Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
December 02, 2024, 07:52:32 am
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 0
Battles in progress: 0
Battles waiting: 5
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
General Discussion
>
Commando Smoke
Poll
Question:
Should Commando's go invisible when they pop smoke?
No
11 (40.7%)
Yes
16 (59.3%)
Total Voters: 26
Pages: [
1
]
2
Go Down
Print
Author
Topic: Commando Smoke (Read 4924 times)
0 Members and 5 Guests are viewing this topic.
salan
Synergies TL2 mod!
Posts: 6290
Commando Smoke
«
on:
July 29, 2009, 07:25:42 am »
Commando smoke is a 6 second uninterpretable invisibility where they neither lose speed, or are damageable by any targetable effect. They have the ability to break the smoke themselves, but even running them over with a tank will NOT pop them out of their imposed stealth. It is to my knowledge the only ability in the game that completely removes you from targetable harm for any duration without the ability to be interrupted by the opposing team.
This allows commando's to run past any force unopposed during that time frame, taking no damage, and pop out within killing distance ready to go; Or this allows them to shift direction and get away unseen.
The balance of fire up is, if they fire up, they still have to run through your fire to get behind you.
SHOULD COMMANDO'S GO INVISIBLE WHEN THEY POP SMOKE?
if no, they would still have their suppression break, and smoke effects, and perhaps a 6 second suppression immunity like fire up.
NO PERSONAL ATTACKS, or you get a vacation.
Logged
www.synergiesmod.com
Draken
Chess master
EIR Veteran
Posts: 1850
Re: Commando Smoke
«
Reply #1 on:
July 29, 2009, 07:30:27 am »
Well even if I don't use commandos, I play all factions, and I don't find commandos op for their price, it can stay as it is now for me.
Logged
VictorTarget
EIR Veteran
Posts: 234
Re: Commando Smoke
«
Reply #2 on:
July 29, 2009, 07:30:51 am »
No, Commandos should not go invisible.
As you stated, it's the only ability that does that, and it's mildly unreasonable in doing so. Give them the suppression break, and the smoke cover, but let them take damage at the same time.
Logged
CafeMilani
Aloha
Posts: 2994
Re: Commando Smoke
«
Reply #3 on:
July 29, 2009, 07:34:56 am »
it can stay as it its. smoke doesnt make them OPed
Logged
Mukip
EIR Veteran
Posts: 450
Re: Commando Smoke
«
Reply #4 on:
July 29, 2009, 07:40:04 am »
They already cost 350 manpower 165 munitions, give them a break Salan!
Logged
Sharpshooter824
I <3 Aloha
EIR Veteran
Posts: 775
Re: Commando Smoke
«
Reply #5 on:
July 29, 2009, 07:40:55 am »
Yeah, after the recent price increase I think smoke should stay as it is, its one of the things that makes commandos unique
Logged
Rawr
Armfelt
EIR Veteran
Posts: 453
Re: Commando Smoke
«
Reply #6 on:
July 29, 2009, 07:45:59 am »
It is fine as it is! Without it, they are like expensive MP40 Volks!
If there shall be any changes give them Stormtrooper camo. But as I see it they got their special smoke because.
Americans got fire-up.
Wehrmacht got storm-camo.
PE got sprint, vet sgt.
It is to make the units different. And as I see it is the smoke half the thing of the mandos.
Logged
"Well opinions are like assholes, everybody has one."
Baine
Steven Spielberg
Posts: 3713
Re: Commando Smoke
«
Reply #7 on:
July 29, 2009, 07:47:21 am »
Although i can understand that it seems a tad overpowered that they can't be targeted unlike airbornes and rangers with fire up, you need to consider that they die pretty fast, especially in close quarter against even enemies (assault pg, kch). So they need this little magic to get the first strike.
Logged
Sharpshooter824
I <3 Aloha
EIR Veteran
Posts: 775
Re: Commando Smoke
«
Reply #8 on:
July 29, 2009, 07:50:52 am »
Commandos are high damage, low survivability..smoke is necessary
Logged
Dragon2008
EIR Veteran
Posts: 355
Re: Commando Smoke
«
Reply #9 on:
July 29, 2009, 07:52:15 am »
Quote from: Mukip on July 29, 2009, 07:40:04 am
They already cost 350 manpower 165 munitions, give them a break Salan!
So?
Commando's r the most powerful unit in the mod. Im not saying they are OP but can slaughter any unit apart from tanks and armoured cars.
I think they r the only unit that doesnt have a downside for using there ability.
Storms move slow in cloak.
Ranger/Airborne slow down after fireup runs out.
It seems again that the only people who don't want the commando changing is the people that spam and use them alot.
EDIT: Also Salan isnt saying remove smoke but to make it so they don't go invisible for 6 seconds even if they arnt in the smoke.
