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: Volks are disgustingly good, need toning down.15 Nov 2018, 17:28 PM
Since your post is going to get invised anyway, ill take this chance to also speak candidly... Calm the fuck down lol, no need to personally attack him or act that rude In: COH2 Balance |
Thread: about small arm and relative positioning. 15 Nov 2018, 17:20 PM
If I recall correctly, when the assault rifle package was added to Volksgrenadiers it was designed specifically to make relative positioning work: the idea was they could hold their ground against 1 BAR Riflemen, take PPSh Conscripts at range and beat Guards and Infantry Sections up close. Well, I wanted to focus on one mode of argument at the time, but I also don't think stg volks weapon curves (as a squad) are that anomalous. In: Lobby |
Thread: about small arm and relative positioning. 15 Nov 2018, 17:19 PM
When weapons with "curved" profiles face each other the impact of range is greater. Best example LMG with negative close DPS vs SMG, an SMG squad managing to get to close range will suffer less from an lmg. I see what you mean now that I've fully worked through it, but you imply that this dynamic is necessarily better. You have the two classes at the opposite ends, but their gameplay is not interesting at all. You always A-move lmgs because relative positioning means theyre relatively at their best at long range, and you always just run straight up (barring sight blockers) with smgs. Theres no decision making. If you want to avoid there only being two classes (lmgs and smgs, in which case 50% of the time relative positioning doesn't matter) and also avoid putting every weapon into an "I ALWAYS want to be at this range" weapon class, then you need a class that is slightly worse than an lmg at long, but slightly better than an lmg at close. Then to avoid being in any of the previous 3 classes class you need a new class thats slightly worse at long, then slightly better at close than the previous class. Then, when you fill out enough classes, you get one with a curve thats "flat." The closer you are to the class that's average at all ranges, the more decision making there is to be had (50% of the time you want to close, 50% of the time you want to stay back, ignoring when you face the same weapon type). For a weapon class that wants to stay back 90% of the time, theres no thinking or tactics, you just stay back because it's almost always the best thing to do. Finally, I'm not sure just how punishing you want this game to be. You don't want high DPS because its too punishing, but you want relative positioning to be very punishing instead of mildly punishing for some weapons. In: Lobby |
Thread: about small arm and relative positioning. 15 Nov 2018, 17:04 PM
This is not something I said this is something Relic has come to the conclusion after testing the game: Thats not what that quotation means at all. It claims that units should have "better defined roles" (weapon curves that are unique to each other). They don't claim that flat profiles are bad at all. They only imply that flat curves were bad because ALL weapon curves were flat. In: Lobby |
Thread: about small arm and relative positioning. 15 Nov 2018, 17:01 PM
You just switched up your argument. First you implied high dps is mutually exclusive with a paper rock scissors dynamic, which it isn't. Then you pivot to an entirely different point which is that high DPS doesn't give you enough time to switch between rock, paper, or scissors (get to the proper range). Beyond that, lowering DPS favors whichever squad has to close in since they then take less damage on approach (the long range squad will probably retreat before they have to take losses of their own at this unfavorable range), so it's nothing near a simple change. In: Lobby |
Thread: about small arm and relative positioning. 15 Nov 2018, 16:45 PM
My issue with this specifically is that weapons that are good at all ranges could be considered their own category. You decided that this category of weapons was less valid then all of the other categories without actually explaining why it's less valid. I argued that the more categories there were, the more situations there would be where relative positioning would be important. I used two vs three categories. If you want, I can extend the example to the 5 categories you mentioned, but theres no reason to. The relationship I described is true no matter how many categories you start with - a decrease in the categories/variety of weapons is a decrease in the importance of relative positioning since you thereby increase the number of situations in which the two squads facing each other have the same/similar weapon profile (which, again, leads to a DPS race). On another note, you said that you are not trying to "suggest we decrease the diversity in weapon curves, making more weapons have the same/similar profile" with a "that isn't correct." Then go on to suggest that we push these weapons into these categories, thereby decreasing the diversity, which is what I said. In: Lobby |
Thread: about small arm and relative positioning. 15 Nov 2018, 16:34 PM
I don't mean to be rude, but you more or less said a whole lot of nothing. Your first block was stuff that's overly technical and besides the point. There are classes of weapons. I simplified it to 2 classes, you described 5 classes. I understand these weapons classes (more than were listed) exist. I understand how they function and interact. But what about them? Like you said, the new DPS curve allows for relative positioning (between classes of weapons). Since that's the case, thats good and there should be no issue? (Also, as I've outlined in my previous post, relative positioning isn't necessarily that interesting of a gameplay dynamic). Your second block asks that relative positioning become more important. Alright, great. Why is relative positioning underutilized currently (you never actually explain how this is the case, you just say it is the case). Why is having a weapon that is good at all ranges worse for relative positioning than it is for any of the other weapon types listed. You never concretely outline why things that you claim to be issues are actually problematic. Also, that Relic quotation is besides the point. Cool, units should be advantaged at different ranges, and the advantage in a specific matchup should switch based on this range for most similarly costed units. I agree with this. You never provided any explanation for how this is currently not the case, why weapons that are good at all ranges don't fit into this model, and how your suggestions work towards this dynamic. You're throwing out statements with no other backing than "I said this, so it's true." You throw out many lines of a Relic statement about how infantry engagements should function, but never talk about how current COH2 infantry dynamics don't match up with this vision (beyond "I say it doesn't match up, so it doesn't"). Also something I just noticed now, you ask that weapons be made to follow the categories more closely (in order to increase the importance of relative positioning), but that has nothing to do with relative positioning at all. You just throw it out there and expect us to think that it will make relative positioning more important...because you said so? You imply that buffing a weapon's DPS gets rid of the rock paper scissors dynamic, but that's just not true. The weapon still performs relatively better at the same ranges it did before now matter how much you scale up the numbers. In: Lobby |
