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Topic: Command/NC Units (Read 6452 times)
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RikiRude
Donator
Posts: 4376
Command/NC Units
«
on:
April 12, 2011, 11:44:46 am »
***Could this be stickied???***
This is a list that hopefully we will keep updated with the uses of the different command units and non-combat units.
US
Unit: Command Squad
Doctrine: Infantry
Cost: 180mp, 60mu
Pop: 2
Description: This is a two man squad that buffs all of your nearby infantry on the field. Makes them harder to suppress and more accurate I believe. Works on your teammates units as well.
Weapons: Thompson
Ability: Smoke barrage (240 sec cool down)
Tactics: You can get in close with this guy (but keep him in the back!), but be careful if you get focus fired as well. If the unit is suppressed or pinned, move in on top of the unit and wipe them out.
Doctrine Buffs:
T3 Oversupplied, -10% reload.
T4 Operation Overlord, Officer aura changed to 35m radius, +20% accuracy, +33% suppression.
T3 Support Training - -10% received accuracy
WM
Unit: Officer
Doctrine: Defensive
Cost: 180mp, 30mu
Pop: 2
Description: This is a single unit that will directly buff a single infantry unit at a time. Can supervise team mates units as well.
Weapons: He is armed with a luger that does miniscule damage.
Ability: Supervise: Infantry and support weapons can be supervised and do +20% damage and accuracy, Mortar barrage (70mu, 720 sec cooldown)
Tactics: With a small buff range but elite armor he needs to be close to the action, but with health regen at vet 1 and the ability to have a health pack he's fine at the back of action.
Doctrine Buffs: T3 Defensive Positions: +10 Range, can supervise vehicles
T3 Senior Officers: Supervision is passive with a 20m radius
T3 Artillery Experts: +10% buff = a total of +30% damage and accuracy, works on artillery
CW
Unit: LT
Doctrine: All
Cost: 155mp, 30mu
Pop: 2
Description: This is a single unit that will give offensive buffs to all nearby infantry.
Vet 0 aura buff:
-exclusive 25% accuracy buff
Vet 2 aura buff:
-exclusive 10% accuracy buff
-exclusive 35% reduced cooldown buff
-exclusive 10% reduced reload buff
Weapons: He is armed with a sten that does miniscule damage, but can pick up weapons.
Ability: Heroic charge at vet 1
Tactics: Very weak, but with health regen, has a decent sized aura, should be at the back of your attacking squads
Doctrine Buffs: RCA T1 Forward Spotters: Officers can purchase Lit Up 20mu
T2 Frontline Officers: +20 Health, +10 Sight, +5 Detection
Unit: Capt
Doctrine: All
Cost: 150mp, 40mu
Pop: 2
Description: This is a single unit that will give defensive buffs to all units in the same territory as him.
Vet 0 aura Buff
-exclusive 10% received suppression
-exclusive 10% received damage
-exclusive 0.004 regeneration
-exclusive 25% health bonus (emplacements)
Vet 2 aura Buff
-exclusive 10% received suppression
-exclusive 10% health bonus
-exclusive 0.004 regeneration
-exclusive 25% health bonus (emplacements)
Weapons: He is armed with a revolver and does miniscule damage, but can pick up a weapon.
Ability: FOO Artillery (100mu, 720 sec cooldown)
Tactics: Low HP, but has health regen, never needs to be in the fray, just needs to be in the territory itself.
Doctrine Buffs: RCA T1 Forward Spotters: Officers can purchase Lit Up 20mu
T2 Frontline Officers: +20 Health, +10 Sight, +5 Detection
Unit: CCT
Doctrine: All
Cost: 180mp, 65fu
Pop: 2
Description: This is a tank that will give larger sight and faster reload to nearby tanks/vehicles.
Weapons: None, can't even run over infantry.
Ability: Tank commander (25mu), Creeping smoke barrage (40mu), Flank speed (30mu), Repair (30mu)
Tactics: Keep this tank near your tanks, and sometimes even have it ahead of other tanks to spot, take the first shot, and use its flank speed to block enemy tanks.
Doctrine Buffs: RSE - Ablative Armor (20mu)
PE
Unit: Muni HT
Doctrine: All
Cost: 200mp, 35fu
Pop: 2
Description: This is a non-combat unit that will give nearby infantry faster recharge and quicker reload. Works on your teammates units as well.
Ability: Goliath (90mu, 10fu), mines (lay 2x mines for 25mu) , repair (10mu)
Weapons: None.
Tactics: Best used to lay mines then stay near infantry, good to soak up a shot or two from ATGs or to block enemy units.
Doctrine Buffs: SE - Saturation Minefield 120mu
TD - x2 Teller Mines 130mu
Unit: Vampire HT
Doctrine: All
Cost: 210mp, 30fu
Pop: 2
Description: Non-combat unit that when locked down gives a larger line of sight and infantry/vehicle awareness of __ range
Weapons: None
Ability: Repair (10mu)
Tactics: Pair up with mortar HTs and hit units out of range, use to find out where pesky snipers are.
Doctrine Buffs:
This obviously isn't done, and we could use some numbers, but I made this draft really quick, if people want to post more stats and such I'll add them in! And if people want to post doctrine abilities that help do that as well!
