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Author Topic: Commando Smoke n' Arty  (Read 1619 times)
0 Members and 6 Guests are viewing this topic.
CommanderHolt Offline
EIR Veteran
Posts: 600


« on: May 02, 2009, 10:45:29 pm »

Should the Commando Decoy smoke and arty strike be given to Royal Artillery?

Commando now can call-in a Typhoon plane (although I'm just assuming right now it a strafing run or bombing run correct me if I'm wrong.) and can also use their vcoh smoke and arty strike. In comparison, Royal artillery (and Royal Engineers) got virtually nothing truly "new".

I know that it is a vcoh ability for commandos, but for a doctrine that is suppose to be all about artillery, it does fall short as it only has on-map artillery.
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Captain Trek Offline
EIR Regular
Posts: 49


« Reply #1 on: May 03, 2009, 12:18:26 am »

I think commandos should keep their decoy arty/real arty strikes, but I agree that Royal Arty should at least be given supercharge rounds and creeping barrage...
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #2 on: May 03, 2009, 01:36:37 am »

Yeah decoy/25 pounder barrage is always cool, as long as it's got the delay like in vCOH and the same, fairly small radius.

Creeping Barrage currently works like an off map, you can order a priest to do it and stop the priest from firing after it fires 1 shot and still all the shots fire.  I don't think it's like this in vCOH, as there's no smoke i think.

Royal Artillery should probably have some different types of artillery, not the most necessarily but it would be good if it had diverse types, like a small radius, massive damage one, and then something like Firestorm before the patch, with a great area of effect, but little damage.
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #3 on: May 03, 2009, 03:35:09 am »

You are correct, the Royal Arty doctrine didnt get the love they deserve with this patch.

We Implemented a lot - expect some changes very soon.
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