Here's a replay with a glider landing inside an axis base sector.
I tried posting this on the other thread about commandos and I got a 'fatal error'.
Here's a replay with a glider landing inside an axis base sector.
I tried posting this on the other thread about commandos and I got a 'fatal error'.
Last edited by rifleman; 3rd Mar 08 at 9:15 AM. Reason: attachments error - finally worked
you have to add it with the edit function here (at least that's the way I post it here^^)
"Ammon, your wrath is indeed fearful, but Scoia... he devours your soul." - Meatkin
23:01 - Officer MORE SEXY: well you can never see enough mangina I suppose :P
23:01 - Officer Sexy: That's true, it's something you need to experience more than once to fully appreciate
#3
Yea, had the problem here a little while ago too.
Try posting it in replays section and providing a link to it from here
or use rapidshare and I'll dl it from there and put it on my server. Anything works.
yeah, you can still drop them in the base if you press it just outside the base while aiming at the base. : / seems weird. why can they do that? why don't they make it like there's some sort of building in the way so you can absolutely not land there?![]()
Gamers don't die, they go to the next level
yes they can. its almost the same as in 2.201
so basicly, commandos nerfs so far are 10 mp more to reinforce and smoke/grenade on same timer. well and cant reinforce near glider if it isnt in friendly teritory.
not much of a nerf is itthey can still land everywhere, even in base sectors, you just slide them in. i honestly thought when they got the friendly teritory only they were fine. then you had to use the slide to put them abit in enemy teritory. and it was fine. but relic removed it :\
so well i think if they remain the drop anywhere, they they shoudl realy cost 45 to reinforce and demos shoudl cost like 60 mun and longer cooldown for demos.
demos and satchels both costing 75 would be perfect
but commandos are balanced if you look at their combat ability, they just have some nasty tactical abilities like a research free pinapple, smoke, and deploy anywhere.
What bottenbreker seems to be the case.
I played about with this a bit too. You can drop commandos in the enemy base if you are very lucky. Basically, if the gold crosshairs are outside of the enemy base sector when you make a drop then its ok. Problem is if you aim towards the base the glider should just slide in. Its not a sure thing but its not a great fix by any means.
A extra radius around the base sector which you cant land in is that possible?
Yes, im back
Might do. Although I am dont know how big a change it would be.
uhhh no to demos and satchel cost 75 mun. come on....
satchel suck even at 50. sapper and engi demos arent any useful unless you plant on enemy buidlings which isnt possible against pe or defensive wehr. commando demos are bit too cheap i might say, but their main problem is their spamability because of low cooldown and fact that commandos can land anywhere, enemy enemy bases still. commando demo for 60 munis, longer cooldown and detectable by minesweppers/ketten would sure fix them. also goliaths which are quite comparable to demos, need to cost lot less, id be for like 90 mun cost.
The main problem with radius is the bunker placement and it depends on what map you're playing. On some map a fixed radius will be too great and on others it will be too short.
Whats more a good nerf to demo charges would be to suppress their line of sight so you have to stay with a unit nearby to detonate them a the right moment. Make them detectable by minesweeper and ketten would help for sure.
Don't forget demo spam. A commando team in your base can blow a wehr building every 12 seconds..but commandos are balanced if you look at their combat ability, they just have some nasty tactical abilities like a research free pinapple, smoke, and deploy anywhere.
Demo charges need to be on the same timer as Smoke, and demo charges need a 25 second cooldown.
Right now, I can pop smoke, run through your base defense firing lane, then move to your HQ. Pop smoke again, and while smoked, place a demo charge at your HQ retreat point(only takes ~4 seconds to lay a demo charge). Then move to your buildings, and in another 12 seconds have your infantry building destroyed, While placing these 4 second demo charges, I will be popping smoke whenever I can...
If you try to retreat.... Boom. If you don't retreat, and try to run back, you lose.
It's a crappy way to lose.. you could have lots of troops on their way to their base, and incoming glider.... 1 unit can possibly turn the game around.
Last edited by Nomad_Wanderer; 3rd Mar 08 at 9:34 AM.
What they should do is have the glider scatter if its not in your home territory. Gliders aren't perfect landing craft. If they added in a decent scatter to them when outside friendly territory, then they might not be so damaging (ie instant infantry rape unit) and the axis can actually react to them. Plus, on terrain heavy maps, that would make dropping them in enemy territory much riskier as it might scatter into terrain and blow up without the men getting out.
