*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 16, 2024, 02:48:02 pm

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1] 2   Go Down
  Print  
Author Topic: Commando Squad/Glider  (Read 7953 times)
0 Members and 4 Guests are viewing this topic.
Two Offline
EIR Veteran
Posts: 2079


« on: February 19, 2009, 09:48:21 am »

Should atleast deploy as soon as the glider lands, 50 seconds to get a squad of commandos on the out from the time you call them in is retarded, then the pak you intended on dropping them behind is further back and 1 shots the damn thing while its getting cosy setting up tents and boxes
Logged




Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #1 on: February 19, 2009, 10:11:19 am »

Can't be done.  The 30 second timer is akin to a unit walking onto the field.  It would take MOST units over 30 seconds to get to where that glider has dropped, usually.

also it is there so gliders, unlike vcoh, are not guided bombs.   You need to be careful with them and use them in a manner that represents both their advantages and disadvantages.  The timer will probably NEVER change, nor the second (i believe its set to like 1 second) they take to start spawning after the glider comes to a complete stop.
Logged

Two Offline
EIR Veteran
Posts: 2079


« Reply #2 on: February 19, 2009, 10:44:22 am »

Takes 5 seconds for me, first the poles appear, then some boxes appear, then the net appears, then the commandos appear. And in this system i dont see commando squads are usable. They do shit damage, extremely shit health and have massive timers on their nades which are combined to the same timer.
Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #3 on: February 19, 2009, 10:47:03 am »

smoke should be separate then nades, if not it will be in the next balance patch. 
Logged
Bubblesatan Offline
EIR Veteran
Posts: 63



« Reply #4 on: February 19, 2009, 10:47:26 am »

I think gliders/paradropped units are useless if you have such a long call in time. I mean, the best thing about them is their readyness, they are there when you need them. I mean maybe a maximum of 20-30 seconds, but 50 seconds is too much. The whole point about airdropped units is having them timing in right into the battle when you need them. I do agree it should not be instant but there should be an advantage on airdropped units like commandos and FSJ.
Logged
DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #5 on: February 19, 2009, 10:48:57 am »

The reserve/supply system eliminates the constant DFA problem anyway.
Logged

This may be the most offensive thing I've read.  At least, today.
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #6 on: February 19, 2009, 10:50:48 am »

The whole point about airdropped units is having them timing in right into the battle when you need them. I do agree it should not be instant but there should be an advantage on airdropped units like commandos and FSJ.

No, the benefit of airborne units is that they can deploy behind enemy lines.  The intent is not to allow players to instantly place units anywhere on the field but to allow players to sneakily insert units at the flanks.  There is also the benefit of surprise in that while there is a delay from the player clicking to them dropping, from the enemy's perspective it is a sudden appearance of troops.

The key is planning your drops rather than trying to drop them into the middle of an existing firefight and hoping they will win.
« Last Edit: February 19, 2009, 10:53:32 am by Kolath » Logged

Kolath's Quote Commandments:
1. Thou shalt not quote the entirety of a post 3 or less posts above you
2. Thou shalt not quote more than 2 nested levels
3. Thou shalt not quote large blocks of text when one sentence would do
4. Thou shalt not quote images!
Bubblesatan Offline
EIR Veteran
Posts: 63



« Reply #7 on: February 19, 2009, 11:02:09 am »

Seriously, I have been playing airborne the last war and I realised the stupidest thing you can do with airdropped units is dropping behind enemy lines. When you drop behind enemy lines it means you have 3 opponents vs you alone because they easily triple on you, and when your allies realise that if enemies are attacking you they can push forward you are already dead. The only right thing about dropping behind enemy lines is when you Suicide RR's to kill Stukas or Repair Bunkers. Using my Airborne company I noticed the best thing about airborne is having no drift and less call in time because you need to outmanouvre your opponent if you want to kill him. The best thing you can do with Airborne is indeed flank because it's your only way to win with them. I mean, seriously dropping behind enemy lines is retarded! Expecially if you are using commandos who have only AI purposes, considering the abundance of vehicles axis have you are most likely going to be killed when dropping without support. Another stupid thing you can do with Airbornes and Airdropped Units is dropping right on the enemy, and unless you have a huge buff you're gonna die quickly.

If you meant dropping behind the enemy to flank him I do agree, but to do that you need less call in time and less drift. Having no drift was really good to fight hmgs dropping different squads of airbornes behind hedgerows and houses so that they can't hit you.
« Last Edit: February 19, 2009, 11:03:57 am by Bubblesatan » Logged
GrandRoyale Offline
EIR Veteran
Posts: 96



« Reply #8 on: February 19, 2009, 11:04:19 am »

I agree with Kolath an Bubbles:  Airborne are meant to be dropped on enemy flanks, where they can do the most damage to the enemy's soft underbelly; this is the case historically as well: D-Day, Operation Market Garden, etc.  Being the noob that I am, I have mistakenly dropped Airborne in the midst of a raging battle, and guess what happened?  They were torn to pieces.  

