Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 09, 2024, 09:12:47 pm
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: 7
Battles in progress: 1
Battles waiting: 0
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
>
Balance & Design
>
Balance Suggestions for Commandos
Pages: [
1
]
Go Down
Print
Author
Topic: Balance Suggestions for Commandos (Read 5249 times)
0 Members and 2 Guests are viewing this topic.
Mukip
EIR Veteran
Posts: 450
Balance Suggestions for Commandos
«
on:
February 22, 2009, 10:52:09 pm »
These are my opinions on Commando specific units, I'm going to leave non-doctrine british units out of this. I think certain units need to be cheaper to encourage them to be used more.
Commandos
- cost should change to 320 manpower 150 munitions (from 350 manpower 180 munis), grenade 55 munitions (from 65).
Reason: From what I've seen of myself and other Commando players, they either go unused or don't do nearly enough to justify their cost. They often lose to axis infantry with assault rifles/smgs. As the poster boys of the doctrine they need some lovin'. I think perhaps fear of Commandos carried over from vanilla COH has unfairly affected their cost. Like the similarly useless Churchill, they were scary in VCOH because they came at 3 CPs before the opponent had their own elite infantry or vehicles out, but in EIRR these units are typically present throughout the battle thus reducing the Commandos shock value.
PIAT Commandos
- cost should change to 180 Manpower 100 munitions (from 270/100).
Reason - They aren't as good as sappers. Sappers have more squad members, I'm not sure if they have more health or not but tanks often one-shot infantry, and since PIAT Commandos are AT infantry their 3-man squad size is a big problem. Sappers can also repair which gives them greater general utility. Another reason is they have fucking PIATs. Commandos are supposed to be the elite option, but it's sappers that should cost more in this instance.
The recent balance change of giving Commandos free smoke grenades has helped Commando HMGs and Mortars, giving them extended life and thus more value. I think it is fair for them to cost around as much as the axis equivalents. Maybe a slight manpower decrease on the HMG if anything.
Keep in mind with these proposed cost decreases that currently not that many people use these units very much and they are just not cost effective. It won't be a big buff to the British, it will just widen their options for building viable companies. A person may have a dilemma between taking Sappers for the repair function or Commando PIATs because they have smoke grenades, rather than just automatically taking Sappers right now because they're cheaper and can repair the tanks when they aren't busy.
Similary atm there's not much reason to take Commandos, when for the same manpower cost you can get two Tommy squads with rifle nades or brens and a Leiutenant and still have munitions to spare. When I don't want elite infantry over line infantry something is wrong. I mean people don't need convincing to use other elite infantry, they often take as many as their availability allows and maybe even spend PP on more, whereas Commandos are lucky to see half their availability made use of because they just aren't attractive.
Logged
MannfredvonRitter
EIR Veteran
Posts: 375
Re: Balance Suggestions for Commandos
«
Reply #1 on:
February 22, 2009, 11:07:10 pm »
I agree, except if piats are made cheaper, availability should be lower to stop piat blob spam.
Logged
avaspin
EIR Regular
Posts: 3
Re: Balance Suggestions for Commandos
«
Reply #2 on:
February 23, 2009, 12:59:39 am »
The PIAT commando suggestion is okay, i see it's only purpose is to destroy light armour really, maybe lower it to 200mp/100mun
Logged
Bubz
EIR Veteran
Posts: 726
Re: Balance Suggestions for Commandos
«
Reply #3 on:
February 23, 2009, 05:19:36 am »
Pretty much what you said it's right.
Logged
Khorney
EIR Veteran
Posts: 221
Re: Balance Suggestions for Commandos
«
Reply #4 on:
February 23, 2009, 11:31:21 am »
apart from making commandos free and unlimited availability, this is the next best solution for my red devils =P
glad to see some reasoned axis opinions aswell (especially because they agree =P)
drinks all round!
Logged
skyblazer
EIR Regular
Posts: 36
Re: Balance Suggestions for Commandos
«
Reply #5 on:
February 23, 2009, 11:47:24 am »
Commando's themselfs play nicely out on the field and more so with a Lt near by to give them that extra punch in the face
However due to their costs I only field 1 squad and thats with 2 Ranger squads armed with zooks flanking them. Before I got the Inf Reinforcement unlock I wouldn't touch normal Commandos and purely use their support weapons. However when working with a Lt and Rangers they preform extremely well but still for their cost I'm not about to go past just that 1 squad. I would generally vote for the mu decrease on them since 180 is a huge amount the mp isn't a big worry and I think they're worth their mp costs anyways. So I would say about 140-160 mu cost from 180 would be about the right amount decrease.
Logged
Khorney
EIR Veteran
Posts: 221
Re: Balance Suggestions for Commandos
«
Reply #6 on:
February 23, 2009, 11:56:21 am »
i need to try running them with a captain at some point, since their main problem (in addition to their cost) is their survivability compared to other hardcore units.
