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Author Topic: What I think the Commando doctrine should have.  (Read 5774 times)
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FlashStepFlame Offline
EIR Regular
Posts: 13


« on: August 07, 2009, 01:01:58 pm »

 Grin
No offense to the EiR:R team but I think the commandos still need alot of tweaking, and also need to be finally finished.

Now to what I think the commando doc should have:
Paradroped Commandos.
T1:Commando Jeep (Stay the same.)
Behind Enemy lines
Gliderborn Support crews (Commando Sappers *Replaces Piat Commandos and have the ability to make small fortications, like barbed wire, sandbags and a HMG enplacement. Can not upgrade with PIATs/Explosives.*, HMG Commandos/Mortar Commandos.)
Instead of smoke support: supply drop *Drops two Bren LMGs and two PIATs.*

Reason for my T1 Choices: Because Commandos are not a "Hit 'n' Run Doctrine, they are the Brits offensive in taking postions quickly and holding them till you get tanks/heavier support. Also Commandos are part of the R.A.F which should mean they get air-support simimlliar the Airborne Doc.

T2:God Save the King (Stays the same.)
Rapid Deployment: Gliders come in at 20secs instead of 30.
Who Dares Wins: (Says the same.)
Light Armor: (Stays the same.)
Intelligence: Notifies you of a unit being spawned over with a pop of 12 or over.

I really liked the Tier two choices, I just had two ideas for the TBAs.

T3:RAF Overhead:Recon plan *Two uses.* Typhoon Run *Two uses.*.
Commando Sniper: (Stays the same.)
Decoy Arty: (Stays the Same.)
Under Toughest conditions: All commandos have 15% reduced supression.
Commando ATG: Drops a 6 Pounder ATG onto the field with a crew of three commandos.

I think the Commandos need a little more Anti-Tank, cause the amount of tanks spwned by WM players in the beginning is becomming more comon. For the surpression I found that commandos still where still to easily supressed.

T4:Radio Triangulation: (Stays the Same.)
Need for Field Technicians: *Replaces At Commndos.* Sapper Commandos Gain to more member to their squad of 4 armed with brenguns.
British Grit: 10% reduced surpression instead of 15% and the rest i the same.
The Gods have "Answered": 3 offmap boming runs are aviliable for purchase.
Fear-some "Red Devils": All commndos gain 15% more health and 5% more damage.

Thats what I think the commandos should be like.
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FlashStepFlame Offline
EIR Regular
Posts: 13


« Reply #1 on: August 07, 2009, 01:15:05 pm »

Guys you can comment, say what you like: this is just what I believe doctrine should be like. Smiley
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wildsolus Offline
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Posts: 807


« Reply #2 on: August 07, 2009, 01:49:01 pm »

supply drop will never get 2 brens or piats.. too powerful for a t1.

free ATG for a t3? i think the devs frown on free units..

red devils is awful for a t4
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Smokaz Offline
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Posts: 11418



« Reply #3 on: August 07, 2009, 02:09:57 pm »

Red Devils: Commandos have 85% Reduced Smoke ability timer, ability moves from being on recharge to 3 uses per squad

bai bai grenadiers

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SlippedHerTheBigOne: and i have no repairkits
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #4 on: August 07, 2009, 02:17:22 pm »

GliderBorne support troops : the sapper commando is not needed. PIAT commando is fine as is.
Supply drops = OP.

T2s are good.

Under Toughest Conditions : horribly underpowered for a T3. 25-40 percent less suppresion would be MUCH more appropriate.

Commando ATG : horribly UP. US AB get an ATG at T1, lol.

T4 NFFT : no... isn't useful
Brittish grit needs buffing to 30 percent less recieved suppresion, not a nerf to 10...
Red Devils : good T2, horribly UP at T4.
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pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #5 on: August 07, 2009, 02:37:02 pm »

Imo, the commando's need to be focused similar to the airborne with a focus more on AI rather then AT. Heres what I'd like to see...

