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Author Topic: Leophone vickers mg nest  (Read 3059 times)
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Smokaz Offline
Honoured Member
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Posts: 11418



« 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??
« Last Edit: May 12, 2012, 05:48:17 am by Smokaz » Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
LeoPhone Offline
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Posts: 0


« Reply #1 on: May 12, 2012, 06:16:28 am »

no
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #2 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?
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Ahnungsloser Offline
Donator
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Posts: 1447



« Reply #3 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.  Tongue
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9th Armoured Engineers
Smokaz Offline
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Posts: 11418



« Reply #4 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
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #5 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.
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Smokaz Offline
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Posts: 11418



« Reply #6 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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