Add in immediate cooldowns to the handheld nuclear bombs they call grenades and I think we're good to go.
Updated... and I present to you: The era of no-more-insta-nuke infiltration units
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Add in immediate cooldowns to the handheld nuclear bombs they call grenades and I think we're good to go.
Posts: 2066
Indeed
However, it can still work, with the upgrade package being 30 MU. I just had quite a throughout thought about how to make this idea works for all infiltration units:
This way, Infiltration units will act more like harashers, supply-line disruptors and when needed, support-weapon harasher when upgraded, rather than straight-up support-weapon killers cause in this case, he'll have to spend MU + wait for quite a while before he can use them for assault.
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*snip*
This way, Infiltration units will act more like harashers, supply-line disruptors and when needed, support-weapon harasher when upgraded, rather than straight-up support-weapon killers cause in this case, he'll have to spend MU + wait for quite a while before he can use them for assault.
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Get real, 200mp for partisans?
100MU for STG for a faction already short on munitions?
Same with commandos?
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One could make Partisan cost more and be a 6 men squad that spawns with only 4 men and has to retreat to reinforce. That would balance the spawn and later use value.
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And because it's the only good thing in this doctrine its ok to be OP.
What a logic.
And FYI, the bundle its very capable of killing all 6 members from the weapon teams (which only the SU have btw) but whatever.
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Erm, yes? Lol. OP units are fine in doctrines as long as their are counterbalanced by that doctrines downsides. Like if one goes partisans, they shouldn't also have end game tanks.
Meanwhile landmatress doc gets, flankers on the toughest and cheapest engineer unit in the game, spawn anywhere commandos that have an .8 second satchel charge, and the landmatress itself
Oh and I'm pritty sure that commando nade does more damage, has less woe and has a shorter timer, so the abilities are defiantly notnequal
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So that makes calliope ok right? Because 1919s, the quad, and the strafe all suck now. And arty cover in its current state is balanced due to that logic as well.
Commando nade and bundled nades are the same thing I think. Could someone check out the stats on that? I know they have the same fuse.
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This way, Commandos will behave similar to Stormtroopers on live version, which haven't got any complaints so far.
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I wonder why nobody complained about them. Might it be possible that almost nobody ever uses them, because they offer nothing of value to the faction they are a part of? Hmmm, what a mysterious riddle we have here… kappa
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Bundles and light gammons are clones of each other except for cost, and fuse.
- Commando light gammon bomb cost = 35 munitions
- Axis elite bundle grenade cost = 45 munitions
- Commando light gammon bomb fuse = ~1 sec
- Axis elite bundle grenade fuse = ~1.2 sec
I couldn't actually find the exact fuse timers in the mod tools, so I'm just going off what it appears to be ingame. I know that the bundled has at least a 0.2 sec longer fuse. If a mod maker could show me where to find the fuse timer for grenades that'd be great.
Fun fact: Grenades apparently have a 0.25 damage modifier in mud. So the next time you play a large team game on "General Mud" the deep mud is actually pretty good against grenades, but you're probably better off just dodging the grenade.
Posts: 911
So that makes calliope ok right? Because 1919s, the quad, and the strafe all suck now. And arty cover in its current state is balanced due to that logic as well.
Commando nade and bundled nades are the same thing I think. Could someone check out the stats on that? I know they have the same fuse.
Posts: 2742
Posts: 401
I wonder why nobody complained about them. Might it be possible that almost nobody ever uses them, because they offer nothing of value to the faction they are a part of? Hmmm, what a mysterious riddle we have here… kappa
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Technically rifles still can get 2 1919s. They just have to pick up one that's been dropped.
Unless I am mistaken on that?
Posts: 401
Actually, I find that they cover a lot of the brits' weaknesses really well. Garrison messing with you? No problem. Sneak a gammon bomb in. Mortar giving you trouble? Hold fire and hunt it down from camo, and even steal it afterwards. They're in some really good commanders too. Commandos are literally the only reason that brits don't absolutely have to build pits every single game.
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But also the commando made does like 200 or 350 damage, bundle nade does 120
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