One other note on Airborne:  they can be useful at the beginning of a game to capture territory ahead of the main infantry advance, or to slow an enemy infantry advance.  Doing this is tricky since Airborne are weak and benefit from infantry support, so they can't be expected to hold their own for long against a full enemy advance.

~Grand
« Last Edit: February 19, 2009, 11:08:07 am by GrandRoyale » Logged

The true soldier fights, not because he hates what is in front of him, but because he loves what is behind him.  ~G.K. Chesterton
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #9 on: February 19, 2009, 11:09:20 am »

When you drop behind enemy lines it means you have 3 opponents vs you alone because they easily triple on you, and when your allies realise that if enemies are attacking you they can push forward you are already dead.

The problem here is lack of team coordination.  Ideally you time it so that your units enter either right after your allies have engaged the main enemy or else you draw the enemy's attention and immediately your allies roll in.  If you don't do it at the same time, yes, your AB will die.
Logged
Two Offline
EIR Veteran
Posts: 2079


« Reply #10 on: February 19, 2009, 11:38:32 am »

Should be a option to just walk my commandos in and then flank where i know its safe, 50 seconds is a long time a once safe flank could be swarmed by a repairing tank and grens to defend it. And commandos should drop into a existing firefight and change the tables so you win.
Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #11 on: February 19, 2009, 11:42:36 am »

the airdrop function of eir adds 30 seconds to the arrival time, I was under the impression this was in replacement of the incremental call in timers, something i'll refer to stumpster for.

And you can walk in any droppable unit, just pair them with something that doesn't drop.
Logged
Khorney Offline
EIR Veteran
Posts: 221



« Reply #12 on: February 19, 2009, 11:47:40 am »

yeah two, stuck a lieutenant with your commandos and they will walk on (and over infantry =P)
Logged
Mysthalin_Axis Offline
EIR Veteran
Posts: 184


« Reply #13 on: February 19, 2009, 11:59:57 am »

personaly, I <3 the way commandos drop in. my fav part is dropping to gliders on top of each other at once and watch as they both survive, one with 5 hp, as I'm shitting my pants whether they actually WILL survive. It's rather epic ^^.
I also love the fact you can crash right through houses, and that you can go right through hedges - saves you a lot of heartache(and I'm absolutely serious).
Commando gliders ARE quite survivable - sure, you won't drop them into a pak firign zone or an ostwind place, but you wouldn't want commandos next to an ostwind in the first place. And regroupping to be able to flank the damn paks is always a good idea.
Logged
CafeMilani Offline
Aloha
*
Posts: 2994



« Reply #14 on: February 19, 2009, 12:24:32 pm »

Should atleast deploy as soon as the glider lands, 50 seconds to get a squad of commandos on the out from the time you call them in is retarded, then the pak you intended on dropping them behind is further back and 1 shots the damn thing while its getting cosy setting up tents and boxes

omg just call them down on another place, damn glider crusher  Angry

dont complain about things u cant do in EiR like in vanilla..
« Last Edit: February 19, 2009, 12:26:14 pm by aloha622 » Logged

Two Offline
EIR Veteran
Posts: 2079


« Reply #15 on: February 19, 2009, 12:30:28 pm »

Should atleast deploy as soon as the glider lands, 50 seconds to get a squad of commandos on the out from the time you call them in is retarded, then the pak you intended on dropping them behind is further back and 1 shots the damn thing while its getting cosy setting up tents and boxes

omg just call them down on another place, damn glider crusher  Angry

dont complain about things u cant do in EiR like in vanilla..

Please point to when i said glider crush? Ive never played brits in vCoH due to how OP they are.
And commando with a lt is 9 pop, thats alot of pop to use  Undecided I found a use for my expensive squad/glider, taking down buildings, just place to land near them and you can plow right through it, doing alot more damage then the actual squad can do itself!

dont complain about any stuff that doesnt appear like you can in GR..
Logged
Killer344 Offline
The Inquisitor
*
Posts: 6904



« Reply #16 on: February 19, 2009, 06:47:35 pm »

yeah, keep pushing it aloha.
Logged

If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #17 on: February 21, 2009, 06:46:29 am »

i tought that if you crush a glider in a building the glider would be dead and youre commandos too.
ive seen a glider crahsing in buildings and kiling my guys like 3 times now, and every time they got out and killed even more.

and how about a glider with just a LT in it? glider crashes in buldings, he loses 1 LT and ive lost a MG and maybe some schreckers inside too
Logged
Khorney Offline
EIR Veteran
Posts: 221



« Reply #18 on: February 21, 2009, 08:01:40 am »

only commandos can use gliders?

if you want a glider bomb (which don't work as well now since v0.2), use commando HMG, as they are well cheap =P
Logged
Mysthalin_Axis Offline
EIR Veteran
Posts: 184


« Reply #19 on: February 21, 2009, 09:53:45 am »

Gliders are great at crushing houses/hedges, but dropping a glider on top of a house is a large risk - you might lose the glider to the enemy paks/HMGs/kettenkrads before popping out....
Logged
Pages: [1] 2   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.096 seconds with 36 queries.