***** Brother Glacius
Nomad : It takes more than 1 demo charge to blow a base building excluding bunkers. In fact it is more like 3 demos are required. So thats 36 seconds and 150 muni per building.
Vretsu on Straffing Run :Entertaining. Unless I'm playing as Wehrmacht. Then you suck for using it against me. Jerks.
wehr quarter can be demo'd with 1 i believe. it's no problem vs pe buildings. it's just really nasty vs wehr buildingsNomad : It takes more than 1 demo charge to blow a base building excluding bunkers. In fact it is more like 3 demos are required. So thats 36 seconds and 150 muni per building.![]()
What are you talking about?
You can lay a demo charge with commandos in 4 seconds. 3 of them (600dmg) takes about 13 seconds. You are absolutely correct about it being 150 munitions.. But I would trade 560 manpower and 150 munitions to be able to instill that fear and do that kind of damage to an enemy base.. (and you can keep going unless he retreats some troops back to his base)..
Wehr Buildings are 600hp, PE are 1000 I believe. So that's 13 seconds and 21 seconds respectively.
I used to play Wehr, until 1 night 3 Automatch games in a row 3 different people did this to me.
I decided to try it out, to try and discover the weakness.. There really isn't any.. As an axis player, if there is threat of commandos, you HAVE to have one of the following:
HQ Garrisoned MG (if you are wehr, and not Defensive doctrine)
Officer, (and have munition for forced retreat. -- good tip from Kushan)
Armored Car (if you are PE).
If you don't have one of those in your base at all times, it's very easy to drop a commando squad adjacent to the axis base, pop smoke in, and place multiple 4 second demo charges... Within 20 seconds of arriving, the commandos can have your HQ retreat point mined, and 1 wehr unit building dead.
The best way to pull this off is as I stated. Place a demo charge on his retreat point immediately, and then start laying charges at one of his buildings. After you lay a charge, if you have the time, spend 2-3 seconds to move a little.. try to get charges on at least 2 sides.. ALWAYS be popping smoke whenever you can. Most bases are pretty crowded.. Not only do the buildings provide your commando squad with cover, but they also force his vehicle close to the demo charges if your staying moving.
If you time it right, quite often you can not only take out his building with the three charges, but some amount of his troops trying to follow and kill your commandos.
Last edited by Nomad_Wanderer; 3rd Mar 08 at 1:36 PM.
Keeping an officer near your base will render you virtually immune to this attack with his retreat squad ability.
What about adding a little timer before commandos can pop out so landing in an ennemy base would be much more dangerous (1shrek and boom) that would be maybe too much so when a glider is destroyed alow 2 or 3 commandos to pop out anyway.
I'd like that, since that would make AA guns a little better, at this moment if you drop commandos just behind the 88, the 88 cannot even fire before the commandos are out...What about adding a little timer before commandos can pop out so landing in an ennemy base would be much more dangerous (1shrek and boom)
you guys suck, each and every one of you.
How about significantly increasing the damage taken for a glider when it's in enemy HQ sector?
That way the abusers may end up with a broken glider before the commandos pop out.
(Baldrick) I have a cunning plan....
a fourth suggestion following those by Nomad I 'd say lay a couple of mines around in your own Wehr base![]()
Mining your own base! Genius!
I suggested this in the bigger commando thread, but I say apply a significant scatter to landing commando's outside of friendly territory. This would mean a more likelihood of crashing and losing the squad.
***** Brother G.
I'm pretty sure than there is an unwritten agreement on this forums that states, anyone who suggests mines as a counter, automatically loses.
@Nomad: Commando demos actually do double damage to buildings, so they do 400 each. Wehrmacht buildings vary in health, but the weakest is the Kraftkamp Center with 475, and the strongest (non-HQ) is the Panzer Command with 775. It takes two for each, with varying amounts of overkill. If you plant the demos right (due to the ability to plant them on the ground and not necessarily directly on buildings) you can sometimes get multiple buildings in the blast, depending on enemy base layout. The HQ has 1500 HP, so it takes four charges. Bunkers have 600 HP, but a different armor type against which the demos do triple damage, so each demo does 600, wiping out the bunker.
@MrSomeguy : yeah, I know this rule, I don't blame the rule, mines can be suggested as a counter to anything. Their effectiveness at each case is another thing.
Brit player thinking "oh now I got him.. Commandos landed... now I 'm gonna plant some expl.... wtf? mines?" Mining your own Wher base: 100 munitions, the look on his face : priceless (originally from a credit card commercial).
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