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Author Topic: Med Bunker Pop? (Defensive)/Flak 88 Talk  (Read 9425 times)
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MittinsKittens Offline
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« on: May 11, 2011, 06:27:38 am »

I tried using the Med bunker as part of my Opening build, I found out the hard way that it has a pop count.
Does anyone know how many it is?
Also, if it DOES have one, Shouldn't it be a good idea to tell people in the launcher, so people like me don't get confused when they can't build the thing on the field?
« Last Edit: May 11, 2011, 03:27:44 pm by MittinsKittens » Logged


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Unkn0wn Offline
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« Reply #1 on: May 11, 2011, 06:32:28 am »

Good point.

I believe it's 2 pop.
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MittinsKittens Offline
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« Reply #2 on: May 11, 2011, 06:36:05 am »

Oh. Bollocks. Wondered why I couldn't build it straight up when I start maps.
I was like "I'm so smart, why does no-one do this...mmm...Odd, Not enough Pop...FFFUUU--, But it doesn't one?"

So yeah, I learnt the hard way, probably want to put that in the launcher so others don't xD
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skaffa Offline
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« Reply #3 on: May 11, 2011, 06:42:27 am »

Isnt it 3 ?

Should be 2 pop.
The being able to garrison has been an argument why it should be 3 instead of 2 like a traige. But I say, get another bunker for 5 mun if u want to garrison mg in bunker.
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Unkn0wn Offline
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« Reply #4 on: May 11, 2011, 06:44:22 am »

I vaguely recall it might have been dropped to 2, or we intended to anyway. If it hasn't already, we can probably put that up for consideration.
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PonySlaystation Offline
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« Reply #5 on: May 11, 2011, 06:45:04 am »

health kits are no pop, why would you want a bunker?
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8thRifleRegiment Offline
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« Reply #6 on: May 11, 2011, 06:48:23 am »

beucase then you save on medkits -_-
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MittinsKittens Offline
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« Reply #7 on: May 11, 2011, 06:50:18 am »

300+ MU on Medkits or one 140mu building. Rather have the building, plus it also saves my allies having to buy Medkits, specially if they're PE and they can't even get them (ignoring the SE Heal Car). Tongue
Also, You can use the Medbunker more then once. Med kits are a one shot affair and I sometimes I get dudes that can last more then one medkit so this solves that problem.
Also, the Defensive Doc doesn't really have any other Dotrine choices that I like so I kept to MI, Officer, Med Bunker and Defensive Weapons Cheesy
The others are boring or shite...especially Mr.Flak 88. Man that thing is crap. Takes too much defending and if it swaps hands it can completely fuck the game up. So yeah, I suck too much to use it ^^
« Last Edit: May 11, 2011, 06:59:45 am by MittinsKittens » Logged
RikiRude Offline
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« Reply #8 on: May 11, 2011, 09:31:15 am »

dont talk shit on 88, it will eff you up!

the bunker should actually be 3, since us and brits can't garrison theirs, plus its got way more health then either med buildings. but it's also 20mu more expensive... but still, either way i don't think it should be garrisionable, and this is coming from a defensive player that uses them to make doom forts.
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MittinsKittens Offline
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« Reply #9 on: May 11, 2011, 10:08:49 am »

The 88 is completely and utter shit. I just lost a game today because my allied dropped one down and didn't defend it, and before you say why didn't I help. I was already trying to defend the first one he put down ¬¬'
I hate having to fight/support round them because you're asking to be Arty'd. Seriously, its such a piss take, and if they over run you. You now gotta deal with a 88 thats gonna  be near your base.
Yeah, Fuck that shit seriously. Doesn't help that it costs fuel. Why the hell would you give up a tank so you can field a Non moving and weak as hell (health wise) tiger.
So yeah, 88's are going in the "Shit" pile for me. Until they get the option to move about (at a VERY slow pace I add) then I'm gonna refuse to use them, and I'm going to hope that my Defensive Allies refuse to do the same too..

