Ninja escape for stromtroopers
Posts: 1563
Posts: 3588 | Subs: 3
2) Commandos should have it removed.
Posts: 1563
1) No
2) Commandos should have it removed.
But isn't it cool that they act like ninja's. Smoke and they are gone!!
Posts: 3588 | Subs: 3
But isn't it cool that they act like ninja's. Smoke and they are gone!!
Company of Shippuden: The village hidden on the Island
Posts: 1563
LOL!!!
Company of Shippuden: The village hidden on the Island
Posts: 8154 | Subs: 2
So commandos at vet3(iirc) have smoke on retreat. Can stormtroopers get similar ninja exit like mandos. I mean they both serve the same role.
Choose one of this:
40% accuracy, 29% RA, 25% cooldown
Or
Smoke nade, 30% Accuracy, Smoke on retreat
If i made a mistake correct me cause it's a pain in the ass to look for updated vet values.
Posts: 1563
Choose one of this:
40% accuracy, 29% RA, 25% cooldown
Or
Smoke nade, 30% Accuracy, Smoke on retreat
If i made a mistake correct me cause it's a pain in the ass to look for updated vet values.
You forgot the 30% cooldown on commandos. + Mandos are 5 man squad. So it should be more like,
40% accuracy, 29% RA, 25% cooldown
Or
Smoke nade, 30% Accuracy, 30% cooldown, 5th man and Smoke on retreat
Posts: 3423 | Subs: 1
It might be too strong when combined with tactical advance, but no more OP than stealth nuking squads
Posts: 8154 | Subs: 2
snip
Arrgghh i knew it was wrong but it still a pain in the ass to find.
It's not on the changelog but in one of those december/commander revamp threads.
It should look like this i think.
Passive healing out of combat.
+30% accuracy.
+25% range on grenade
+35% speed during ambush for 3.25 seconds.
Squad drops smoke grenades on retreat.
-10% received accuracy.
The 5th man is part of the unit.
IF you want squad with similar role to get similar vet bonuses you get the whole package not nitpick what you want.
Vet 1 are equal.
At vet 2 you lose 10% DPS in favour of ambush speed and range grenade.
At vet 3 you lose -19% RA accuracy, -25% Cooldown for the smoke on retreat.
Posts: 1563
Arrgghh i knew it was wrong but it still a pain in the ass to find.
It's not on the changelog but in one of those december/commander revamp threads.
It should look like this i think.
Passive healing out of combat.
+30% accuracy.
+25% range on grenade
+35% speed during ambush for 3.25 seconds.
Squad drops smoke grenades on retreat.
-10% received accuracy.
The 5th man is part of the unit.
IF you want squad with similar role to get similar vet bonuses you get the whole package not nitpick what you want.
PS. Do you math right,
it's a dps loss of 7% and RA loss of 21%.
Vet 1 are equal.
At vet 2 you lose 10% DPS in favour of ambush speed and range grenade.
At vet 3 you lose -19% RA accuracy, -25% Cooldown for the smoke on retreat.
Mandos have lower vet bonuses cus they have 1 more model. Each Model has RA 0.72. If you really wanna go as far to say make em equal then you have to make storms 5 man with 0.72 RA first then talk about choosing their vet bonuses.
PS. Do your math right.
it would be a dps loss of 7%
and RA loss of 21%
Posts: 955
Also, retreat should instantly disable the debuff from Advanced assault or whatever it is called
No movement debuffs should ever be applied to retreatin units
Posts: 2458 | Subs: 1
Mandos have lower vet bonuses cus they have 1 more model. Each Model has RA 0.72. If you really wanna go as far to say make em equal then you have to make storms 5 man with 0.72 RA first then talk about choosing their vet bonuses.
PS. Do your math right.
it would be a dps loss of 7%
and RA loss of 21%
Vet bonus has nothing to do with the number of models in the squad. Just FYI. Your logic is just completely wrong from start to finish. Making the vet bonus worse because of more models in the squad is not a thing in COH2. Units and their veterancy buffs are not balanced around that.
Posts: 1563
Vet bonus has nothing to do with the number of models in the squad. Just FYI. Your logic is just completely wrong from start to finish. Making the vet bonus worse because of more models in the squad is not a thing in COH2. Units and their veterancy buffs are not balanced around that.
Then why not give commandos -35% RA +70% acc and -25% cooldown. Tell me the reason behind that. You clearly seem to know something super obvious.
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Posts: 366
I dont see a difference in their speed when they come out of ambush. Giving them brens also dosnt seem worth it tbh.
They are quite expensive and come out at 3 cp.
You can get infiltration commandos that only have 3 modals for 320mp still costing 35mp to reinforce the 2 extra bringing them to 390mp.
Glider which cost 390mp, yeah you get the glider but you really get it for the commandoes.
Forward logistics glider, 540mp. You get aload of goodies like the landing officer but who really has time to build commandos costing a further 350mp.
And storm troopers cost 340mp and come at 2cp,33 mp to reinforce.
Also digging through their vet, they get
vet 1. smoke grenade
vet2:25% accuracy and grenade range
vet3:10% received accuracy and drop smoke on retreat (also self heal).
No cooldown bonus in sight.
Edit: I think stormtroopers are fine as they are. Mayby giving them an ambush bonus like commandos (probably would need to be abit weaker) would suffice replacing focus fire.
Posts: 2458 | Subs: 1
Then why not give commandos -35% RA +70% acc and -25% cooldown. Tell me the reason behind that. You clearly seem to know something super obvious.
I don't even know what you are trying to tell me here. Do you mean the different veterancy buffs of Commandos and Stormtroopers proves that large model squads automatically get less veterancy buffs? This is wrong as I already pointed out. There is no such thing in COH2. I am done discussing this as you probably won't realise you are wrong even if we went through all units and compared all veterancy buffs and tried to make some sort of elaborate correlation statistic between squad size and veterancy buffs.
Just as a starter for you, if you are interested I looked up some veterancy stats from comparable units.
Posts: 1563
Can we seriously stop with with 4-digit crew heroes posting balance threads? I'd rather have keto back.
Not a balance discussion, just a game play one. Ninja stormies sound cool.
Posts: 1563
ST should simply have 5 entities and their DPS adjusted.Nah m8 would not achieve anything.
Posts: 13496 | Subs: 1
Nah m8 would not achieve anything.
Yes it will, currently ST performance is very RNG due to the high DPS drop off when they lose models.
I have seen them win and lose fights that they should not.
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