Thread: Volks are disgustingly good, need toning down.15 Nov 2018, 15:14 PM
Right. I'm trying to keep it focused around what other people are arguing though. They argue volks are too cost effective, I try to show that that's not the case. I didn't add the sturmpioneer and 100mp advantage because that's not relevant to whether or not volks are too cost effective. And that's basically the issue, I think: people ARE factoring this stuff in when they say volks are too cost effective. The thing is, that's a sturmpioneer issue then. That's a starting manpower issue then. That's not a volks cost efficiency issue. If volks cost efficiency isn't the problem, then why mess with it? If sturmpioneers and starting manpower are the issue, then thats what you need to be changing. As for the flamenade/sandbag point you brought up, I'd argue that can lead you to solutions that create more problems. If sandbags are too good, then make them slower to build or get rid of them. If flame nades are too good, then change them somehow. But if we make rifles 260/26 because "sandbags and flamenades mitigate the dps difference" meaning that the two squads should be similar in cost, then you have rifle squads that are hyper efficient in combat capability to cost ratio. Volks will get murdered in combat any time they dont spend munitions or have a defensive position already set up, against a similarly costed unit with similar upkeep. Beyond that, when certain teching is reached, or with certain doctrine choices, volks dont even have that utility advantage. In: COH2 Balance |
Thread: about small arm and relative positioning. 15 Nov 2018, 15:02 PM
Making another post so that its more organized. So if I'm understanding this correctly: All/most weapons used to have the same/similar profile. Due to there being very little diversity in weapon curves, there was little decision making, which was bad. Relic introduced a LOT more variety to weapon profiles, which made decision making more important and it no longer boiled down to a dps race since weapons differed in what ranges they were good at. In order to further increase the decision making, youre suggesting we decrease the diversity in weapon curves, making more weapons have the same/similar profile... In: Lobby |
Thread: about small arm and relative positioning. 15 Nov 2018, 14:54 PM
But what's the alternative to a linear dps curve then? If you're moving all "linear" weapons to an lmg or smg profile, then you're creating more cases where its a DPS race and there is absolutely no relative positioning at all. Assume a 33/33/33 distribution for smgs/supposed linear weapons/lmgs. The smg will be in a simple DPS race (it faces another smg) 33% of the time, so relative positioning is important 66% of the time. The linear weapon will be in a DPS race 33% of the time (faces another linear weapon), so again, relative positioning is important 66% of the time. The lmg, will again, have a DPS race 33% of the time. In this model with more varied profiles, relative positioning is important 66% of the time. Now with a 50/50 distribution for smgs/lmgs (since, if I understand correctly, you don't want linear weapons). The smg is now in a DPS race 50% of the time, as is the lmg. Relative positioning is only really important 50% of the time now. Obviously its more nuanced than that, but the point is that even if you have a weapon that performs similarly at all ranges, it still creates more situations where relative positioning is important than if you were to change this linear weapon into any previously occupied category. Also, I feel like you're thinking about this too conceptually. Think about it in terms of how this actually translates into game through player decision making. If I am using an smg unit, then I want to be using it in close range (because of relative positioning, of course). This means that any other range is suboptimal for me, and the closer I get the better. Against a long range unit, I want to get close, and against a short range unit, I want to get close (or else we can shoot each other for 20 minutes at max range...in that case I wouldn't even be using the unit). That means that I don't care what unit the enemy has, I always just want to be running up to them. There's no decision making there because I always want to play it a single way no matter what. If I am using an lmg unit, then I want to be using it in long range (again, relative positioning). Any other range is suboptimal, because the further I am the better. Against a close range unit, I want to stay at long range, and against a long range unit, I want to stay at long range. So I don't care what unit the enemy has, because I always just want to a-move up to them and sit there firing. There's no decision making there because I always want to play it a single way no matter what, so I don't even have to do any thinking. See the issue? If I'm using a unit with a weapon with a linear profile, then I want to be using it at... a different range depending on what my opponent has?! The range that is optimal changes based on what unit im facing. Against a close range unit, I want to stay at long range, and against a long range unit, I want to get to close range. So I have to think about what unit the enemy has, because I need to play it differently based on this. There is decision making because I need to actually care about and think about what unit the enemy has because, as there is no single range I want to always be at and the thinking and decision making isn't done for me. Onto high lethality. Mentioning volks, penals, and guards because they got buffed doesn't make sense on its own. If those buffs put them over the top and theyre now the worst offenders of being a high lethality unit, then sure, it makes sense that you pick them out specifically. But you never established that. In fact, I don't think you can. I already did the rifle vs volks comparison, so that's taken care of. This is just my interpretation, but that comparison led me to believe that volks aren't more "high lethality" than riflemen are, quite the opposite. Penals to rifles may be slightly different, but you would notice that penals lose their DPS WAY quicker than volks or rifles do. They're higher lethality than rifles when they have 6 models (and only at long range), but once models start dropping, they're not really higher lethality than other squads. So sure, in a completely ideal comparison they're higher lethality...but otherwise, theyre no anomaly. Guards being high lethality. Compare them to grens. Guards don't seem especially high lethality. In: Lobby |
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