Logged
Mukip
EIR Veteran
Posts: 450
Re: Balance Suggestions for Commandos
«
Reply #7 on:
February 23, 2009, 12:11:56 pm »
Well yeah, if you are scared to use more than one squad of them something is wrong.
Logged
Killer344
The Inquisitor
Posts: 6904
Re: Balance Suggestions for Commandos
«
Reply #8 on:
February 23, 2009, 12:13:55 pm »
yes, you need to learn to use them.
Logged
Quote from: brn4meplz on April 18, 2013, 01:23:05 am
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.
Khorney
EIR Veteran
Posts: 221
Re: Balance Suggestions for Commandos
«
Reply #9 on:
February 23, 2009, 12:55:28 pm »
i don't believe l2p is the entire problem here. i usually run 2 squads that drop behind with a tetrarch if i have the cap, and are good for disrupting squads taking out mortars, but don't nearly do enough damage before being scared off by mp40/44 squads, and tend to die very quickly unless retreated immediately. so not much more than airborne, really, except less useful against tanks, which is a shame, considering their pwnage in vanilla.For their current costs, i have a hard time justifying them in my list over more tommies with brens, which mince squads up equally well, abliet not from behind.
«
Last Edit: February 23, 2009, 12:57:34 pm by Khorney
»
Logged
Mukip
EIR Veteran
Posts: 450
Re: Balance Suggestions for Commandos
«
Reply #10 on:
February 23, 2009, 01:26:52 pm »
Care to share your wisdom on Commando usage then Killer? I presume you have used them a lot yourself in EIRR and have a repertoire of tactics that make them great and well worth their cost. Either that or stay out of balance discussions if all you're going to contribute is useless one-liners.
Logged
panzerjager1943
EIR Veteran
Posts: 659
Re: Balance Suggestions for Commandos
«
Reply #11 on:
February 23, 2009, 02:14:42 pm »
Commandos used to be extremely cheap in earlier versions. We increased their price because they smash KCH, but had costed much less originally. Now they cost more, still stomp every Axis unit 1vs1, and you want them to cost less?
MP44s may tear into Commandos, but that's why you don't charge MP44s with them. Just like you don't charge Assault Grenadiers into Ranger Thompsons. When you face LMG Grens or Assault Infantry, let them come to you. Or, if they decide to stay at range, throw a Nade. Perhaps a minor munitions cost change is in order so that the Grenade is more available, but not a significant reduction.
«
Last Edit: February 23, 2009, 02:16:57 pm by panzerjager1943
»
Logged
Khorney
EIR Veteran
Posts: 221
Re: Balance Suggestions for Commandos
«
Reply #12 on:
February 23, 2009, 02:49:29 pm »
really? i find my commandos get steamrolled by KCH no contest
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: Balance Suggestions for Commandos
«
Reply #13 on:
February 23, 2009, 02:52:11 pm »
Quote from: Khorney on February 23, 2009, 02:49:29 pm
really? i find my commandos get steamrolled by KCH no contest
They do if you charge em, for panzerjagers comment he does reiterate how to fight the kch and win.
also the price wasn't raised based on them smashing KCH, it was raised in relation to their effectiveness as a unit against the factions they were fighting as a whole.
Logged
www.synergiesmod.com
Khorney
EIR Veteran
Posts: 221
Re: Balance Suggestions for Commandos
«
Reply #14 on:
February 24, 2009, 10:27:19 am »
fair enough. the MP i've never really had issue with, it's more the exuberant munitions. They are a relatively (i emphasise relative) weak platform for an elite assaulting unit, and would normally suggest the 180 Mu would be better spent on 2x sets of brens, which are normally more effective, as they have some AT uses. still, i am experimenting with the best way to use them, but unfortunately the most kills they have racked up so far is when they were just mixed in with a tommy blob, which really wasn't necessary as it had enough firepower on its own =/
I currently run 1 squad and an HMG (mainly for lack of funds) to support AB drops or tetrarchs, although haven't played enough games like this is discern their effectiveness.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Balance Suggestions for Commandos
«
Reply #15 on:
February 24, 2009, 11:33:39 am »
Commandos can take on a mg head on though. Its like a fireup with no nade neccessary and no damage taken.
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Khorney
EIR Veteran
Posts: 221
Re: Balance Suggestions for Commandos
«
Reply #16 on:
February 24, 2009, 11:45:52 am »
thats only really an effective vanilla tactic, however, as the recharge on smoke is much faster. if they have any armour or volks with assault weaponry nearby (if they don't you are lucky) you are either dead or have to retreat. i try and save my smoke for such opponents, rather than wasting it on charging an MG
Logged
UnderpoweredAll
EIR Regular
Posts: 29
Re: Balance Suggestions for Commandos
«
Reply #17 on:
February 24, 2009, 05:14:38 pm »
Commando's tend to kill everything 1v1/2v1 even.
Two grenadier squads with LMGs versus my commando squad, commando won.
Commando's just need to catch them in the open and out of cover and are more an offensive defence unit, rather than a purely agressive unit. Smoke is the 'oh shit' button when you mess up and need to get away.
Logged
Pages: [
1
]
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...