Profile of FestiveLongJohns
General Information
Broadcast: https://www.twitch.tv/festivelongjohns
Steam: 76561197999607791
Nationality: United States
Broadcast: https://www.twitch.tv/festivelongjohns
Steam: 76561197999607791
Nationality: United States
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Post History of FestiveLongJohns
Thread: What War Spoils have you won?1 Jul 2014, 16:37 PM
After getting to level 43 (20+ hours of gameplay at least) I won my first commander! Unfortunately it was the last one I was hoping for. The OKW defense doctrine (flak, bunker, pak43, zeroing arty) In: Lobby |
Thread: Dealing with volley fire1 Jul 2014, 08:42 AM
After playing a bit more against it, I think it'd be useful if it was more obvious when volley fire was in effect. Once the text disappears there's no way to tell. This is a good point, especially considering the effect is the most potent at the end of its duration. Having an icon over the squad for the entire length of the ability would take some of the guess work out of when you can reengage. BTW Nice games today In: Strategy Desk |
Thread: Western Front game stats1 Jul 2014, 08:30 AM
Its not updated yet, so unless you are in the top 200 you will have no way of checking your rank for the new factions until they add them to the player cards. I'm sure they are working on it In: COH2 Bugs |
Thread: About IpKaiFung killing a King Tiger30 Jun 2014, 09:08 AM
He almost sounded guilty afterwards! Almost... In: Lobby |
Thread: Dealing with volley fire30 Jun 2014, 05:52 AM
What exactly is an early game blob? 3 units? You can get an AA halftrack at ~5:30 and that thing absolutely shits on all infantry. It is highly mobile and suppresses on the move. Besides, how is a 160 MP Rear ecehlon squad pinning a far more dangerous and expensive sturmpio squad not useful? Your suggesting that the ability should be able to instasuppress MORE than a sturmpio squad? Grens and volks can't step to rifleman as it is. Additionally, making them immobile allows people to just focus fire them from range and then walk away if they toggle the ability. It will go from "useful" to "never used except when your opponent isn't paying attention". So giving the USF opponent a micro intensive counter isn't acceptable? The ability has to function the same regardless of circumstance and opponents awareness? That is the definition of an "I WIN" button. Yes, I am suggesting to change the function of the ability. ATM it's a no brainer. You can use it on the move, you can use it against multiple squads, you can use it against squads in cover, the result is essentially the same. I'm suggesting that it be used in conjunction w/ a supporting rifle squad to punish an advance or secure your own. It would still be extremely useful while allowing enemy units to kite the ability if they spot it activated soon enough. You also conveniently chose to ignore my point about how the ability fits into the faction as a whole. I don't think that VF needs to be turned into a useless ability. Being able to supress a high value target during a skirmish is valuable under any circumstance. Compare this to the soviet CE whose only role is to tech, repair vehicles, and lay mines. I like its early game potential, and it also scales with upgrades as well, as it gives a ROF bonus and this used with a weapon upgrade like the BAR or browning can do some serious work, especially considering the RE becomes a 5 man squad at vet 2. In: Strategy Desk |
Thread: Why WFA is the best thing to happen to COH 230 Jun 2014, 05:27 AM
Well said, and I agree completely. The suppression tools in coh2 are much greater than in vcoh and the fact is if your opponent tries to blob heavily the entire game, you can outcap the flanks, and punish mass retreats with arty, mortars, and pressure from high dps units like the mentioned falls. Forward retreat points are great, and add a tactical element to the game that I feel deserves to be explored before writing off. I've had great fun playing both with and against OKW and a really aggressive forward retreat point. Its tactical benefit is also a risk in that it is much more easily pressured, and I love the tug of war that goes on at the HQ. In: COH2 Gameplay |
Thread: The small things matter30 Jun 2014, 04:44 AM
I love all the points that the OP started with, and I also love the overall polish of the release. Little things like -Weapon racks on the USF HQ buildings actually opening up and making the BARs/Zooks/Brownings visible. -The crew of the sturmtiger exiting to reload the gun, all of the AMAZING vehicle sounds, most of the new weapons (the sturmpios mp44s sound amazing, the falls FG42s sound a little disappointing). -I love the UI changes, the fact that you can scroll over commanders and check their abilities is nice for those that don't have them all memorized. All in all, this release is very polished and well put together. The balance issues will be easy to nail down with feedback, and overall the game looks like it is heading for an incredibly bright future. Major props Relic, thanks for listening! #HYPE! In: COH2 Gameplay |
Thread: Dual Monitor Support For Tactical Map.30 Jun 2014, 03:38 AM
TBH this was an issue for me as well until I started using auto hot key, and even then I find it easier to use the mini map. I have my tac map set to my middle mouse button, and I still don't use it as much as some. I like having the option though, as it does have its uses. That being said this issue could also be solved by allowing players to set their own hotkeys. WHAAAA!? Custom hotkeys in an RTS!? What a novel idea! In: COH2 Gameplay |
Thread: Official Obersoldaten OP Thread30 Jun 2014, 03:36 AM
What is their armor btw they seem to soak far more bullets then any other 4 man squad? They have a reduced received accuracy modifier, not sure what it is, but this attributes to their tankiness. In: COH2 Balance |
Thread: Bazooka volley fire bug30 Jun 2014, 03:30 AM
Quoted from Ciez in another thread, its not a bug it's just a (hopefully) unintended result of how the ability functions. It gives a buff to the RET that increases their rate of fire/suppression modifier over time (also works for any equipped weapons - like Bazookas) and they're free to target any squad they want, and can even move. So yes puppet, it will give your brownings a ROF buff, try it with BARs too, this makes the ability scale well into the late game if you decide to equip your RE troops with real weapons. They become especially potent at vet 2 when they gain an extra man in their squad. In: COH2 Bugs |
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