ANYWAY, back on topic, MedBunkers, I don't even care for the garrison part so I'm happy for it to be 2 pop if they remove Garrison bit. Hell, I'm happy for them to remove the Garrison part if its currently at 2 now Tongue
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skaffa Offline
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« Reply #10 on: May 11, 2011, 10:15:48 am »

dont talk shit on 88, it will eff you up!

the bunker should actually be 3, since us and brits can't garrison theirs, plus its got way more health then either med buildings. but it's also 20mu more expensive... but still, either way i don't think it should be garrisionable, and this is coming from a defensive player that uses them to make doom forts.

Medic bunker is also a T3.
Triage is a T1.
As I said before, make it 2 pop, non-garrisonable.
If you want to garisson a bunker for 3 pop, get 1 extra bunker for 5 muni.
As fas as Im concerned it shouldnt be a T3 either.
« Last Edit: May 11, 2011, 10:17:27 am by skaffa » Logged
MittinsKittens Offline
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« Reply #11 on: May 11, 2011, 10:17:07 am »

As fas as Im concerned it should be a T3 either.
It is? or is that some grammar fail there?
Or are you talking about the Triage?
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skaffa Offline
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« Reply #12 on: May 11, 2011, 10:18:31 am »

Alrdy edited before I saw ur post.
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MittinsKittens Offline
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« Reply #13 on: May 11, 2011, 10:22:28 am »

Well, I spotted it before the change so that doesn't count Grin
Also, This probably should be put in the balance forums now since this is turning into a balance discussion... Or something...
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Hicks58 Offline
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« Reply #14 on: May 11, 2011, 10:43:32 am »

The 88 can be a game winner for you used correctly. Like any other specialised unit in EiRR, it requires a specific mindset to use it appropriately.

For example, thinking the Tiger is going to do everything for you by itself is a quick way to lose over a third of your fuel.

A single 88 can but a big X on an entire half of the map. Add wire, couple of MG's, and a secondary piece of AT (All this can be from one or all different players) and you can funnel them into the other half of the map. You can then feel free to take them down choke point style.

OR, you can completely cut off one side of the map with barb, tank traps, mines, etc, and force them to engage the 88. That's tanks more or less invalidated for your enemy, and infantry is gonna slowly be sniped off as they try to take the position.
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At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
MittinsKittens Offline
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« Reply #15 on: May 11, 2011, 11:07:03 am »

Yeah, but it can also be a game loser if used incorrectly. I feel that too much hinges on the 88 being used well for me to be happy with it on the field.
Just played a game with NightRain proving that it can be used well and can win games for you.
But as I just said, its either 3 things, It does nothing, It wins games or loses them. It never helps you win. Its usually THE reason you win, and my god is it rage inducing if the enemy grabs hold of it and rips you apart with it..

So yeah, I don't like the 88 for that reason. Rather just have a Med bunker then an 88 any day.
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Hicks58 Offline
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« Reply #16 on: May 11, 2011, 11:39:58 am »

If you really, REALLY are paranoid that the 88 is going to ruin your day due to enemy capture, put a contingency plan in place to destroy it should it be captured.

Also, all units require that you use them correctly. Incorrect use of your units tends to lead to failure, high value or not lol.

The 88 is a fine piece, if you really cant handle the fact you need to adapt your play style to it, then as you said, avoid using it. It doesn't however, mean it is in need of a buff.
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AmPM Offline
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« Reply #17 on: May 11, 2011, 11:44:29 am »

88 is entirely map dependent.

Just get used to it, and never rely on it as part of your strat.
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NightRain Offline
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« Reply #18 on: May 11, 2011, 11:52:47 am »

My bunker doesn't repair my 88 QQ why?!
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Tymathee Offline
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« Reply #19 on: May 11, 2011, 12:31:29 pm »

My bunker doesn't repair my 88 QQ why?!

because the healing tag is set to false.
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"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.
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