Hirmetrium
2nd Sep 07, 6:50 AM
Heh, I posted this up on Gamereplays.org's beta forums, so I figuered I'd post it here too.
Behold, my rebalance of the commando tree! (now in full MSpaint glory!)
http://img.photobucket.com/albums/v208/Hirmetrium/commandoTreerebalance2.jpg
Those numbers are how many CP's each skill will cost.
First, the encryption tree.
Transmitters:-
Radio transmitters cost Manpower and reveal units in the fog in an area around the transmitter (similar to how PE tank awareness works, but for all units). That would make the skill useful.
Commandos:-
Second, Commandos need a HUGE rebalance. They are extremely expensive for what they do, and, unlike other reinforcements, do not gain anti tank skills. I suggest that PIAT commandos be removed from the game, and normal commandos are allowed to use PIATS after a 100 munitions upgrade (similar to recoiless).
Commandos should also cost 450 to be dropped, and produced for 450MP.
They are second skill similar to rangers - since I think their just as powerful.
Ultra Encryption:-
Finally, Ultraencryption, as well as revealing newly completed enemy units, vehicles and buildings, reveal troop movements - those white waypoint dots. This would make it an extremely desirable skill, worthy of top of the tree 3 points. However, the units would not be revealed, only the 'waypoints'. Not sure if thats possible, but it would make the skill excellent to counter say, a king tiger or jagdpanther.
If this is too powerful or more likely, improbable, I'd suggest allowing it to increase the range of the original radio transmitters to cover a significant portion of the map, allowing troops and their movement to be observed. (maybe cost 2 CP).
Heavy Support would focus on weapon teams and vehicles.
Glider HQ:-
First, the glider HQ is a first tier skill. It costs slightly less to call in, say 250MP. It can product both mortars and machine guns, allowing for a forward reinforcement point and weapon center - without PIATs on it, it can be this early game without a high risk to unbalancing commandos.
Other Suggestions:
Perhaps, once the commandos skill on the encryption side is gained, it could also produce normal commandos?
Tetrarch:-
These guys are amazing. I wouldn't change them at all. Perhaps, because of the decreased CP to reach them they might have to go up by 1CP to 3 total 4(previous total 5), but otherwise their great. I use them more than normal commandos, and try to keep the gliders alive so I can make more.
Decoy Artillery:-
Increase the power of the arty skill that comes with it and upping the CP cost to 3. Currently the 25pounder barrage is kinda underwhelming, and with a more powerful version enemies have more to fear.
This allows more tactical options - after 1 or 2 defenses and a few infantry skills or losses, you can start deploying weapon teams to help out.
And yeah, thats modified from the Gamereplays post I made.
Behold, my rebalance of the commando tree! (now in full MSpaint glory!)
http://img.photobucket.com/albums/v208/Hirmetrium/commandoTreerebalance2.jpg
Those numbers are how many CP's each skill will cost.
First, the encryption tree.
Transmitters:-
Radio transmitters cost Manpower and reveal units in the fog in an area around the transmitter (similar to how PE tank awareness works, but for all units). That would make the skill useful.
Commandos:-
Second, Commandos need a HUGE rebalance. They are extremely expensive for what they do, and, unlike other reinforcements, do not gain anti tank skills. I suggest that PIAT commandos be removed from the game, and normal commandos are allowed to use PIATS after a 100 munitions upgrade (similar to recoiless).
Commandos should also cost 450 to be dropped, and produced for 450MP.
They are second skill similar to rangers - since I think their just as powerful.
Ultra Encryption:-
Finally, Ultraencryption, as well as revealing newly completed enemy units, vehicles and buildings, reveal troop movements - those white waypoint dots. This would make it an extremely desirable skill, worthy of top of the tree 3 points. However, the units would not be revealed, only the 'waypoints'. Not sure if thats possible, but it would make the skill excellent to counter say, a king tiger or jagdpanther.
If this is too powerful or more likely, improbable, I'd suggest allowing it to increase the range of the original radio transmitters to cover a significant portion of the map, allowing troops and their movement to be observed. (maybe cost 2 CP).
Heavy Support would focus on weapon teams and vehicles.
Glider HQ:-
First, the glider HQ is a first tier skill. It costs slightly less to call in, say 250MP. It can product both mortars and machine guns, allowing for a forward reinforcement point and weapon center - without PIATs on it, it can be this early game without a high risk to unbalancing commandos.
Other Suggestions:
Perhaps, once the commandos skill on the encryption side is gained, it could also produce normal commandos?
Tetrarch:-
These guys are amazing. I wouldn't change them at all. Perhaps, because of the decreased CP to reach them they might have to go up by 1CP to 3 total 4(previous total 5), but otherwise their great. I use them more than normal commandos, and try to keep the gliders alive so I can make more.
Decoy Artillery:-
Increase the power of the arty skill that comes with it and upping the CP cost to 3. Currently the 25pounder barrage is kinda underwhelming, and with a more powerful version enemies have more to fear.
This allows more tactical options - after 1 or 2 defenses and a few infantry skills or losses, you can start deploying weapon teams to help out.
And yeah, thats modified from the Gamereplays post I made.