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UKF infiltration commandos

4 Oct 2019, 09:26 AM
#1
avatar of blvckdream

Posts: 1443

I am talking about the ones from the Landmattress doctrine.

They cost 370 MP + 35 +35 MP to get them to full strength. A whopping total of 440 MP. Compared to Shocks, Rangers, Paratroopers, Falls, Obers, etc. they are WAY too expensive.

On top of that using them as an infiltration unit is impossible because 3 vet 0 commandos with grenade on cooldown can't do anything and risk getting wiped when used behind enemy lines.

Considering Infantry Sections just got nerfed hard UKF needs other infantry options so please make them viable.

Make them cost 320 MP so the total cost goes up to 380 MP (which is fair) as a start.

(numbers were edited)
4 Oct 2019, 09:28 AM
#2
avatar of dasheepeh

Posts: 2000 | Subs: 1

330 + 70 = 400 (not 380) though

otherwise I agree
4 Oct 2019, 09:35 AM
#3
avatar of blvckdream

Posts: 1443

330 + 70 = 400 (not 380) though

otherwise I agree


Nope they actually cost 370 MP + 70.

Just checked. So we were both wrong. The total would be 440 MP.
4 Oct 2019, 09:38 AM
#4
avatar of dasheepeh

Posts: 2000 | Subs: 1



Nope they actually cost 370 MP + 70.

Just checked. So we were both wrong. The total would be 440 MP.


i didnt mean that

you proposed to make them cost 330mp to call-in and 380mp to cost in total after reinforcing 2 models, but you didn't propose the appropriate MP price reduction for reinforcements.

thus, 330 + 70 (35mp for each model) = 400 (and not 380)
4 Oct 2019, 10:41 AM
#5
avatar of The Spycrab

Posts: 22

In my opinion, they either need to come in 5 man or come in much cheaper to be more viable than currently and have either the grenade have a shorter cooldown from the call-in or an "ambush" stat that lasts a few seconds after emerging
4 Oct 2019, 10:56 AM
#6
avatar of Stormjäger

Posts: 707

Remove their infilitration ability. Make them spawn from base. Then nerf their camouflage so it needs them to be stationary for 2-3 seconds to camo. That would make them balanced at 340mp coming in with 5 men.
4 Oct 2019, 11:26 AM
#7
avatar of Vipper

Posts: 6263 | Subs: 1

Although infiltration commandos are expensive the majority of infiltration units (with the exception of Partisans) payed a premium for being able to instant spawn on the battlefield.
4 Oct 2019, 12:06 PM
#8
avatar of Stug life

Posts: 3917

could be buffed to spawn at 4 men, but if it's too strong 340 mp would work too
4 Oct 2019, 12:54 PM
#9
avatar of Lago

Posts: 2673

I'd just spawn them in the base at 5 man for the price of the Commandos you get out of the airlanding glider.

Boring but practical.
4 Oct 2019, 13:18 PM
#10
avatar of Katitof

Posts: 13676 | Subs: 7

jump backJump back to quoted post4 Oct 2019, 12:54 PMLago
I'd just spawn them in the base at 5 man for the price of the Commandos you get out of the airlanding glider.

Boring but practical.


Which part of INFILTRATION commandos is hard to understand?
4 Oct 2019, 13:22 PM
#11
avatar of EtherealDragon

Posts: 1434 | Subs: 1

Testing 4 models instead of 5 might be the best compromise I do feel like 3 models infiltrating in battle is closer to "risk" than reward but I understand the hesitance of balance team to avoid introducing cheese into the game.
4 Oct 2019, 13:45 PM
#12
avatar of Hon3ynuts

Posts: 809

Quoting Sanders from a thread like last week

"Adjusting their weapons (to Lee Enfields as the only alternative) to let them spawn at 5 models creates problems with the elite Brens, as that would increase their far range DPS which is already really good with Brens. And adjusting elite Brens to compensate would in turn mess with the DPS of the other Commandos squads.