T1:

- Airdroppable 6lb gun: same as airborne t1
- smoke decreased by 60 seconds
- Tommies and commandos gain 12% more accuracy when near LT
- Democharges can now be placed anywhere
- Recon run

T2:

In addition to whats already there, the following should be added:

- Commando's and Tommies now have 15% more heath
- Increase the health of LT by 30%

T3:

- Bombing run
- Sniper
- Decoy Arty
- The sprint ability is now purchasable on commandos and tommies.
- Gliders now deploy in 10 seconds
- Tommies and Lt are all paradroppable

T4:

- Radio Triangulation
- Commandos no longer receive accuracy penalities while on the move (similar to moving ability for tanks)
- Free Offmaps (1 decoy, 1 howi, 1 bombing, 1 recon)
- Tommies and LT now gain the smoke ability smoke; reduces the cooldown on all smoke abilities by 100 seconds.
- Commandos gain 20% accuracy and 20% more health; additionally, the spring ability is now on a 60 second cooldown.

Now thats a commando doctrine, discuss
« Last Edit: August 07, 2009, 03:51:25 pm by pqumsieh » Logged

Common sense is not so common after all.
Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #6 on: August 07, 2009, 02:42:26 pm »

Gliderborne 17 pdr   Tongue

Giving more units to drop in by air is like giving noobs and not-so-good players a grenade that explodes the instant you pull the pin...

They drop things in behind enemy lines....dead

They drop things in on their own lines... the lines change...dead

Basically commandos and airborne are best walked on-field.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #7 on: August 07, 2009, 02:43:23 pm »

pq, 2 of those last 3 t4's look a bit OP(not paradroppable guys), but I like the general ideas.
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #8 on: August 07, 2009, 02:48:50 pm »

Speed bonuses = impossible to do on infantry.
Though, the T3 and T4 could stack for allways sprinting commandos xP.
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FlashStepFlame Offline
EIR Regular
Posts: 13


« Reply #9 on: August 07, 2009, 02:57:16 pm »

What I'm saying they should have stuff similliar to what I put, cause commandos in a real WW2 army were navel marines, not GliderBorne Troops.
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LeoPhone Offline
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Posts: 0


« Reply #10 on: August 07, 2009, 03:00:07 pm »

i dont like those doctrines, exept rapid deployment.
and there was a huge topic about this already some time ago, i guess commandos really need change...
this is how i wanted it then(i modified to what i think now and how docs aare changed)

il just post what i want changed about commando doctrines:
Quote
how it is:
Royal Commando Division
Unlocks Commandos

Smoke support (Grants uses)
Commando Jeep (Available for purchase)
Behind Enemy Lines (All commandos gain 15% sight)
Emergency Exit (Commandos smoke cooldown -60s)
Weapon Teams (MG, mortar & piat commandos unlocked)

god save the king
Hit it Running (Commandos run at a speed of 4 after deploying for 10 seconds) NOT ANYMORE
Who Dares Wins (Zeal like bonus for tommie squads)
Ultra Decryption (You are notified when a vehicle over 12 pop enters the field) NOT ANYMORE
Light Armor (Tetrarch available for purchase)

Decoy Artillery (Grants 1 real and 1 fake)
RAF Overhead (Grants one use, max 2)
Glider Command (HQ Glider can be purchased and dropped, acts as a triage center, 120 munitions) NOT ANYMORE
Radio Triangulators (Available for purchase) NOT ANYMORE
Commando Sniper (Unlocks the unit, can also purchase smoke and demo charge)

Enigma Decoded (Grants sight into all player's spawn for the first 10 minutes of the game) NOT ANYMORE
Special Training (Commando Heavy Weapons are 25% more accurate, cause 25% more suppression and get a single smoke usage) NOT ANYMORE
Evasive Manoeuvres (Commandos can camouflage and move in prone position) NOT ANYMORE
AT Commandos (Piat commando teams comes as 5 man squads and can camouflage in cover)
British grid (All basic infantry gain 25% extra health, 15% reduced supression)
Radio triangulation
how i want it:

t1 smoke support: change to 30% reroll on crashed gliders

t1 commando jeep: must be able to come with gliders

t2 smoke support: replace by decoy artillery

t2 hit it running: gliders land in 20 seconds instead of 30

t2 who dares wins: zeal bonus for commandos

t2 ultra decryption: removes the repair upgrade on enemy vehicles above 12 pop

t3 decoy artillery: change to offensive bonusses on piats(penetration)

t3 glider command: all gliders become triage centers that heal quite slow

t4 AT commandos: they can cloak and move in prone instead of useless falls cloak

t4 enigma decoded: works when you want it for 15 mins

t4 special training: also dmg increase

t4 british grid: just sucks, i use almost none brit infantry. change it to giving bonusses for tetrachs making them faster and harder to hit. maybe they get the gun uprade for free?

