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Commando's
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Topic: Commando's (Read 36054 times)
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Commando's
«
Reply #120 on:
June 09, 2009, 11:05:45 am »
Commandos wouldn't hurt by costing 7 popcap to field.
I mean, back in EiR Rangers used to cost that, why can't commandos for now?
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Bubz
EIR Veteran
Posts: 726
Re: Commando's
«
Reply #121 on:
June 09, 2009, 11:08:40 am »
I have been wondering how much pop are stormies?
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Two
EIR Veteran
Posts: 2079
Re: Commando's
«
Reply #122 on:
June 09, 2009, 11:09:25 am »
5 pop for stormies
And i wouldnt mind 7 pop for mandos, would put my first callin up to 25 instead of 24 :O
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Bubz
EIR Veteran
Posts: 726
Re: Commando's
«
Reply #123 on:
June 09, 2009, 11:11:00 am »
that should be definitely made 6 pop as other elite units I think.
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Dragon2008
EIR Veteran
Posts: 355
Re: Commando's
«
Reply #124 on:
June 09, 2009, 11:14:31 am »
Storms r 5 pop but only field 4 men and thats because they have a cloak and the highest HP per man in the game.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Commando's
«
Reply #125 on:
June 09, 2009, 11:18:34 am »
storms defo have to stay at 5 pop.
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Sharpshooter824
I <3 Aloha
EIR Veteran
Posts: 775
Re: Commando's
«
Reply #126 on:
June 09, 2009, 11:56:46 am »
How much pop is KCH? Is it 3 or 6 lol.. I cannot remember
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Rawr
Dragon2008
EIR Veteran
Posts: 355
Re: Commando's
«
Reply #127 on:
June 09, 2009, 12:10:25 pm »
6 same as the mando's and rangers
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Sharpshooter824
I <3 Aloha
EIR Veteran
Posts: 775
Re: Commando's
«
Reply #128 on:
June 09, 2009, 12:16:42 pm »
ah well something that makes KCH different from both is the crazy huge suppression resistance they have and the fact that they obviously take 2 sniper shots to kill one member of the squad.. KCH can become a fresh squad again, just have to pop medkits because its so hard to kill each individual man of the squad
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Malevolence
Donator
Posts: 1871
Re: Commando's
«
Reply #129 on:
June 09, 2009, 12:30:28 pm »
The reason KCH are bad in retail are the same reason they're bad in this mod: they're fucking expensive. Gren squad with an LMG does ROUGHLY the same job for a cheaper cost, although with doctrinal abilities we might see a change in that.
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Akranadas' Greatest Hits, Volume 1:
Quote from: Akranadas
Vet has nothing to do with unit preformance.
Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
NightRain
EIR Veteran
Posts: 3908
Re: Commando's
«
Reply #130 on:
June 09, 2009, 12:54:17 pm »
Quote from: Malevolence on June 09, 2009, 12:30:28 pm
The reason KCH are bad in retail are the same reason they're bad in this mod: they're fucking expensive. Gren squad with an LMG does ROUGHLY the same job for a cheaper cost, although with doctrinal abilities we might see a change in that.
Haha only with Vet 3 above their heads they are darn tough nut to crack. Last day had a game vs my friend. Good luck trying to stop them with MGs, riflemen squad with bars and nades. No tanks used in that game. Hill 331 was captured quicker than it was built and prepared. Minefields, barbwire and tts and mortar covered all entrances XD but meah not enough HMGs I suppose. They are quite fine at their cost imo. Without vet they are quite dead that I might agree on.
Usually people just use KCH to straight frontal assault, put them in a clowncar and use them like americans use rangers, drop them off behind enemy line to cause havoc...their only problem is lack of AT but it ain't the hugest problem if enemy is caught offguard with such a strike, result is usually a tank call in but in that time you should've already cleaned enemy positions for steady AT support
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gamesguy2
Honoured Member
Posts: 2238
Re: Commando's
«
Reply #131 on:
June 09, 2009, 06:10:22 pm »
The reason why commandos are underpriced is simple, the smoke.
