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Post by Carl Gustaf Emil Mannerheim on Jul 26, 2017 20:09:11 GMT
The big question of air tech upgrading: Should I stay at 8-tile range and PMI or upgrade to 9-tile but be forced to use PC? I want to hear what the community has to say on this issue, so I will begin by pointing out a few points about each one:
8-tile PMI: Pros: MI has OP movement Paratropping 5 units into China and bringing them to the battlefield the next turn > Painful chains of MIs coming from Stalingrad, Kiev, Minsk, and Moscow that will take 5 turn to bring one unit per city every turn. Africa conquest is easier, as PMI can race from the E/W Africa coast to the center in 2-3 turns MI has Grenade, which deals more damage to cities PMI + 4/5 star movement infantry general = Moving across the map in no time
9-tile PC: Pros: Paratrooping chains such as Dublin -> Canadian coast and Yokohama -> Midway -> Hawaii and possibly Dakar -> Brazil (I need to double check if that one is also possible with 8 tiles), and vice versa, are all possible thanks to that extra tile Commando has Sniper, which makes dealing with enemy infantry (generals) way easier Commando has Sapper, which makes clearing out enemy mines easier, mines that can both hinder paratrooping and troop movement Eliminates the Silver cost for the unit, replacing it with oil cost (which a few turns into the game won't mean anything as oil will be plentiful), while keeping the Gold cost the same (unlike PMI where it's an extra 50 Gold per MI to paratroop them) Commandos look cooler than MI
Personally, it's a hard toss-up between those extra paratroop chains or the extra movement, but in the end I will still end up choosing the 9 tiles, because moving land troops across the ocean can be a really slow process, which can matter a lot when trying to achieve your Conquest under a certain number of turns, as well as Commandos being good Infantry and to some extent Tank general exterminators (try surrounding Guderian or Eisenhower with 6 commandos and see what he does )
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Post by Deleted on Jul 26, 2017 20:14:56 GMT
I Like PMI for alien conquests, can parachute troops into empty cities and take many quickly, commandos just do not have the same power as motorized infantry against aliens.
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Post by Quintus Fabius on Jul 27, 2017 2:53:30 GMT
A parallel question is: Would you support the awesome and amazing Mordred/Medrawt as king of Britain, or this guy called Æthelberht that no one outside of Sussex historians knows as ruler of England? Unless if someone finds that aliens are shredded by commandos because of a surprise update to WC3, I see no reason to exchange PMI for them. Edit: some actual game strategy stuff to justify PMI: When I use Paratroops, it's not to kill Infantry or clear mines. It's to do three things: go get otherwise unreachable stuff (including parahopping/paratroop chains), go harass the enemy in their back lines, and generally be a nuisance. MI offers to the table mobility. Commandos offer glass cannon-esque attack. Now, I use Paratroops as more of a scout/harassment/stealing unit than a attack unit. Which one is better, a high mobility unit or a high attack unit? I hold the belief that mobility, not attack, is more important to a scout/harrassment unit (like Wesnoth's vampire bat or cavalryman, really), and thus, although 8 range is smaller than the max (which hinders plans a bit for parahopping), the PMI's higher mobility is why I prefer it.
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Post by best75 on Jul 27, 2017 4:30:29 GMT
I still keep my PMI. I don't have much trouble with doing the regular conquests against a human enemy than I do against the aliens. When going against aliens none of the advantages PC having is going to matter. PMI with their grenadas and high movement can capture their cities easily which gives them great advantages over PC.
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Post by TurkichBall on Jul 27, 2017 5:33:45 GMT
PMI 8 Better than PMI9
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Post by Carl Gustaf Emil Mannerheim on Jul 27, 2017 15:35:35 GMT
So PMI is better against the aliens? I barely ever fought them off, because I knew I would ragequit after the first few times of trying out against them, where all of my generals got obliterated in no time. Might be because of too much focus on tank warfare, which usually had worked very well against human conquests.
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Post by Quintus Fabius on Jul 27, 2017 15:53:28 GMT
So PMI is better against the aliens? I barely ever fought them off, because I knew I would ragequit after the first few times of trying out against them, where all of my generals got obliterated in no time. Might be because of too much focus on tank warfare, which usually had worked very well against human conquests. I think Commandos have it a bit better, but commandos are glass cannons and die too quickly.
