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Author Topic: Falls med kits  (Read 12891 times)
0 Members and 29 Guests are viewing this topic.
Artekas Offline
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« Reply #40 on: December 05, 2010, 05:58:23 pm »

Or you could, you know, drop them somewhere near your units and pick them up as soon as they drop, because they globally apply to the FSJ on the field, not just the guys who picked em up.
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Katusha Offline
EIR Veteran
Posts: 989



« Reply #41 on: December 05, 2010, 07:57:18 pm »

im not gonna drop my whole FSJ force just to take full advantage of the medkit drop.. you know how many medkits it gives? i think 18 per drop if i am right
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Heartmann Offline
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Posts: 1776



« Reply #42 on: December 05, 2010, 09:14:55 pm »

Aww come on... thats no fair, cant u just devrease it alittle???

They where able to actually be used as elit inf now Sad

O well back to trying to kill rifles again ^^

Oh Btw is the Camo issue fixed???

EDIT

The fjs cloak T4 is not working, now the waffles also have it! so there is no way of getting the medkits to drop UNLESS u put them in a ht.... COME ON GIVE ME A BRAKE! T.T Please, already changed my battalion around this bugg, can we pl0x fix this??? and they still dont shot out of cover I have to unclikc them which is...annoying to say the least.

« Last Edit: December 05, 2010, 09:47:32 pm by Heartmann » Logged

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Katusha Offline
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Posts: 989



« Reply #43 on: December 05, 2010, 09:17:21 pm »

Aww come on... thats no fair, cant u just devrease it alittle???

They where able to actually be used as elit inf now Sad

O well back to trying to kill rifles again ^^

Oh Btw is the Camo issue fixed???

we will fight together comrade! Cheesy
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Illegal_Carrot Offline
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« Reply #44 on: December 05, 2010, 11:50:31 pm »

Seeing as Medkits are a T3 unlock, they'd better heal fast enough to act as a combat buff, rather than just a slow health regenerator.
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Spartan_Marine88 Offline
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« Reply #45 on: December 05, 2010, 11:53:49 pm »

Seeing as Medkits are a T3 unlock, they'd better heal fast enough to act as a combat buff, rather than just a slow health regenerator.
but not a combat negator
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Illegal_Carrot Offline
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« Reply #46 on: December 06, 2010, 12:09:21 am »

but not a combat negator
Of course not, but as a T3 I'd expect them to be better than Wehr's non-doctrinal medkits, that's for sure.
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Heartmann Offline
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« Reply #47 on: December 06, 2010, 03:29:37 am »

I have another point to make aswell!

Why did u nerf the marder???

it was fine!
Now u have to stop and really amek sure to click STOP and no enemies are around so the fucker wants to target them cause then u cant lock down, cause and heres the kicker, YOUR STILL MOVING!!! Sooo NOOTTT COOL!

U realize HOw much harder Marders has become to use??!!
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nugnugx Offline
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« Reply #48 on: December 06, 2010, 03:32:29 am »

but not a combat negator

riflenade pop smoke ,

oh snap
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #49 on: December 06, 2010, 03:39:37 am »

that is what I am saying,they dont have to be strong as they were,it was OP,but fun for sure to have terminators for a while...but to be better,yes(yea, 0.96hp/s to 0.8 isnt rly all that great improvment  Roll Eyes ) ...even in start,they slow your force enough,because u have to drop them first,then u have to stop and pick them with each unit u have...so you are last one to hit battlelines,and dont even except to take better positions on map compared to your enemy,because he will get to them first...


Quote
They where able to actually be used as elit inf now Sad

aparently they were a bit to elite for allies ...lol


Quote
you know how many medkits it gives? i think 18 per drop if i am right

It's actually 6...but even so...u will rarely have more than 2 -3 falls on field...


Quote
Or you could, you know, drop them somewhere near your units and pick them up as soon as they drop, because they globally apply to the FSJ on the field, not just the guys who picked em up.

erm,only guys who picked them have them...or am I misunderstanding u that u are saying if I pick em with 1 unit,other unit will have em too?
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #50 on: December 06, 2010, 03:41:52 am »

I have another point to make aswell!

Why did u nerf the marder???

it was fine!
Now u have to stop and really amek sure to click STOP and no enemies are around so the fucker wants to target them cause then u cant lock down, cause and heres the kicker, YOUR STILL MOVING!!! Sooo NOOTTT COOL!

U realize HOw much harder Marders has become to use??!!

I made a post that it's sometimes bugged,so if u are moving and and press lockdown he continues to move,and u cant control him,but is in lock down,even though it only happened few times...yea,but this new one is harder to use and lock down effectivly...
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Heartmann Offline
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Posts: 1776



« Reply #51 on: December 07, 2010, 03:02:09 am »

Damn u....

And Nugs, Riflenades smoke dont work!
At least not if u got the top T4 since that button is now removed by the camo abilite!  OH SN...... I cant be bothered.
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smurfORnot Offline
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Posts: 4715



« Reply #52 on: December 07, 2010, 03:57:56 am »

it should be allowed to lock down while rotating...because this is kinda iritating...
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Illegal_Carrot Offline
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Posts: 1068


« Reply #53 on: December 07, 2010, 05:09:44 am »

Why was it nerfed at all?
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smurfORnot Offline
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Posts: 4715



« Reply #54 on: December 07, 2010, 05:23:04 am »

as I said,I pointed that there is a bug,so sometimes when u moved and presed lock down,he would continue to move in straight line in lock down mode,and you couldnt stop him...but then they made him able to lock down only when standing perfectly still...which is a big nerf,because I will rather life with now and then lost marder to buged lock down,than be able to lock only when still...
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bbsmith Offline
The Brain and Muscle
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Posts: 2778


« Reply #55 on: December 07, 2010, 05:40:08 am »

I can revert it, but I don't think there's anyway of fixing that bug.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #56 on: December 07, 2010, 05:53:50 am »

then it's better the way it was before,since it rarely happened,and no one complained rly,I just pointed it out,thought there is a way to fix it...but the way it is now,makes things much more difficult...
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Heartmann Offline
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Posts: 1776



« Reply #57 on: December 07, 2010, 08:30:56 am »

YES BOB PLEASE REVERT IT!!!

And please when u get time and energy, can u look over the fjs?? PRETTY PLEASE!!!???
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Illegal_Carrot Offline
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Posts: 1068


« Reply #58 on: December 09, 2010, 03:57:44 pm »

Please revert it, Bob.

I didn't even know it existed as a bug, and I've never seen it happen.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #59 on: December 09, 2010, 09:38:04 pm »

Sounds like the same bug as hull down tbh. You click it and the curchill can randomly start moving m8 speed straight ahead with no control
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