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Author Topic: [CW][Commandos] Commando Support Teams  (Read 1961 times)
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spinn72 Offline
EIR Veteran
Posts: 1802



« on: July 31, 2009, 05:24:24 am »

I'm just wondering why these support teams are basically useless, besides of course PIAT Commandos.

This Thread is about the price of the units.

Okay, so here's what it unlocks:

PIAT Commandos (180/100)
Mortar Commandos (495/60)
HMG Commandos (280/40)

PIAT commandos are fine in price, perfectly balanced.  100 mu still gives 2 PIATs and smoke, instead of 2 PIATs and Ambush ability.

Mortar Commandos are horribly expensive i think.  It uses an American Mortar, which costs 350/50, and even the American Airborne Mortar costs 370/60.  The Mortar Commandos have smoke yes, but that's not wortth so much more money.  I say reduce cost to around 410/60.

HMG Commandos are actually also quite costly, since its a HMG that only has smoke which is useless for a HMG.   I think its price should either be reduced to match the Vickers HMG or else to actually swap the prices over since the Vickers HMG is too good value at the moment.

These are just minor tweaks and hopefully noones going to come in here and say "OMG smoke on Mortar Commandos is so awesome you should pay 145 Manpower just for that!!!"

Basically the reason for posting this is after unlocking commandos doctrine i wanted a better Mortar than the 2 inch (which still has no range) and so i got Mortar commandos for this horribly expensive price.  I mean i pay less Manpower for a Firefly.
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Tymathee Offline
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Posts: 9741



« Reply #1 on: July 31, 2009, 06:29:52 am »

the 2 inch mortar although it has no range, is the strongest mortar in the mod....if it  hits, it has horrible accuracy and rarely hits where you want it to. Usually best to do is leave it on free fire lol.

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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Aggamemnon Offline
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Posts: 418


« Reply #2 on: July 31, 2009, 06:32:42 am »

Piats and HMG are fine.

Mortar you have a point.
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Sharpshooter824 Offline
I <3 Aloha
EIR Veteran
Posts: 775


« Reply #3 on: July 31, 2009, 06:36:26 am »

lol if you want a good mortar get the 2" mortar with RCA doctrine abilities  Tongue
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Rawr
spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #4 on: July 31, 2009, 07:28:37 am »

lol if you want a good mortar get the 2" mortar with RCA doctrine abilities  Tongue

i wish lol.  Although that would involve changing my entire doctrine.

the 2 inch mortar although it has no range, is the strongest mortar in the mod....if it  hits, it has horrible accuracy and rarely hits where you want it to. Usually best to do is leave it on free fire lol.



I see your point here, i know the 2in mortar is a fantastic close combat defensive mortar but its only usable in very tight situations eg. the Tanteville city.  The Mortar Commandos are more of an Offensive mortar which can take out a HMG from a good distance and support well, while not sacrificing much damage at all.
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