t4 evasive manoeuvres: commandos are harder to hit while moving, and move faster


now i might have buffed absolutely everything, but everything also seems useless if you compare it to blitzkrieg assault, firestorms, german steel, longer barrels, lightning war, sector arty, etc.etc.etc.
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pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #11 on: August 07, 2009, 03:30:24 pm »

I edited my post to reflect the new abilities since myst brought it to my attention that speed increases cannot be coded in...

IMO, none of those T4's are overpowered. Compare them to other T4's and some even seem underpowered. For example, paradroppable tommies, lt, and captains is better off as a T3 rather then T4. Giving commandos the sprint ability as well as the smoke ability will make up for the softness and give them a true edge when facing infantry. Honestly, commandos should be the best anti-infantry (infantry) units in the game; as thats what their whole doctrine is about.

Also, giving tommies, lts, and captains teh smoke ability will greatly increase their survivability and provide them with the edge they need to hold their ground against other blobs.


The T4 that removes the accuracy penalities on commandos when moving might be considered a bit OP; however, since its a T4 it might be in line. It essentially allows commandos to be deadly regardless of whether they are stationary or not. Being in cover is still a huge advantage so its not as OP as you'd first think. It is a huge DPS increase, but so is M1 Carbines imo.

Discuss
PQ
« Last Edit: August 07, 2009, 03:36:25 pm by pqumsieh » Logged
LuAn Offline
EIR Veteran
Posts: 572



« Reply #12 on: August 07, 2009, 03:37:58 pm »

Why arent Infantry Speed bonuses not possible?
Whats sprint then?

BTW PQ really great ideas. love em though the cpt shouldnt be included in all those buffs, cpt belongs better into the rca doctrine imo.
« Last Edit: August 07, 2009, 03:51:03 pm by LuAn » Logged

aka UckY  Wink
pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #13 on: August 07, 2009, 03:49:36 pm »

very true, I'll go change that now.
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bristiler Offline
EIR Regular
Posts: 49


« Reply #14 on: August 07, 2009, 06:54:51 pm »

why does everyone want to remove the t4 piat ambush squad?HuhHuh IT IS AMAZING. Apparently none of you have tried it, 2 squads killed a jagd in 10 seconds. Im glad I took it over the triangulation, the british grit on the other hand doesnt seem that powerful to me.  at the same time I dont use hardly any tommies in my company so maybe someone who uses tommies would find it more powerful.
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CafeMilani Offline
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Posts: 2994



« Reply #15 on: August 07, 2009, 08:48:41 pm »

now everyone make his perfect personal doctrine please!

i want my ABs to always penetrate every axis armor =)   wait...
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sgMisten Offline
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Posts: 778


« Reply #16 on: August 07, 2009, 11:42:15 pm »

why does everyone want to remove the t4 piat ambush squad?HuhHuh IT IS AMAZING. Apparently none of you have tried it, 2 squads killed a jagd in 10 seconds. Im glad I took it over the triangulation, the british grit on the other hand doesnt seem that powerful to me.  at the same time I dont use hardly any tommies in my company so maybe someone who uses tommies would find it more powerful.

How many PIATs does this squad get?
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Malevolence Offline
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« Reply #17 on: August 07, 2009, 11:43:54 pm »

Three for five guys I believe it was.
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HansVonLuk Offline
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Posts: 220


« Reply #18 on: August 13, 2009, 07:10:41 am »

What I'm saying they should have stuff similliar to what I put, cause commandos in a real WW2 army were navel marines, not GliderBorne Troops.



The issue is that these are actually british Airbourne, not commandos.  Commados wear Green Berets and Airbourne wear red berets.
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