If you look at KCH, assault grens, FSJ, they cannot charge a bren squad or a bar rifle squad in an open field and win. 1v1 a bren squad will beat a KCH squad if the fight starts at long range and the bren squad press h and just shoot the kch the whole way.
This is also true for bar rifles, even more true if you take into account suppressive fire. This reduces KCH/assault grens to how smg troops should be used, ambushing units around corners, flanking support weapons, etc. KCH is supremely good at this because they have the high suppression resistance allowing them to skirt the edge of a MG's field of fire and get in range.
Storms with mp44s and commandos break this rule. Both storms and commandos can charge brens/bars/LMGs from long range across an open field and win. Storms can cloak and sneak in close, while commandos can just charge up and pop smoke. Rangers
cannot
do this. Rangers using fireup charging LMGs is a suicide as they take fire the whole way in despite the increased speed and if fire up wears off before the fight is over they are really fucked.
Storms are balanced because they cost an arm and a leg, last time I checked they were 180? munitions for 4 mp44s.
Commandos for some reason only cost 135 munitions.
I say decrease the cost of commandos to 100 munitions, make the smoke a seperate upgrade for 55 munitions, and decrease the cooldown on smoke by 60 seconds. Remove the smoke cooldown bonus from vet, give them the same vet as storms/grens to compensate(if this is not already done).
«
Last Edit: June 09, 2009, 06:15:54 pm by gamesguy2
»
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Two
EIR Veteran
Posts: 2079
Re: Commando's
«
Reply #132 on:
June 10, 2009, 12:33:49 pm »
Is the concept of running backwards when smoke goes off that hard? They dont gain a speed buff so they will be at the exact same distance as when they hit smoke and then your sit in your cover turn around and pow you've won.
People seem to think that a single commando squad runs across a open field hits smoke and takes on the entire army and wins, they dont. Commandos go around the back kill some lone squads run away, and if theres a battle going on they will charge in since half teh time people dont change their target and the commandos up close along with whatever was shooting first is enough to kill whoever is right infront of them, but only those right infront of him
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Malevolence
Donator
Posts: 1871
Re: Commando's
«
Reply #133 on:
June 10, 2009, 12:36:54 pm »
Quote
I say decrease the cost of commandos to 100 munitions, make the smoke a seperate upgrade for 55 munitions, and decrease the cooldown on smoke by 60 seconds. Remove the smoke cooldown bonus from vet, give them the same vet as storms/grens to compensate(if this is not already done).
Something like this, if not exact. I'm not saying commandos are "rigged", but they are probably a bit strong for their cost compared to other similar units.
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CafeMilani
Aloha
Posts: 2994
Re: Commando's
«
Reply #134 on:
June 10, 2009, 01:13:40 pm »
ppl use smoke to charge.
but smoke should only be used to
escape
imo.
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Commando's
«
Reply #135 on:
June 10, 2009, 01:28:26 pm »
Well smoke cna be used to charge also, it's just that Commando's go invisible and thats what allows them to rape because they fire while cloaked and cannot take any(direct) damage. If you've got tanks and shit nearby you can still ground attack but it's slow and not very effective.
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Quote from: Unkn0wn on July 31, 2012, 03:50:15 am
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Commando's
«
Reply #136 on:
June 10, 2009, 01:29:59 pm »
That's a myth burn, the second a commando guy shoots, he decloaks - they only aim in advance, which gives them the edge.
Logged
CafeMilani
Aloha
Posts: 2994
Re: Commando's
«
Reply #137 on:
June 10, 2009, 03:23:18 pm »
smoke should only be used to escape --> they should get a malus like rangers or AB after fire-up when they used smoke ability. that would make ppl not to use them like now
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Two
EIR Veteran
Posts: 2079
Re: Commando's
«
Reply #138 on:
June 10, 2009, 03:26:24 pm »
But its smoke, its not like rangers getting tired after sprinting at light speed.
Logged
CafeMilani
Aloha
Posts: 2994
Re: Commando's
«
Reply #139 on:
June 10, 2009, 03:30:28 pm »
the malus should be stronger because smoke is more useful than fire-up imo.
Logged
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