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ukf commando's Grenade

2 Jun 2016, 21:36 PM
#1
avatar of Soheil

Posts: 658

hi guys,already all of you have faced this commando,what is your opinion about its Damage and splash?
imo its like soviet Demo....
2 Jun 2016, 21:39 PM
#2
avatar of BreadMarshLivePlace

Posts: 63 | Subs: 1

With the low DPS from the commandoes themselves, I think its fine.
2 Jun 2016, 21:41 PM
#3
avatar of PencilBatRation

Posts: 794

They are the only inf unit costing 500 MP. So IMO they are OK, considering the ones used by PGrens and other elite units is also getting buffed.
2 Jun 2016, 21:41 PM
#4
avatar of Firesparks

Posts: 1930

relic is already buffing the axis bundled grenade to match the commandos.

personally I would go for a middle ground. match the large AOE, match the damage at 80, and match the price to 35.

this would mean a damage nerf for the light gammon and an aoe and price buff for the bundled.
2 Jun 2016, 21:53 PM
#5
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

With the low DPS from the commandoes themselves, I think its fine.

Well, it's not low, especially since they have an ambush bonus, but their veterancy is rather lacking stat bonuses and so does make them reliant on squad-wiping dickery for later.
2 Jun 2016, 23:38 PM
#6
avatar of PanzerGeneralForever

Posts: 1072

Its basically a small suitcase nuke that instantly detonates :D
3 Jun 2016, 01:56 AM
#7
avatar of Waegukin

Posts: 609

Only issue with it is in the Land Mattress doctrine where it can be thrown once the squad comes out of a building. IMO, all infiltrators' grenades should start on cooldown.
3 Jun 2016, 05:50 AM
#8
avatar of vietnamabc

Posts: 1063

Nuke grenade and cloak is the reason why people fear mandos, without it they are overpriced pios.
3 Jun 2016, 06:34 AM
#9
avatar of Aerohank

Posts: 2693 | Subs: 1

No worries, we'll be seeing a lot more of them with the bundle grenade buff. Nondoctrinal nuke grenades for both axis factions and even nukes on fallshrims as well.
3 Jun 2016, 08:54 AM
#10
avatar of Soheil

Posts: 658

u cant compare it with any axis grenade,its like demo or penals bomb(but instantly).
3 Jun 2016, 10:46 AM
#11
avatar of NEVEC

Posts: 708 | Subs: 1

Instead of nerf it relic buffs bundle grenade to it level.
3 Jun 2016, 11:11 AM
#12
avatar of Katitof

Posts: 17891 | Subs: 8

Considering the price of the squad and the fact that only combat bonus they have with vet is 25% accuracy(aka the unit does NOT scale at all), its perfectly fine.

@NEVEC

Go check preview mod changelog.
4 Jun 2016, 10:39 AM
#13
avatar of general_gawain

Posts: 919

jump backJump back to quoted post3 Jun 2016, 08:54 AMSoheil
u cant compare it with any axis grenade,its like demo or penals bomb(but instantly).


Oh yes you can, because after they integrate may balance preview mode the stats of non-doctrinal bundle grenade will be exactly the same. On the other side you can't compare it with demo or satchel charge, they fulfill a completely other role.

Demo: static (constructed) + much higher lethal AOE + heavy damage to structures/tanks
Satchel charge: higher timer + higher lethal AOE + heavy damage to structures/tanks


Imo they shouldn't have buffed bundle grenade, instead nerf commando grenade and buff combat vet scaling accordingly. Really it is the grenade thrown out of camouflage that keeps commandos in the game when opponent infantry units are a vet3 to vet5.

The problem with commando vet is that commandos were way to strong even versus full vetted units at release and thus got nerfed. But offensive vet wasn't working at that moment. While commandos only get one small accuracy bonus with vet all other infantry units get a lot stronger offensive stats with vet. Thus commandos fall behind now that vet is working finally.
4 Jun 2016, 10:48 AM
#14
avatar of Vipper

Posts: 13476 | Subs: 1

Squad wiping abilities with little counter or time to react should be removed.

Commandos do not have low DPS, and start with some of the highest starting stats both offensively and defensively.
4 Jun 2016, 11:21 AM
#15
avatar of general_gawain

Posts: 919

jump backJump back to quoted post4 Jun 2016, 10:48 AMVipper
Squad wiping abilities with little counter or time to react should be removed.

signed, they should change this for commando grenade und revert it at bundled grenade

jump backJump back to quoted post4 Jun 2016, 10:48 AMVipper
Commandos do not have low DPS, and start with some of the highest starting stats both offensively and defensively.

To be fair, all elite units start with an incoming fire reduction in form of target size beneath 1 to give them some more survivability. On axis side this ranges from 0.7 for Obersoldaten and 0.87 for Fallsschirmjagers. Only real Ostheer elite infantry unit "Stromtrooper" has 0.75 for example. While commandos start quite good with 0.72 all of this elite units with the exception of commandos get further damage incoming fire reductions with vet. Obersoldaten, starting at 0.7, can get up to 49% received accuracy. This is huge. So a small standard damage reduction of -23% at vet3, while grenade gets nerfed along with bundled grenade, would help if you ask me.
4 Jun 2016, 11:29 AM
#16
avatar of Vipper

Posts: 13476 | Subs: 1


...
To be fair, all elite units start with an incoming fire reduction in form of target size beneath 1 to give them some more survivability...


Commandos have more total EHP than obers due to more entities. The also come earlier and are cheaper...Commandos also have lower XP value.

In the end of they day vetting comes down to faction design in this case. UKF start with good stats and get less vet bonuses and OKW relay on vet bonuses...
4 Jun 2016, 11:37 AM
#17
avatar of RedT3rror

Posts: 747 | Subs: 2

jump backJump back to quoted post4 Jun 2016, 11:29 AMVipper


Commandos have more total EHP than obers due to more entities. The also come earlier and are cheaper...Commandos also have lower XP value.

In the end of they day vetting comes down to faction design in this case. UKF start with good stats and get less vet bonuses and OKW relay on vet bonuses...


Commandos are expensive to get and are close range units. They have to get very close to the enemy to actually do some damage. They often have to operate on their own as they can't confront the enemy frontally and other UKF units lack synergy with them. Commandos can not be core (by that I mean frontline units) units of an army, unlike Obersoldaten.

Their role is just fine and their gammon bombs are one of their specialties. Ambushing the enemy, then pull out.
4 Jun 2016, 11:45 AM
#18
avatar of Vipper

Posts: 13476 | Subs: 1



Commandos are expensive to get and are close range units...


You want to use them long range buy them 2 Brens...

The units is fine contrary to what has been argued here. The fact that it can easily squad wipe from cloak, with a gammon bomb, with little warning and nearly no reaction time is not...
4 Jun 2016, 18:41 PM
#19
avatar of adamírcz

Posts: 955

That grenade definitely shouldn't be thrown out of camo. Three seconds of cooldown for it when you leave out of camo pls and block while you're camuflaged.
Then, their range accuracy should be improved to compensate. Right, they're meant to be close range, but not a damn melee attack squad.
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