«
Last Edit: July 29, 2009, 07:53:59 am by Dragon2008
»
Logged
PC Specs:
CPU: AMD Phenom(tm) II X6 1100T @ 3.3ghz
RAM: 4GB
Motherboard: ASUS M5A99X (EVO)
Graphics Card: ATI HD 6970 2GB
Hard Drive: 1TB
VictorTarget
EIR Veteran
Posts: 234
Re: Commando Smoke
«
Reply #10 on:
July 29, 2009, 07:53:15 am »
Frankly, I would rather see a price decrease and superninjasmoke disappear. Yes, they're expensive. But it really seems way out of whack the way it is now. And it would make them more real and reasonable (and able to be supported, because you get more troops if they're cheaper!)
Logged
Sharpshooter824
I <3 Aloha
EIR Veteran
Posts: 775
Re: Commando Smoke
«
Reply #11 on:
July 29, 2009, 07:56:36 am »
I run 2 squads of mandos on my mando account and hardly ever use them, they are more as a backup emergency unit.. I prefer to run about 10 tommy squads
if somebody spammed them they'd be rather foolish tbh, as AT also costs munitions
«
Last Edit: July 29, 2009, 07:58:25 am by Sharpshooter824
»
Logged
Mukip
EIR Veteran
Posts: 450
Re: Commando Smoke
«
Reply #12 on:
July 29, 2009, 08:01:12 am »
Commandos are far from the most powerful unit in the mod. They are helpless against any kind of vehicle, do no appreciable damage at medium to long range and drop to any kind of sustained focus fire. They are expensive and have terrible accuracy when moving. They are purely anti-infantry and unlike a certain other sort of elite infantry they can actually be hit. They require good micro and timing to be effective if you aren't playing against a vegetable.
BTW I don't even play Commando anymore and when I did I fielded 2 mando squads since the price increase so cut the snide remarks. Who the hell spams Commandos nowadays?
«
Last Edit: July 29, 2009, 08:19:39 am by Mukip
»
Logged
LuAn
EIR Veteran
Posts: 572
Re: Commando Smoke
«
Reply #13 on:
July 29, 2009, 08:12:23 am »
Voted yes for various reasons already stated by other people.
Logged
aka
UckY
Two
EIR Veteran
Posts: 2079
Re: Commando Smoke
«
Reply #14 on:
July 29, 2009, 08:32:02 am »
shit i voted no but i ment yes
Logged
Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
Rocksitter
EIR Veteran
Posts: 495
Re: Commando Smoke
«
Reply #15 on:
July 30, 2009, 02:43:13 am »
Give them smoke but they should take damage .
What would this do to assault grenades if they are not invisible anymore would you be able to throw them at the commandos or would smoke still make you lose the ability?
Logged
Duckordie
Community Mapper
Posts: 1687
Re: Commando Smoke
«
Reply #16 on:
July 30, 2009, 03:05:26 am »
Commando need smoke, but... Hmmm...
How about making it like they are inv as long they are in the smoke? Or for a shorter time?
Logged
^<-- Duck ™ and ©
We need more axis players!:
spinn72
EIR Veteran
Posts: 1802
Re: Commando Smoke
«
Reply #17 on:
July 30, 2009, 03:22:05 am »
hey, when you pay 350 manpower and 165 munitions for these guys, you deserve to at least get smoke that makes you invisible!
KCH with oak leaves cost 360/130, or even falls with 250/120 (and auto ambush ability). So its quite balanced id say.
Logged
Dragon2008
EIR Veteran
Posts: 355
Re: Commando Smoke
«
Reply #18 on:
July 30, 2009, 04:01:04 am »
Quote from: spinn72 on July 30, 2009, 03:22:05 am
hey, when you pay 350 manpower and 165 munitions for these guys, you deserve to at least get smoke that makes you invisible!
KCH with oak leaves cost 360/130, or even falls with 250/120 (and auto ambush ability). So its quite balanced id say.
You av to remember the difference between each unit though.
KCH:
Size: 3 man squad (Without Oak Leaves)
Cost: 320/110
Cost per man: 106.6/36.6
Don't get no free ability. Weapons best for mid range combat and not getting too close.
Falls:
Size: 4 man squad (With Auto Camo)
Cost: 250/120
Cost per man: 62.5/30
Has Ambush camo but has to be in cover and not moving. Weapons best used for behind cover and not assualting.
Mandos:
Size: 6 man squad (With smoke)
Cost: 350/165
Cost per man: 58.3/27.5
Gets smoke which makes them invisible for 6 seconds even when not inside smoke and has no draw backs from using it. Weapons best used for assaulting and getting close to the enemy.
Overall commandos cost least per man and is more cost effective than KCH and Falls.
Logged
SaintPauli
EIR Veteran
Posts: 530
Re: Commando Smoke
«
Reply #19 on:
July 30, 2009, 04:07:43 am »
I don’t think they should go all out ninja invisible. Let the ability break suppression and pop smoke similar to mortar smoke giving them less suppression and incoming accuracy. This way it can still be used as a defensive tool (maybe give them an extra ability that allows them to throw the smoke grenade like a normal grenade)
Logged
Pages: [
1
]
2
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...