusive to stgs. Honestly, I don't even believe no brainer upgrades are bad. You always upgrade lmg42s, lmg34s, stgs, thompsons, so this is hardly exclusive to volks (or axis, if someone wants to make that argument). If volks are a/the problem, tell me why. The numbers I posted surely don't support that notion. If stgs are the problem, tell me why. If "they can upgrade in enemy territory" is the best argument there, then I probably don't even need to say anything for that argument to lose momentum. If "they're a no brainer upgrade" is the argument, then why is this a problem for stgs and not every other no brainer upgrade in the game (on a side note, the game would be pretty boring without no brainer upgrades, as you would just see smgs/lmgs vs smgs/lmgs and it's always a-moving or running straight up to the other). If their performance is a problem, show me how thats the case with actual numbers (something akin to the numbers that I posted; the ones that suggest the contrary).
Except that theres very little thinking there since I could tell you the right answer to those questions. Never tech them before your officer. Always get racks before your first medium. Don't retreat units just to upgrade them. I can't imagine that any top player will tell you otherwise. Deciding whether to upgrade a vetted unit or an unvetted one is a decision for literally all upgrades that arent purchased as soon as a unit hits the field, this isn't something exclusive to BARs that make them better or more interesting for the game. The only real decision is whether you get them before or after any possible light vehicle. Word it however you like, people who play the game know that upgrading racks isn't some engaging tech decision that requires a bunch of thinking.
If STGs are a balance issue as you're implying, this would probably be the worst thing you could do. STG performance is kept modest because it doesn't require tech. Assigning a side tech cost to it would require that you buff them. If you buff stgs, then volks really do start to overperform for their cost and OKW rolls over USF in the mid and late game too. If you don't buff stgs, then no one will upgrade them, and you mess up what is otherwise a fairly balanced matchup (sov vs okw). If you want to argue that their availability is an issue that deserves to be fixed even in spite of that, I'd ask why? If your argument is that "free" upgrades make in game decision making boring, then my argument is that free upgrades make the game fun to play for every faction. Get rid of techless stgs, and OKW becomes another faction that side techs for weapons (weapons which are now presumably of a comparable power level to the BARs and brens that similarly require side tech). The fact that one faction gets a "techless", but less powerful weapon upgrade creates an asymmetry that actually translates to unique faction identities. In: COH2 Balance |
Thread: Civil discussion about OKW28 Nov 2018, 19:19 PM
It's a foot note more than anything. The math on it isn't really straightforward, so theres no single way to alter the numbers to incorporate them that actually gives you a useful change to the values. In: COH2 Balance |
Thread: About Katyusha's vet128 Nov 2018, 05:14 AM
I think the idea is that actually giving the katy something at vet 1 is an unnecessary buff. It performs well at its current power level, so any change that makes it stronger may need to be balanced by a decrease in power somewhere else. Beyond that, the fact that it's a unit that functions well and is at a good power level means that any improvements to the unit (QOL or design, I mean) would probably be low priority. In: COH2 Balance |
Thread: Civil discussion about OKW28 Nov 2018, 05:09 AM
BARs literally buff every ranges DPS and work well on the move. OKW STGs they at least need to wait through upgrade times to equip. BAR pickups are near instant unlike volks and grens do allowing them to keep up the aggression. No drawback. No Brainer. (Seriously, you're retreating units back to base really often anyway. Being upgradeable in enemy territory is as insignificant of an advantage as anyone could possibly come up with, and has very little impact on the game. You also act like BARs aren't no brainers with absolutely no drawbacks either.) In: COH2 Balance |
Thread: Civil discussion about OKW28 Nov 2018, 04:57 AM
From my post in another thread: "I did this comparison for cons, but now I think it would help to do it for riflemen too. Raw numbers in the top section, relative ratios at the bottom, sorry for the formatting: Rifle squad effective durability: 5.15 effective models Volks: 5 effective models Rifle squad DPS at max range: 8.49 DPS Volks: 9.035 DPS Rifle squad DPS at 3 range: 33.945 Volks squad DPS at 0 range: 23.71 Rifle squad vet 0, 1 bar, 34* range DPS: 10.835 DPS Volks vet0, 2 stgs, 34* range: 9.488 DPS (*volks stgs spike up in DPS from 1.446 at 35 to 1.96 DPS at 34, given this detail, its probably more useful and informative to take the DPS at 34 and not 35) Rifles, vet 0, 1 bar, close (3 range): 40.36 DPS Volks, vet 0, 2 stgs, close (0 range): 29.266 DPS Rifles, vet 3 effective durability: 7.81 Volks vet 3 durability: 6.49 Rifles, vet 3, 2 bars, 34 range: 18.062 Volks, vet 5, 2 stgs, 34 range: 13.326 Rifles, vet 3, 2 bars, 3 range: 64.439 Volks, vet 3, 2 stgs, 0 range: 39.779 Rifles/volks vet 0 effective durability: 103% Rifles/volks vet 0 DPS max range: 94% Rifles/volks vet 0 DPS close: 143% 1 bar squad/2 stg squad, vet 0, 34 range: 114% 1 bar squad/2 stg squad, vet 0, close range: 138% Rifles/volks vet 3 effective durability: 120% 2 bar squad/2 stg squad, vet 3, 34 range: 136% 2 bar squad/2 stg squad, vet 3, close range: 162% Didn't double check my calculations. Even counting the difference in utility (flame nades, and sandbags) and rack costs, to me, these numbers justify rifles costing 12% more. If you make rifles 260/26 as some have suggested, then ask yourself whether or not the utility that volks bring is actually equivalent to these combat advantages rifles have." So yes, I DO think volks are operating according to cost. I could do the same comparison against tommies or penals, but there's no point. The results are already pretty obvious. I already did the work for this comparison though, so it's at least fairly easy to copy paste this every time someone decides to make a post that either makes up random numbers, rewrites facts, or ignores how the game ACTUALLY works. Anyway, none of your statements about how allies are forced to use their infantry in the OKW matchup actually necessarily have to do with volks' cost efficiency, or even performance. In: COH2 Balance |
Thread: Why is usf at gun so bad?28 Nov 2018, 04:47 AM
All AT guns can hit the ground. It's collisions with other objects (which is relatively uncommon) that can still happen. In: COH2 Balance |
Thread: Why is usf at gun so bad?28 Nov 2018, 02:12 AM
It is about time this myth died (Fairly off topic) It's about time a lot of myths died. People will spam "raketen LUL" when a rak misses a shot any other AT gun would have too. People will spam "IS2 LUL" when an IS2 completely whiffs a shot from its main gun (and then completely overlook when it fires again and destroys 3 models). These confirmation bias threads and comments get old really quickly. In: COH2 Balance |
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Latest replays uploaded by Jae For Jett
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GCS Placement Match: Jae For Jett (OKW) vs. Burmie (UKF) Gamby: Jae For Jett map: Crossing in the Woods3-725
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