Not bad, though I see no need for capital only or secret labs. You donβt need an Air Force for nukes, why two buildings for this?
CarKing the 6th of the Abrahamic Caliphate
Right now, Commandos are massively underused, undermined, and not very useful until the late game, plus they do not represent actual WW2 Commandos. This should be fixed and here are my ideas (thanks mainly to everyone on the "This buff will fix commandos and make them useful" thread).
My idea of the ideal commando buff:
- -50% Disembaring time
- +2 Stealth from Level 1, they should be one of the stealthiest units
- Don't damage buildings/ Damage only high-level buildings
Of course, this would make them overpowered, so how about possible nerfs:
- Commandos can't conquer
- Commandos can only be built in the Capital
- Commandos can only be built in mountain, urban, or hilled terrain
- They require a secret lab to be produced as well
This buff would make them more marine like, and therefore I also suggest reducing paratrooper deploy times (by a lot)) to bring more diversity to the infantry tech branch.
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Not bad, though I see no need for capital only or secret labs. You donβt need an Air Force for nukes, why two buildings for this?
What I mean is, say you are Britain invading France.
You have regular infantry that can attack, and then you have these commandos that can get fighting quicker, won't damage any of the buildings in the places you will soon want to conquer, and will be invisible to the enemy, on top of this they are only a tiny bit cheaper, Which one would you chose, because it would be the commandos for me, so there has to be a nerf.
Commandos are supposed to be sabotaging special forces that are way smaller in number than infantry and therefore lose in any conventional stance. Now that I think about it, what help did they even contribute to the war effort in real life?
Not much, maybe they could be moved to the espionage branch.
An update to espionage? Ha!
I don't think that's happened since the game's beginning.
Can we at least agree they should have lower embarking and disembarking time.
Or you could add Marinesβ¦
Very pathetic idea, 2/10.
Damn, ouch. Give my poor dude a break. Harsh critic.Claudio NVKP wrote:
Very pathetic idea, 2/10.
Ahhh, the thing the devs refuse to give their time of day, commandos...Zaktty wrote:
Right now, Commandos are massively underused, undermined, and not very useful until the late game, plus they do not represent actual WW2 Commandos. This should be fixed and here are my ideas (thanks mainly to everyone on the "This buff will fix commandos and make them useful" thread).My idea of the ideal commando buff:
- -50% Disembaring time
- +2 Stealth from Level 1, they should be one of the stealthiest units
- Don't damage buildings/ Damage only high-level buildings
Of course, this would make them overpowered, so how about possible nerfs:
- Commandos can't conquer
- Commandos can only be built in the Capital
- Commandos can only be built in mountain, urban, or hilled terrain
- They require a secret lab to be produced as well
This buff would make them more marine like, and therefore I also suggest reducing paratrooper deploy times (by a lot)) to bring more diversity to the infantry tech branch.
There are prolly many threads asking for a buff to them, and someone (General K, I think) rightfully pointed out that at least a +2 stealth boost is necessary for commandos to be worthwhile. I'm hesitant to support such radical changes (-50% disemarbking speed is a bit much, and no dmg to buildings prolly a bit too OP). We wouldn't need the nerfs if we only had the stealth change since commandos are already pretty expensive to make. I also think paras are already fine as they are, maybe a small deploy time reduction.
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