«
Last Edit: August 26, 2011, 12:34:06 pm by RikiRude
»
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... or a fat ass cock sucking churchill being stupid
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Command/NC Units
«
Reply #1 on:
April 12, 2011, 11:57:54 am »
Wait is there not a thread about this somewhere here?
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Soon™
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Work Harder
RikiRude
Donator
Posts: 4376
Re: Command/NC Units
«
Reply #2 on:
April 12, 2011, 12:36:30 pm »
if there was it needed to be updated anyways, if you can find it, please post a link and I'll merge the two.
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Command/NC Units
«
Reply #3 on:
April 12, 2011, 12:57:22 pm »
i saw it around 2 moths ago when i was looking trough for a thread about what my American officer did, could not find him there but i found all the other shit i guess i can take a look and try to find it again.
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RikiRude
Donator
Posts: 4376
Re: Why the devs are such idiots!!!!!! Command/NC Units
«
Reply #4 on:
June 23, 2011, 11:28:40 am »
Updated! Hey how about you guys sticky this pretty please and change the subject back to just "Command/NC Units"
You know I <3 you!
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WildZontar
Donator
Posts: 1168
Re: Why the devs are such idiots!!!!!! Command/NC Units
«
Reply #5 on:
June 23, 2011, 11:57:35 am »
Good job, cause, y'know pissing off the Devs is a great way to get them to read your post.
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Quote from: Killer344 on July 21, 2011, 08:10:45 pm
Y U SAVED US FROM GOING INTO BANKRUPT!
ALL BOW DOWN TO WILDZONTAR!
Katusha
EIR Veteran
Posts: 989
Re: Why the devs are such idiots!!!!!! Command/NC Units
«
Reply #6 on:
June 23, 2011, 12:01:01 pm »
why is it named like this?
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Why the devs are such idiots!!!!!! Command/NC Units
«
Reply #7 on:
June 23, 2011, 12:01:56 pm »
cool story bro
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Quote from: Smokaz on November 22, 2011, 09:01:38 am
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RikiRude
Donator
Posts: 4376
Re: Why the devs are such idiots!!!!!! Command/NC Units
«
Reply #8 on:
June 23, 2011, 12:04:09 pm »
because ive asked it to get stickied and a similar thread multiple times and it never gets stickied. and people still come through and ask this question. shouldnt have to dig around for a thread as useful as this. make sure you keep posting here so it stays bumped!
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pqumsieh
EIR Veteran
Posts: 2367
Re: Why the devs are such idiots!!!!!! Command/NC Units
«
Reply #9 on:
June 23, 2011, 12:05:51 pm »
very poor descriptions imo, not much useful information here...I would put some time into the details Riki, otherwise I see no reason to sticky.
And how do the officers have "low HP", do you actually know what their HP is? I'll give you a hint, its over 100...
PQ
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Common sense is not so common after all.
8thRifleRegiment
EIR Veteran
Posts: 2210
Re: Why the devs are such idiots!!!!!! Command/NC Units
«
Reply #10 on:
June 23, 2011, 12:09:11 pm »
Yea no reason to sticky, its just unit posts, i could do the exact same thing with the heavy tanks for each faction.
Either way, Horrid horrid name
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RikiRude
Donator
Posts: 4376
Re: Why the devs smell bad!!!!!! Command/NC Units
«
Reply #11 on:
June 23, 2011, 12:14:02 pm »
look at all that smokaz shit thats stickied and not all of it is useful.
there are no tool tips or anything of that nature for these units and they behave differently than in coh.
maybe this is in the wrong thread, maybe should be in the newbie section? how does i move thread?
there i changed the title, i dont think they would of taken the subject line seriously, they DO have a sense of humor you know.
ps can a dev clear this thread out while they sticky it?
Logged
pqumsieh
EIR Veteran
Posts: 2367
Re: Why the devs are such idiots!!!!!! Command/NC Units
«
Reply #12 on:
June 23, 2011, 12:16:40 pm »
riki, i am saying you need to put more thought into your OP, its very poorly done. It does provide basic information but thats it, try and beef it up.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Why the devs are such idiots!!!!!! Command/NC Units
«
Reply #13 on:
June 23, 2011, 12:18:22 pm »
Jesus Christ people stop raging at Riki all he's doing is trying to be helpful, which is a damn sight more than what half of you do.
I'm sure Riki will update and improve this as time goes on, nothings going to be perfect first time now is it?
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RikiRude
Donator
Posts: 4376
Re: Why the devs are such idiots!!!!!! Command/NC Units
«
Reply #14 on:
June 23, 2011, 12:19:39 pm »
another reason why im being so pushy with getting it stickied is i already had a thread that had more info that wasnt stickied, and it is now somehow forever lost.
also its a wip, and is open to you guys to help fill in as well.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Command/NC Units
«
Reply #15 on:
June 23, 2011, 12:33:15 pm »
No need to cause antagonisation between your post and the development team, ricky.
I'll be happy to sticky this for you once you provide the actual statistics for what the unit buffs do, rather than simplified statements like "an offensive boost".
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RikiRude
Donator
Posts: 4376
Re: Command/NC Units
«
Reply #16 on:
June 23, 2011, 01:03:25 pm »
it wasn't an attempt to antagonize, but to grab attention, which i thought was in a humorous way =P
it will get filled and more detail as i get more info on everything.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Command/NC Units
«
Reply #17 on:
June 23, 2011, 02:09:51 pm »
Cool, once you do that i'll defo sticky it.
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