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, 13:32 PM
I don't want to get into this because it's not the point of the thread, but you bring it up anyway in a lot of threads, regardless of its relevance. You always say these units are bad design-wise because they diminish the impact of relative positioning, which is a mechanic that you seem to be placing on some kind of pedestal. Stuff like (not actually quoting) "grens with LMGs are good because of relative positioning," "smgs are good because of relative positioning," "volks are bad because they're okay at every range and diminish the importance of relative positioning, turning fights into a dps race." A weapon profile that is okay at every range is no worse for relative positioning than any other weapon profile is. I have yet to see you argue why this is actually the case for, say volks and penals, and not for grens or any other unit in the game. Put grens against guards. Where is the relative positioning there? They're both best at long range and are bad at short, so it's just a DPS race. Same thing for grens against LMG rifles, or against LMG tommies. Rangers against assault grenadiers? Rangers against panzer grenadiers? Any close ranged unit vs any other close ranged unit? No relative positioning, its just a DPS race. Long ranged weapons are not affected by relative positioning any significant amount more than weapons that are okay at all ranges. When volks face a long range unit, they want to be in close range. When they face a close range unit, they want to be at long range. when they face a unit thats good at all ranges, they stay at whatever range they're at and it becomes a DPS race. Just like how when lmg grens face a close range or mid range unit, they want to be at long range. And when they face a long range unit, they stay at whatever range they're at and it becomes a DPS race. As long as two weapons are good at similar ranges and bad at similar ranges (or universally okay at the same ranges), relative positioning will not be a factor. Given how many weapons there are, you just can't have every weapon be unique enough so as to preserve relative positionings importance for every engagement. On a different note, you refer to high lethality units, but as far as combat infantry is concerned (no engineers, vehicles, scouts, etc.), the only low lethality unit would probably be conscripts. I don't know why you refer to volks, penals, and guards as if they were some exception as high lethality units when every other unit is too. Fair enough if you dislike high lethality and want to bring most combat infantry down a bit using conscripts as a baseline, but I just don't understand why you single out volks, penals, and guards as if every other unit wasn't similarly high lethality too. In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.15 Nov 2018, 12:44 PM
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. In: COH2 Balance |
Thread: Help me LimaOscarMike9 Nov 2018, 21:40 PM
Piggybacking on this post so that I may also request guidance from The Infamous LOM. In: Mentoring |
Thread: Volks are disgustingly good, need toning down.9 Nov 2018, 18:58 PM
I'd assume he means the whole: reinforce cost = (squad cost / 2) / # of members In which case he means that volks should cost 35 per model to reinforce. You know, because they overdo other squads like riflemen, which have higher DPS, better RA, and stronger vet. In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.9 Nov 2018, 13:40 PM
There is basicly no down sides going volks for okw. They have none to exploit to gain an advantidge vs okw. They outspam outlast and in the midgame outdps most if not all other main lines. Right...because the alternative to "going volks" for okw is spamming raketens, kubels, or sturms as your core infantry. I just struggle to see your point since you're saying something along the lines of "theres no down side to building a core infantry squad instead of going a complete troll build." Also, depends on what you're considering mid game. Most people would say 15, maybe even as early as 10 minutes. By that point, IS and riflemen should both be outDPSing and outlasting volks. In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.9 Nov 2018, 13:35 PM
Which, again, has absolutely nothing to do with volks "punching above their weight." They're not too cost effective, which is what the term implies. My issue, as you alluded to, is that people are making OKW issues seem like volks issues when they're not. In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.9 Nov 2018, 10:09 AM
