Title: Leophone vickers mg nest Post by: Smokaz on May 12, 2012, 04:54:50 am can you please set number of uses for this to recharge or be 2, because if you cancel building you cant rebuild it and you end up with a useless squad
why would you need to limit the nests when they are auto garrisoned in it anyway?? Title: Re: Leophone vickers mg nest Post by: LeoPhone on May 12, 2012, 06:16:28 am no
Title: Re: Leophone vickers mg nest Post by: smurfORnot on May 12, 2012, 07:17:59 am well,if you cancel building 88,truck goes home
if you cancel building mine or goliath,they are lost cancel building 105 and it's lost etc. etc. why would wicker get to be privileged? Title: Re: Leophone vickers mg nest Post by: Ahnungsloser on May 12, 2012, 12:24:16 pm well,if you cancel building 88,truck goes home if you cancel building mine or goliath,they are lost cancel building 105 and it's lost etc. etc. why would wicker get to be privileged? Because the SDT is Allied biased. :P Title: Re: Leophone vickers mg nest Post by: Smokaz on May 12, 2012, 05:12:40 pm cause vickers team has to redeploy to support vs infantry, you cant expect infantry to run into the vickers easily
Title: Re: Leophone vickers mg nest Post by: smurfORnot on May 12, 2012, 05:17:35 pm it is cheap,has great range for mg,can redeploy and doesnt need another unit to set it up. This way you are forced to be a bit more careful when deploying it. I have used it,and rly dont see any problem with it.
Title: Re: Leophone vickers mg nest Post by: Smokaz on May 12, 2012, 05:21:09 pm come on, its so easy to take out. even small arms hurt it. 1 grenade can almost destroy it. all it has is range and redeploy, when u cant even redeploy because of stupid ability use bug it becomes really bad. they fixed lost uses of sticky/faust
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