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Pre-release Suggestions Thread


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#701 Black/Brunez

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Posted 06 January 2012 - 12:53 PM

And I can also say that they, on some way, were nerfed a bit.

And yes, I do speak with some authority I suppose. I'm Speeder's seco- no wait, that's mevitar. Uh, I'm Speeder's thir- oh, that's Graion. Well, I'm Speeder's fourth in command, so hah! :p


And I can say that I´m frontline infantry. :xd:

#702 BlackWinter

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Posted 06 January 2012 - 06:41 PM

Driller APC being shared is a must in 3.0. There are already many counters against it (Drones, GapGens, Dogs) while there is just no other way for Epsilon to troop-transport.

Anyone in their right mind would have the transport occupied by some anti-infantry infantry, and gap gens dont avoid the previous destination of a command (once you use airpad clairvoyance and click the Sub-t APC to move there, then nothing is going to stop it, it will un-burrow at that location)

I dont fully remember if the attack option is still active on the Sub-t APC, but if it is, then it is just another reason why it will be all-the-more successful.

#703 Graion Dilach

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Posted 06 January 2012 - 08:36 PM

Driller APC is weaponless and can't move to shroud.


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#704 BlackWinter

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Posted 07 January 2012 - 09:48 PM

maybe the way I said it is unintelligible, let me try again;

once you command it to move to an area, it can move to that area regardless of the condition of the area afterwards (which means that the shroud can cover that area and still not be of any hindrance)

but all in all, I could be wrong, and this might have just been a special condition or rare bug that flipped. :wink_new:

#705 OmegaBolt

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Posted 07 January 2012 - 10:05 PM

Well of course if you uncover shroud under a Gap Generator, order the unit to move and the area is reshrouded the unit is still gonna follow orders. That only seems logical to me, and is only fair. If an enemy has a Gap Generator you should be able to temporarily remove shroud and order an attack in that time, that's always been the case.

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#706 Black/Brunez

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Posted 08 January 2012 - 12:27 AM

Jez... Do not cause the same scandal as Aasgier did in the past just becoz Snipers were removed and Desolators were decided to still be in.

Everything is in under control. I just can´t say how since I do not want to leak infomation.

#707 BlackWinter

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Posted 12 January 2012 - 03:55 PM

I think major capital naval ships should get a bump in size, the ACC and Dreadnaught are too small, its like in a comparison to other naval units we are playing a bad game of mix and match house barbie or something. The naval units need to have size modifications to be realistic in correspondence to each-other.

#708 Graion Dilach

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Posted 12 January 2012 - 04:27 PM

They have correct size.
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#709 Hecthor Doomhammer

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Posted 12 January 2012 - 06:09 PM

Especially now that they've been redone for 3.0

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#710 Zenothist

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Posted 12 January 2012 - 08:32 PM

3.0 will indeed feature slightly more realistic use of scale than vanilla or 2.0 and its variations. Infantry has been scaled down a little bit, and vehicles are generally larger in size.

#711 BlackWinter

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Posted 13 January 2012 - 01:57 AM

oh excuse me.

well, tesla troopers cannot attack over walls while cloaked. this is a problem. :mellow:

#712 BlackWinter

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Posted 17 January 2012 - 07:21 PM

Here's an interesting suggestion.

It concerns the soviet terrorist; you know the terror drone and attack dog logic of attacking, becoming a projectile upon activation? well, I think the terrorist should preform some type of attack logic that is similar to the terror drones attack logic.

The terrorist should have the same attack range of the terror drone and make a "dive" at his target, making in invulnerable once activated. His purpose, if this kind of change were to be implemented would be much more useful. the rate of success with them would be a bit better, don't you agree?

TERRORIST DIVE ATTACK! :xcahik_:

#713 Zenothist

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Posted 17 January 2012 - 09:22 PM

The Terrorist and Crazy Ivan have kinda been 'merged' so to speak. This makes them quite the lethal infantry, as Graion and Hecthor will tell you. :p

#714 Graion Dilach

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Posted 18 January 2012 - 08:47 AM

Yeah, because Zeno can only use Ivans effectively in the entire Confed nation. :p
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#715 BlackWinter

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Posted 18 January 2012 - 06:56 PM

so there is another unit that is this "merged" unit, terrorist and ivan dont exist anymore? what kind of crazyness are you talking about?

and how about my suggestion?

#716 Speeder

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Posted 18 January 2012 - 07:05 PM

Terrorist was removed, Crazy Ivan is now running instead of walking. Basically.

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#717 Zenothist

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Posted 18 January 2012 - 09:49 PM

That doesn't sound like much, but trust me when I say he's a much more dangerous unit. Better not leave any holes in your base defense.. Posted Image

#718 mevitar

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Posted 19 January 2012 - 08:02 PM

No. Terrorists weren't removed. Speeder just forgot about something.
But i won't spoil what happened to them. :p

Edited by mevitar, 19 January 2012 - 08:02 PM.

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#719 Speeder

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Posted 19 January 2012 - 08:29 PM

Don't treat that on par with terrorist. :shiftee:

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#720 DoMiNaNt_HuNtEr

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Posted 13 February 2012 - 10:17 AM

So snipers are removed? Cool. I was gonna suggest give soviets a sniper (maybe make Boris's gun a sniper?), but this will make front line infantry to commandos not so useless. As a Soviet player I'd always capture an Allied CY to get snipers. Are snipers still in the game?




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