Profile of Jae For Jett
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Broadcast: https://www.twitch.tv/jaeforjett
Steam: 76561198054196501
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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: Why such a short range of IS2?!9 Dec 2018, 10:58 AM
Except kinetic energy isn't really relevant for comparing the effects of mass and velocity in this context. Neither are shaped charges. The "velocity guns" can be equated to KEPs, but 152mm and 122mm HE rounds can't really be grouped into either category. Increased velocity means a lot more energy, but thats only really going to increase penetration. While I suppose that does fall under destructive power, more mass means more explosive filler. For rounds this big, that means both more penetration (negligible, I guess), and more shock (I'd count that as damage) to the vehicle if it doesn't penetrate, and more straight up damage if it does. That's why I tried not to exclusively refer to mass, but also to payload (because that's what I think we're actually trying to imply when we say mass). I get that the bolded part isn't really true given the proportionalities, but that's only if you remove my words from their context. He mentioned an example that used an absurd velocity to yield an absurd result, and that statement was only meant to imply that you could do the same for mass (use an absurd mass to yield an absurd result). Overall, I think you're sticking too close to principles that really aren't applicable to the actual points of discussion. In: COH2 Balance |
Thread: Why such a short range of IS2?!9 Dec 2018, 07:11 AM
Except that the topic was destructive power, and your post implied that velocity was "the most important" when it came to that. No one is arguing it's not better for accuracy, loading times, or material efficiency. You say it's "less efficient" to make up for velocity with destructive power, but that's a deceptive claim. Yes, velocity is more efficient. You're using the same caliber, but getting more destructive power out of it. But efficiency isn't remotely close to relevant to the discussion. Velocity was preferred, sure, but it was not as PRACTICAL. Look at the german 128mm. Larger than modern tank cannons because mass had to (and very much did) make up for velocity during those times, not that the 128mm had a low velocity. Obviously, the clearer examples are the ISU 152 and of course the KV2, but you mentioned germans and velocity. Anyway, to refocus the discussion, velocity is the goal because of material efficiency, accuracy, loading times, and yes destructive power. Others were pointing out that mass/payload could and did reach the impact on destructive power that velocity had (specifically for the 122mm), which you appeared to attempt to refute. In: COH2 Balance |
Thread: Why such a short range of IS2?!9 Dec 2018, 05:13 AM
Velocity is the most important, look at a rail gun, or the effects of particulate matter accelerated to large speeds in orbit. A flec of paint at high enough speed can have the same impact as an atom bomb. "Look at [insert celestial body], or the effects of cosmic scale collisions. An object traveling at a literal snail's pace with a high enough mass can have the same impact as an atom bomb." Claiming velocity (or any single factor) as "the most important," is horribly misguided. Scale any of the factors up high enough, and you'll get insane results. With modern technology, increasing the velocity of a projectile is trivial compared to increasing the mass of the projectile, hence rail guns. Velocity is emphasized so much not because it's more "important," but because it's far more practical to maximize. Also, I say modern technology because, to my knowledge, this wasn't always the case. While velocity was the most practical factor to optimize now, that doesn't mean it was the most practical factor to optimize during the time period in question, the 1940s. This truth is seen in the weaponry (artillery guns and tank cannons) of the time, which had much larger calibers (when possible) than equivalent modern weapons do. In the context of this conversation and given the practical limitations faced during the time period, payload and mass probably were "more important" than velocity. Again though, there is no absolute "most important" factor when you remove context. In: COH2 Balance |
Thread: How to deal with a well microed Vickers UC and rush to AEC?9 Dec 2018, 04:59 AM
Typical noob doesn't understand that at high level play, pro players will just circle your JT with their UC. Checkmate, the JT does not counter the UC. |
Thread: How to deal with a well microed Vickers UC and rush to AEC?8 Dec 2018, 13:42 PM
At that point, I'd prefer to just counter it with a KT. Countering UCs is the KT's one true purpose, after all. |
Thread: How to deal with a well microed Vickers UC and rush to AEC?8 Dec 2018, 13:00 PM
Good thing that nobody said to build a raketen as counter in this thread. Just build an M1 AT gun. It has the highest fire rate and widest arc of all the AT guns, so it counters the UC really well. |
Thread: USF vs OKW8 Dec 2018, 06:24 AM
Then you would be wrong. |
Thread: Conscripts need to be cheaper7 Dec 2018, 03:35 AM
Grens have such high DPS they also perform better in close-range than Pios do. So where is the reason for their MP40? It is a fault since game-released. Rangers perform better at close range than riflemen do. That doesn't mean that riflemen aren't ideal at close range. Grens perform better at close range than pioneers do. That doesn't mean that pioneers aren't ideal at close range. If pioneers were shifted towards a more generalist weapon profile (like combat engineers and REs) then they would have their (close) damage nerfed to the level of combat engineers and REs (read: bad at all ranges instead of okay at close and really bad anywhere else). IMO, pioneers and sappers are examples of engineer units done right. Their combat power is overall very low, but if they're used at the right range, then they approach the combat power of a mainline unit. In: COH2 Balance |
Thread: CoH 2 Base game for free forever in this weekend7 Dec 2018, 01:14 AM
In: Lobby |
Thread: Conscripts need to be cheaper7 Dec 2018, 01:12 AM
And regardless on which suffixed volks unit we are dealing with they are over performing for cost creating balancing issues. Again, I still fail to see how this is true. No one has made really made an actual argument about how this is the case. In: COH2 Balance |
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