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5 men commando squad

8 Oct 2015, 07:58 AM
#41
avatar of Dullahan

Posts: 1384

Commandos are too good I think. Shouldn't be so easy to wipe squads.

Doesn't need to be anything radical, just tone down their effectiveness a bit to be more inline with sturmpios or grenadiers. 5 man SMG squad with cloak, grenades, det packs etc is already pretty good.
8 Oct 2015, 07:59 AM
#42
avatar of AngryKitten465

Posts: 473

Permanently Banned
jump backJump back to quoted post8 Oct 2015, 07:48 AMUGBEAR


recived accuracy -20% something like most infantry squad do, and no you want to overnerf them


Overnerf? How? Removing gimmick like features isn't nerfing, it is centered around using common sense and a non biased look.

The nerfs are actually towing down the dps and the their cloaking capabilities in combat.
8 Oct 2015, 08:50 AM
#43
avatar of Firesparks

Posts: 1930



Overnerf? How? Removing gimmick like features isn't nerfing, it is centered around using common sense and a non biased look.

The nerfs are actually towing down the dps and the their cloaking capabilities in combat.


the commandos are "front loaded". Most of their vets are basically abilities like the smokes and their direct combat veterancy bonus is probably the weakest in the entire game.


it's like the commandos are already vet3 coming out of the glider and you're basically earning vet4 and 5.
8 Oct 2015, 09:11 AM
#44
avatar of OZtheWiZARD

Posts: 1439

Adjust their DPS, tad longer fuse on grenade and they're fine.
There is no need for survivability increase as you should use cloack to engage and disengage combat.
8 Oct 2015, 09:12 AM
#45
avatar of OZtheWiZARD

Posts: 1439

Adjust their DPS, tad longer fuse on grenade and they're fine.
There is no need for survivability increase as you should use cloa
ck to engage and disengage combat.
8 Oct 2015, 09:29 AM
#46
avatar of AngryKitten465

Posts: 473

Permanently Banned


the commandos are "front loaded". Most of their vets are basically abilities like the smokes and their direct combat veterancy bonus is probably the weakest in the entire game.


it's like the commandos are already vet3 coming out of the glider and you're basically earning vet4 and 5.


Do you even realise what you just said?
8 Oct 2015, 12:40 PM
#47
avatar of CadianGuardsman

Posts: 348


This makes no sense, to give them cloak just for the sake of one unit that might be on the field. The cloak in cover is not the problem, the cloak on open ground in the middle of fights or just simply running around the field cloaked is just pure bullshit. It makes them overpowered and you know it.


They only cloak in cover, hyperbole plis.



Ah yes the unfair 1 second grenade is totally justified by claiming the commandos are a "high alpha strike unit". What was I thinking? I totally agree, your commandos should also have at capabilities right of the bat, sounds great. I think I will incorporate this in my OP.


Your use of irony and sarcasm in place of logical argument is telling of your plight.



You do realize that this suggestion might actually make things worse? Their ambush bonus applies when they are cloaked, but you seem to forget that they are cloaked 80% of the time. They run around cloaked and can become cloaked just in front of units. This would mean that they constantly deliver an ambush bonus, which would't make a very different situation from the one we have right now. They would still rape units like there is no tomorrow.


>Make it so they only cloak in cover... then they'll be cloaked 40% of the time.

8 Oct 2015, 13:03 PM
#48
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

they should do a little less damage and the light gammon bomb should have a slightly smaller AoE.

I don't like the idea of a cost increase because plenty of british abilities cost too much and are too strong. Commandos are just one example.

I also don't like the idea of longer fuse time because as a close combat squad they should have a grenade, not a satchel charge.
8 Oct 2015, 14:15 PM
#49
avatar of Rollo

Posts: 738

I don't want commandos to get the obersoldaten treatment of overnerfs.

Any nerf should come with a decrease in price, 500mp is way too much MP for a weaker shock squad.
8 Oct 2015, 14:15 PM
#50
avatar of malecite

Posts: 139

Vanguard commandos are fucking absurd.

540 gets you an air landing officer and a forward HQ reinforce AND the most powerful infantry in the game for 350. The air landing "officer" is basically a commando squad with some of the best abilities in the game including recon and heroic charge, not to mention his massive DPS.

Grab 2 squads of commandos, stealth them in, grenade, air landing officer charge to wipe EVERYTHING thats left alive including all the retreating squads. WTF!?

I mean for 350 you are paying 30 manpower more than ostheer pay for a fucking Pgren squad except its a 5 man death squad with sniper stealth, grenade, obliteration satchel omgwtfbbq bomb, and demo.