So, Infiltration Commandos are now planned to simply get a cost reduction from 380 manpower (+70mp to reinforce) to ~300ish manpower (+70mp to reinforce) so that the total cost of a squad becomes ~370mp, which should match their performance a lot better. Should be included in the next follow-up balance patch."

https://www.coh2.org/topic/98364/infiltration-commandos-manpower-change/page/1#post_id777304
4 Oct 2019, 13:46 PM
#13
avatar of blvckdream

Posts: 1443

Quoting Sanders from a thread like last week

"Adjusting their weapons (to Lee Enfields as the only alternative) to let them spawn at 5 models creates problems with the elite Brens, as that would increase their far range DPS which is already really good with Brens. And adjusting elite Brens to compensate would in turn mess with the DPS of the other Commandos squads.

So, Infiltration Commandos are now planned to simply get a cost reduction from 380 manpower (+70mp to reinforce) to ~300ish manpower (+70mp to reinforce) so that the total cost of a squad becomes ~370mp, which should match their performance a lot better. Should be included in the next follow-up balance patch."

https://www.coh2.org/topic/98364/infiltration-commandos-manpower-change/page/1#post_id777304


Ok that makes sense.
4 Oct 2019, 14:44 PM
#14
avatar of Lago

Posts: 2673

Which part of INFILTRATION commandos is hard to understand?


Then change the name. It's not hard.

Fallschirmjager used to spawn out of buildings when their name translates to "Paratroopers."
4 Oct 2019, 15:11 PM
#15
avatar of blvckdream

Posts: 1443

jump backJump back to quoted post4 Oct 2019, 14:44 PMLago


Then change the name. It's not hard.

Fallschirmjager used to spawn out of buildings when their name translates to "Paratroopers."


Exactly. They could just call them Commandos and be done with it.
4 Oct 2019, 15:51 PM
#16
avatar of Stormjäger

Posts: 707



Exactly. They could just call them Commandos and be done with it.


The unit needs to be reworked to be less cheesy. It has so much potential. Imagine if this special forces unit, which in real life reached 30 units and 4 assault brigades, could fit a panzerfusiliers role as alternative frontline infantry that could complement Infantry Sections. In real life Commando sections were equipped with a higher number of Bren and Thompson guns than a normal British infantry section, while in late war they switched over to sten guns, so they could be a 3 sten gun and 2 lee enfield 5man squad with the ability to upgrade with 1 bren gun.

You could still get "Infiltration Commandos" as 4 man squads of today's versions that spawn as full squads for 320mp and grenades on cooldown.
4 Oct 2019, 16:59 PM
#17
avatar of comm_ash
Patrion 14

Posts: 1132 | Subs: 1

Infiltration commandos are far too similar to regular commandos IMO. They just aren't interesting enough for a commander slot.

To make them a bit more different, does anyone know if they can be equipped with m1 garands when they pop out of the building? If so, it could be interesting to make them a perma 4 man squad, which specializes in longer range combat and recon. Perhaps give them an upgrade with 1x scoped enfield with a marksman ability/ crit and/or the ability to call artillery and have better sight range? They'd probably need the weapon slot restricted to 1 if this happened, at least with the enfield upgrade.
4 Oct 2019, 17:12 PM
#18
avatar of Mazianni

Posts: 423

Infiltration commandos are far too similar to regular commandos IMO. They just aren't interesting enough for a commander slot.

To make them a bit more different, does anyone know if they can be equipped with m1 garands when they pop out of the building? If so, it could be interesting to make them a perma 4 man squad, which specializes in longer range combat and recon. Perhaps give them an upgrade with 1x scoped enfield with a marksman ability/ crit and/or the ability to call artillery and have better sight range? They'd probably need the weapon slot restricted to 1 if this happened, at least with the enfield upgrade.


I don't believe the brits used M1 Garands in any number.
4 Oct 2019, 17:18 PM
#19
avatar of Vipper

Posts: 6263 | Subs: 1



I don't believe the brits used M1 Garands in any number.

Commandos used them.
4 Oct 2019, 17:19 PM
#20
avatar of Stormjäger

Posts: 707

jump backJump back to quoted post4 Oct 2019, 17:18 PMVipper

Commandos used them.


Commandos used Lee Enfield rifles.
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