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Post by Carl Gustaf Emil Mannerheim on Jul 27, 2017 16:03:50 GMT
So PMI is better against the aliens? I barely ever fought them off, because I knew I would ragequit after the first few times of trying out against them, where all of my generals got obliterated in no time. Might be because of too much focus on tank warfare, which usually had worked very well against human conquests. I think Commandos have it a bit better, but commandos are glass cannons and die too quickly. I see. PMIs move faster and should therefore be more useful harassing the Aliens and distracting them, but Commandos are more powerful, then
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Post by Big SmokTonVEVO on Jul 27, 2017 16:32:12 GMT
PMIs movement is great for any kind of action (i.e. taking an oil field/ a city/ a village or surrounding an enemy); their damage is decent to great but they're useful to finish off the armoured units. In conclusion, their use should be "Raiders".
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Post by Quintus Fabius on Jul 27, 2017 16:36:07 GMT
I think Commandos have it a bit better, but commandos are glass cannons and die too quickly. I see. PMIs move faster and should therefore be more useful harassing the Aliens and distracting them, but Commandos are more powerful, then Basically that. Think of PMI as your light cav and your Commandoes as magi. You wouldn't send a group of mages to scout and harass the enemy, no? Commandos are grest for placement of inf gens and for your general glass cannon damage dealer (especially against inf and mines), but you wouldn't use them for what Paratroops are for. Really odd that the typical troop used in IRL paratroops isn't the ideal paratroop in WC3, but that's probably because trucks and motorbikes are a pain to put into planes.
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Post by Leonid Govorov on Aug 4, 2017 2:06:42 GMT
I usally don't wory about mines, I either ignore them or sacrifice a troop to ram through it, but true:commandos DO look cool xD
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Post by Deleted on Aug 4, 2017 5:10:39 GMT
I usally don't wory about mines, I either ignore them or sacrifice a troop to ram through it, but true:commandos DO look cool xD IMO land mines are useless in WC3 other than stop paraspam what are they good for? They can be seen so you have to be dumb to actually run one over
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Post by Leonid Govorov on Aug 4, 2017 10:44:47 GMT
I usally don't wory about mines, I either ignore them or sacrifice a troop to ram through it, but true:commandos DO look cool xD IMO land mines are useless in WC3 other than stop paraspam what are they good for? They can be seen so you have to be dumb to actually run one over Totally agreed, but in glory of communism mod that @communist made, it does descent damage, so that's kinda cool:D
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Post by Deleted on Aug 4, 2017 15:13:45 GMT
IMO land mines are useless in WC3 other than stop paraspam what are they good for? They can be seen so you have to be dumb to actually run one over Totally agreed, but in glory of communism mod that @communist made, it does descent damage, so that's kinda cool:D Never played glory of communism mod yet. I will probably play it soon looks good
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Post by Commissar on Aug 15, 2017 19:50:48 GMT
The big question of air tech upgrading: Should I stay at 8-tile range and PMI or upgrade to 9-tile but be forced to use PC? I want to hear what the community has to say on this issue, so I will begin by pointing out a few points about each one:
8-tile PMI: Pros: MI has OP movement Paratropping 5 units into China and bringing them to the battlefield the next turn > Painful chains of MIs coming from Stalingrad, Kiev, Minsk, and Moscow that will take 5 turn to bring one unit per city every turn. Africa conquest is easier, as PMI can race from the E/W Africa coast to the center in 2-3 turns MI has Grenade, which deals more damage to cities PMI + 4/5 star movement infantry general = Moving across the map in no time
9-tile PC: Pros: Paratrooping chains such as Dublin -> Canadian coast and Yokohama -> Midway -> Hawaii and possibly Dakar -> Brazil (I need to double check if that one is also possible with 8 tiles), and vice versa, are all possible thanks to that extra tile Commando has Sniper, which makes dealing with enemy infantry (generals) way easier Commando has Sapper, which makes clearing out enemy mines easier, mines that can both hinder paratrooping and troop movement Eliminates the Silver cost for the unit, replacing it with oil cost (which a few turns into the game won't mean anything as oil will be plentiful), while keeping the Gold cost the same (unlike PMI where it's an extra 50 Gold per MI to paratroop them) Commandos look cooler than MI
Personally, it's a hard toss-up between those extra paratroop chains or the extra movement, but in the end I will still end up choosing the 9 tiles, because moving land troops across the ocean can be a really slow process, which can matter a lot when trying to achieve your Conquest under a certain number of turns, as well as Commandos being good Infantry and to some extent Tank general exterminators (try surrounding Guderian or Eisenhower with 6 commandos and see what he does ) Commandos, Because It's always suitable at battlefields.It's like Guerilla shoots very high and leaves a good damage to enemy.So I say, Para-Commando.
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