There is a reason virtually every Brit I play goes Vanguard. Everything about this commander is fucking OP.
8 Oct 2015, 14:41 PM
#51
avatar of WingZero

Posts: 1484

Btw Commandos get raped by Obers with STGs updgrade.
8 Oct 2015, 14:45 PM
#52
avatar of Kubelecer

Posts: 403

Btw Commandos get raped by Obers with STGs updgrade.


Shhh, don't spoil the spec ops commander :luvDerp:
8 Oct 2015, 15:25 PM
#53
avatar of AngryKitten465

Posts: 473

Permanently Banned
jump backJump back to quoted post8 Oct 2015, 13:03 PMRomeo
they should do a little less damage and the light gammon bomb should have a slightly smaller AoE.

I don't like the idea of a cost increase because plenty of british abilities cost too much and are too strong. Commandos are just one example.

I also don't like the idea of longer fuse time because as a close combat squad they should have a grenade, not a satchel charge.


Reasonable explanations good sir :)

What do you think of removing the cloak for movement? I personally think the movement cloak is a joke. Next to this the ability to cloak in combat right in front of a unit is an even bigger joke.
8 Oct 2015, 15:28 PM
#54
avatar of AngryKitten465

Posts: 473

Permanently Banned


They only cloak in cover, hyperbole plis.

And their cloak lasts, so moving from cover to cover in terrain will make them invisible for the majority of their running around the map :foreveralone:


Your use of irony and sarcasm in place of logical argument is telling of your plight.



I tried to make something entertaining based on your argument, which was quite frankly, laughable.


>Make it so they only cloak in cover... then they'll be cloaked 40% of the time.


Agreed, but remove the cloak on movement, that is just absurd.
8 Oct 2015, 15:38 PM
#55
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

What do you think of removing the cloak for movement?

I think that if commandos receive any other nerfs, they will definitely need their stealth as it is to perform for their cost. Otherwise they will have to sit idle in cover hoping an enemy walks into them, rather than stealthing around the battlefield looking for important targets. I find that to be the most fun and unique aspect of the squad, so it would be a shame to remove that if it weren't absolutely necessary.
8 Oct 2015, 15:40 PM
#56
avatar of AngryKitten465

Posts: 473

Permanently Banned
jump backJump back to quoted post8 Oct 2015, 15:38 PMRomeo

I think that if commandos receive any other nerfs, they will definitely need their stealth as it is to perform for their cost. Otherwise they will have to sit idle in cover hoping an enemy walks into them, rather than stealthing around the battlefield looking for important targets. I find that to be the most fun and unique aspect of the squad, so it would be a shame to remove that if it weren't absolutely necessary.


I see. But you do realize that that is just a tad bit unfair that they can run around cloaked and recloak just in front of units even when in combat? If so, obers are expensive as well and come without their specialist weapons, perhaps we could implement some cloaking there too, for ambush purposes. After all, we want balance!
8 Oct 2015, 16:03 PM
#57
avatar of Flying Dustbin

Posts: 270 | Subs: 1

StG Obers are probably the best counter to Commandos with their 25 detection range and good mid and close DPS, meaning they'll usually win if they stumble upon some Commandos holding fire.
8 Oct 2015, 20:04 PM
#58
avatar of AngryKitten465

Posts: 473

Permanently Banned
StG Obers are probably the best counter to Commandos with their 25 detection range and good mid and close DPS, meaning they'll usually win if they stumble upon some Commandos holding fire.


Will use this!
8 Oct 2015, 20:13 PM
#59
avatar of Firesparks

Posts: 1930



I see. But you do realize that that is just a tad bit unfair that they can run around cloaked and recloak just in front of units even when in combat? If so, obers are expensive as well and come without their specialist weapons, perhaps we could implement some cloaking there too, for ambush purposes. After all, we want balance!


doesn't the partisan, fallshirmjager (with vet), and the stormtrooper all have the ability to stealth around the map unnoticed?

the commandos' main problem right now is mostly their insane dps.
8 Oct 2015, 20:21 PM
#60
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

I personally want commandos to become a more skill-based unit. THey should require tactics to use effectively. This is why I would like to see:

-Commandos get soviet sniper cloak. Only active when in cover, and dissipates the moment they leave cover.

-Ability to create yellow cover (foliage, small ditches), to help them set up ambushes.

-Less recieved accuracy to punish them for charging enemies head-on.

-Commando Gammons mirrored to bundle-grenades.

-Ambush ability no longer gives access to damage modifiers.

This way, commandos will have clear counterplay (scout units) since they have to stay stationary to ambush enemies. It will also make them less able to singlehandedly walk up to enemy positions and murder them to death. At the same time, it retains their uniqueness and keeps them as very effective flank engagement and flanking units.
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