Profile of Jae For Jett
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Broadcast: https://www.twitch.tv/jaeforjett
Steam: 76561198054196501
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United States
Nationality:
United States
Timezone: America/Los_Angeles
Broadcast: https://www.twitch.tv/jaeforjett
Steam: 76561198054196501
Residence:
United StatesNationality:
United StatesTimezone: America/Los_Angeles
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Post History of Jae For Jett
Thread: KV1 and Churchill can take too much damage19 May 2019, 21:23 PM
I believe vet is gained as a percentage of the vehicle's health you deal in damage, so high health doesnt really lead to vet feeding (so instead of getting 25% of the vehicles vet value per shot on say a medium, you get ~11% of the churchills vet value per shot). This is all if I remember correctly. Also, the vanilla churchill* has 1400 hp, so 9 shots to kill. In: COH2 Balance |
Thread: Soviet Infantry Design17 May 2019, 21:41 PM
Absolute misinformation on my part, sorry about that. In: COH2 Gameplay |
Thread: Soviet Infantry Design17 May 2019, 18:55 PM
I would remove the PTRS rifles and adjust the guard mosin to compensate – making it similar to conscripts at close range, but with much less drop off over distance. So I'm pretty confused by this proposal. You want to make them a long range defensive squad by removing their PTRS (which perform well at long range and require them to be stationary to fire), giving them more of a rifle with insane moving performance, and nerfing said rifles performance? That just makes them more mobile, and a lot weaker at range. Like, I'm all for making them less of a generalist anti-everything squad, but your proposed solution doesn't really match your proposed goal.
To be fair, the glass cannon niche isn't really common in this game. Falls and penals are probably the only infantry units that fit that design. At the very least, having them be glass cannons keeps them unique. Beyond that, RA doesn't really make sense to me for a squad meant to take losses, that would generally just mean that they become durable and end up not taking losses. It can make you put them into situations with more damage being thrown around, but it probably won't make them riskier to use or make them better thematically. High received accuracy means the squad WILL sustain losses, and to the last man means you at least have some incentive to use them in a way that makes them sustain losses. Again, I'm all for making them more of a high loss squad, but I don't think the proposed solution really pushes that direction. Side note, 4 ptrs would probably too much for reasons that other people have brought up.
Cons accuracy bonuses aren't anything special (its penals that have insane acc bonuses). They get 40% which is relatively common. Its their received accuracy bonuses that are irregularly high. There also isn't an issue with captured weapons because (again) cons accuracy bonuses aren't anything special, they have an accuracy penalty on slot weapons, and they only have one weapon slot (iirc). If you wanted to say that cons need weapon upgrades because them relying on vet bonuses necessarily causes issues, you haven't really established that. In: COH2 Gameplay |
Thread: What commanders are good for ost 1v1 right now?11 May 2019, 16:10 PM
Theyre getting better stock RA and access to a 6th man upgrade. Their mp40 damage falloff is also being made a bit more gracious. Feedback on the new performance still hits the spectrum of "will probably be too strong" to "still useless," as usual, so I guess it will remain to be seen. |
Thread: What commanders are good for ost 1v1 right now?10 May 2019, 22:07 PM
I think it might be fun to start experimenting with pgren builds and fast t3 builds. I can imagine osttruppen getting a lot better, for example. Get a few ostruppen or maybe mg42s, tech bp1, get pgrens for some extra firepower, supply drop for fuel and weapon teams, then fast ostwind. You cant practice or use this build on live because pgrens require t2 though. And yeah, maybe jaeger infantry or a doc with camo. Camod mg42s, and camod, schrecked pgrens for at going into a t3 rush... a lot of possibilities. For the live patch, theres always the captain price stormtrooper spam build. |
Thread: Universal carrier rework thread7 May 2019, 20:05 PM
Some numbers: Yeah, those are the numbers I used for reference, and think others should reference them too. Also, effective hp against small arms (1 pen weapons): UC: 1680 hp M3: 1080 Wc: 936 Kubel: 720 Each of these has advantages that the UC doesnt, but even still, the high durability and lmg-esque dps curve mean that the UC is extremely safe and durable - safe and durable enough that multiple top level players believe it deserved nerfs. If you play safe from minutes 5-7, its not that hard to keep alive after that because youll have an aec out. In: COH2 Balance |
Thread: Universal carrier rework thread7 May 2019, 19:48 PM
I disagree. It helps both, and helps okw more because they struggle woth the UC more. Some pushed the changes to help ost, and some because they help okw, but yeah, they help both. Also, okw vs okm is semantics. In: COH2 Balance |
Thread: Rifle squad and Calliope need more buff.4 May 2019, 13:12 PM
tell that to pros Curious, who spams storms? (I don't count captain price tbh...hes usually a better indication of whats NOT meta/ what is cheesy) In: COH2 Balance |
Thread: Rifle squad and Calliope need more buff.4 May 2019, 13:10 PM
My impression was that it was a flat 50% penalty out of cover for the lmg42 (so the same penalty as their kars), which got reduced to a flat 25% penalty in cover (so 75% of a gren lmg42 in cover). Not based on any testing, just my impression from the wording. In: COH2 Balance |
Thread: Ostheer in 1v14 May 2019, 00:34 AM
Any versus vehicle starts (m3, wc51, UC)? If the enemy plays aggressively, I find the build struggles to make it to the 222 in time. |
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