Volks punch way above their price range right now. A lot of people have said this, but I struggle to see how. Volks are 250, rifles are 280, IS are 280, cons are 240, penals are 300. Vanilla volks vs vanilla rifles are about equal at max range, and strongly favor rifles at close range. The margin to which rifles are favored probably justifies the extra 30 squad cost and 3 reinforce cost. 1 bar rifles beats stg volks (280/60 vs 250/60). Rifles also have stronger vet. Vanilla IS vs vanilla volks favors volks at mid and close with or without cover, slightly favors volks max without cover, and favors IS max with cover. 5-man IS beat stg volks everywhere except close, which only gets better for IS when they get brens. Again, the extra cost for IS makes sense to me considering how much better their scaling is. Cons are utility and super durable with vet. They're also clearly the worst mainline infantry when it comes to combat. Volks are better than them in combat, which doesn't say much considering every other squad is too. If they have ppshs though, they're probably better than volks in general. Penals are more or less 6 man volks when it comes to combat power. Their insane vet means they don't have to spend munitions and still scale well. I just don't see in which comparison volks punch above their weight (besides non-ppsh-doc cons, which again doesn't say much). In: COH2 Balance |
Thread: Infantry Section stats and some other questions9 Nov 2018, 09:02 AM
Now, I'd like to know your opinion: do you think that IS are well balanced? Are they worth 280 MP? I have the feeling that they cost this just because they can be bolstered. At 4 entities that can't fire without cover, I can't exactly say I'm happy using them. Not sure who you are asking, but I guess I'll give my answer. IS are well balanced. This doesn't necessarily mean I think that they're a well designed unit, because I don't. The easiest way to evaluate their performance, I find, is to compare them to grens. IS enfields are like gren kars, except with a more flat DPS curve (higher far damage, lower close damage). Since long range damage is usually more useful than close range damage, this means that IS enfields are generally preferable to gren kars, but only slightly. Of course, this is assuming the sections are in cover, but that's usually not too much of a talking point since you're probably going to lose any engagements in which you're not utilizing cover. Also, its around a 10% loss of DPS for enfields when you're out of cover, so its not the most impactful thing. I make a similar argument for moving performance - you don't want to be firing on the move anyway, so its almost entirely irrelevant. A large difference is that IS have a target size of .8 while grens have a target size of .91. IS are noticeably more durable. Veterancy massively favors grenadiers as they get better bonuses and they get the good bonuses earlier. 40% accuracy at vet 2 is a massive advantage. Grens have snares and rifle grenades tied to regular ostheer teching - they have a really long range on them too. IS can be bolstered and double equip brens. A single bren is very noticeably weaker than a single lmg42, with double brens being a fair bit stronger. IS cost 280 with a reinforce cost of 28. Grens cost 240 with a reinforce cost of 30. So the general comparison is: IS trade roughly evenly with grens out of cover and usually win in cover, which is probably doesn't favor IS quite enough for the 280 mp vs 240 mp comparison but does massively favor them in the 28 vs 30 reinforce costs. Soon upgrades start coming in (usually bolster for IS and the lmg42 for grens), but infantry sections will still win (heavily at close range, and slightly at max range) - bleed inflicted will mostly be the same for each side though at max range. When grens hit vet 2 they'll win long range and lose close range less hard. When infantry sections get brens theyll win long range again. So assuming both players hit standard upgrade timings, infantry sections should usually win while also being slightly more efficient bleed wise. Grens are very dependent on vet, which really hurts if you have to replace a gren squad. I find this to be alright considering grens are (from what I can tell) balanced as a weak point for ostheer and infantry sections are balanced as a strong point for UKF. The cost and performance of these units balanced in relation to each other in isolation. Even if the dynamic is balanced, it does mean that IS will probably be slightly overcosted at vanilla performance to make up for their overperformance when fully upgraded, as you thought. In: UKF Strategies |
Thread: Soviet mine oneshoting wehr squads8 Nov 2018, 05:29 AM
Maybe OP travelled to the past? My beautiful fallschirmjäger sure remember In: COH2 Bugs |
Thread: Volks are disgustingly good, need toning down.8 Nov 2018, 05:26 AM
Pioneers can sprint, this is disgustingly op. Why can't my shocktroops do that? Breakthrough doctrine. Checkmate. Edit: meant encirclement In: COH2 Balance |
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