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Author Topic: Shell loading and Chemical fire  (Read 3974 times)
0 Members and 6 Guests are viewing this topic.
Two Offline
EIR Veteran
Posts: 2079


« on: August 19, 2009, 03:12:32 am »

Do they affect the hummels incendiary barrage?
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #1 on: August 19, 2009, 03:31:46 am »

They dont stack.

They are seperate abilities - so, you can choose to do one or the other.
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Two Offline
EIR Veteran
Posts: 2079


« Reply #2 on: August 19, 2009, 03:38:42 am »

k, any idea what the tba t4 for SE is?
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #3 on: August 19, 2009, 03:41:59 am »

Not yet =/
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Two Offline
EIR Veteran
Posts: 2079


« Reply #4 on: August 19, 2009, 04:47:42 am »

"Area Denial"

Pgrens gain 1 free firecracker and the ability to build wire.


"Spys"

Inf awareness across entire map. Or in a radius on all inf not moving while vamp gets a large range bonus and can detect tanks and support teams.

or one could be a t4 the other a t3 :p
« Last Edit: August 19, 2009, 05:34:05 am by Two » Logged
Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #5 on: August 19, 2009, 05:45:47 am »

Martyrdom

Upon death, units drop grenades
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #6 on: August 19, 2009, 05:48:20 am »

Goddamn COD
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SlippedHerTheBigOne: big penis puma
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #7 on: August 19, 2009, 05:54:22 am »

Last Stand


Pgrens on the ground that are wounded, take out a Luger and one shot everything coming near.
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Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #8 on: August 19, 2009, 06:03:03 am »

Well, you could always SCAR it in that when units die, they drop mines
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #9 on: August 19, 2009, 06:23:26 am »

Explosiveness

Goliaths Have +100% Area of Effect, Damage and Penetration
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #10 on: August 19, 2009, 06:30:31 am »

I would suggest something more interesting and worthwhile personaly.


"Assault preparedness".
All Panzer, Assault, and Assault-Flamen grenadiers are equipped with 2 free(extra if purchased) uses of incendiary grenades. Incendiary grenades deal grenadier grenade impact damage, but have a 1 second fuse.
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Lutefisk44 Offline
EIR Regular
Posts: 18


« Reply #11 on: August 19, 2009, 12:13:02 pm »

I would suggest something more interesting and worthwhile personaly.


"Assault preparedness".
All Panzer, Assault, and Assault-Flamen grenadiers are equipped with 2 free(extra if purchased) uses of incendiary grenades. Incendiary grenades deal grenadier grenade impact damage, but have a 1 second fuse.

very good
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Tymathee Offline
Donator
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Posts: 9741



« Reply #12 on: August 19, 2009, 04:16:36 pm »

Martyrdom

Upon death, units drop grenades
Well, you could always SCAR it in that when units die, they drop mines

those sound like fun...especially the mine part.
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Malevolence Offline
Donator
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Posts: 1871



« Reply #13 on: August 19, 2009, 05:25:27 pm »

I would suggest something more interesting and worthwhile personaly.


"Assault preparedness".
All Panzer, Assault, and Assault-Flamen grenadiers are equipped with 2 free(extra if purchased) uses of incendiary grenades. Incendiary grenades deal grenadier grenade impact damage, but have a 1 second fuse.

Grenadier grenades already have a one second fuse... or at least close enough...
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Tymathee Offline
Donator
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Posts: 9741



« Reply #14 on: August 19, 2009, 05:46:44 pm »

Yea, they explodeon contact with wherever you throw it. So havinga 1 sec fuse is kinda meh.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #15 on: August 19, 2009, 06:14:33 pm »

I would suggest something more interesting and worthwhile personaly.


"Assault preparedness".
All Panzer, Assault, and Assault-Flamen grenadiers are equipped with 2 free(extra if purchased) uses of incendiary grenades. Incendiary grenades deal grenadier grenade impact damage, but have a 1 second fuse.

Grenadier grenades already have a one second fuse... or at least close enough...

Imagine grenadier grenades that explode instantly as soon as they reach their target and then leave a trail of fire too? That is why I added the 1 second fuse to the suggestion Smiley. It's a buff with an in-built limitation.
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Sixpack Offline
EIR Veteran
Posts: 185


« Reply #16 on: August 21, 2009, 06:03:33 am »

I am still for removing Shell loading and chemical fire.
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