Do schreck pgrens not work? Those always felt like the real counter to greyhounds.
Profile of Jae For Jett
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Broadcast: https://www.twitch.tv/jaeforjett
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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: Greyhound question14 Nov 2022, 19:59 PM
Do schreck pgrens not work? Those always felt like the real counter to greyhounds. |
Thread: Brens on CQC units27 Aug 2021, 04:39 AM
The main thing about most infantry upgrades is that they're upgrades: pay 45-60 munitions to increase the overall fighting power of your squad. There's a lot of nuance to it, but generally you pay munitions to get increased performance. The thing about putting brens on commandos is that this doesn't really increase the overall combat effectiveness of the squad, it just changes them from a great close range ambusher to a great long range unit. Commandos with brens ARE great, but so are commandos with their base stens. In fact, bren commandos don't really do anything that sections don't already do, unlike the ambushing sten commandos. Basically, you pay munitions to turn a strong unit that fills a gap in your army into a strong unit that does what your army already does. Not really worth it. In: UKF Strategies |
Thread: Riflemen and M1919.22 Aug 2020, 00:48 AM
That does take away the main draw of 1919s though - how economic they are. They allow you to skip racks (manpower and fuel saved, lets you keep momentum for something like a stuart rush), and theyre generally more muni efficient than BARs. 2 1919s add much more power than 2 BARs in spite of the fact that they cost similar amounts. In: COH2 Balance |
Thread: CoH CM promoted to Brand Manager19 Aug 2020, 20:06 PM
https://www.reddit.com/r/CompanyOfHeroes/comments/i83or5/does_the_balance_team_need_any_help_with_anything/g160xmu/ Tl;dr: As far as im concerned, there will be no more patches. Relic has avoided giving any definitive answers though, so I wouldnt be surprised if they tomorrow announce that there will be work on a new patch. I mean, some 3 years ago, we were told Relic would cease supporting coh2, but look whats happened since then. In: Lobby |
Thread: An Old Schooler's Rant and Observations19 Jun 2020, 14:08 PM
I wouldn't say that the community bit off more than they could chew. The game is better because of community run efforts. I can more than understand if you disagree with that statement, but my point is that I think it is the only one metric that matters. We are not Relic. We are not COH2 game devs. We, as the community, either choose to put effort into the game, or we leave it alone. That's the only thing we have control over, and if the game is better off because of our participation, then what Relic or actual devs do or could have done for COH2 is besides the point because that's not within the limit of what we can control. In: COH2 Gameplay |
Thread: An Old Schooler's Rant and Observations18 Jun 2020, 21:08 PM
A pretty respectfully worded post overall. As a member of the balance team and a tournament player, I'd like to clear some things up though. Call in vs. constructed inconsistency is annoying, but I think the more important question on that front is if the implementation in each case makes for better gameplay. Why keep a unit as a called in unit if this very aspect causes problems (balance or otherwise). Sometimes switching a unit from a callin to being constructed fixes real issues in the game. That said, I am personally of the opinion that units should default towards being constructed instead of called in. On another point, frankly, what people wanted from this game or what people decided about this game in alpha is completely irrelevant. Everything was different back then, and those opinions were held based on factions, units, and gameplay systems that were entirely different. If anything, game design decisions/perspectives held early on in the games life cycle didnt seem to make for a game that was fun to play or balanced. As for polish and bugs, thats mostly just out of most of our hands. Mods are built by miragefla, then when they go for live implementation, theyre rebuilt by andy on the relic end. No one else really has direct control over the implementation and polish of these changes. In: COH2 Gameplay |
Thread: Change Major recon call in18 Jun 2020, 09:23 AM
Adding "from a design point of view" to a bunch of points in your post doesn't make it any more relevant to what the post topic actually is. In: COH2 Gameplay |
Thread: So, whats next?7 Jun 2020, 18:29 PM
Make a team of people like Duffmann, Pink guy, Tightrope and Ashabroz etc and pay them. Its always a good laugh when people claim that balance would be better if we kicked tightrope and added tightrope. Im just also confused at why asha, pink guy, and duffman supposedly "know" the game but current members dont. Im especially skeptical that asha has been able to demonstrate said knowledge considering he hardly ever speaks in english to begin with. Thats to say nothing about the language barrier itself. In: COH2 Gameplay |
Thread: DPS Calculator & Unit Stats5 Jun 2020, 10:38 AM
No, thank you for remaking and updating the build. It's a massive help for both discussion and theory crafting. An up to date stats database is one of the most essential tools for increasing game knowledge within the community, and I really can't express how much your work means. In: Lobby |
Thread: Comet projectile5 Jun 2020, 00:39 AM
An intended visual quirk, yes. That's what I understand it to be. In: COH2 Gameplay |
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