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Author Topic: Attack and Defend?!  (Read 9249 times)
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tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #20 on: January 08, 2012, 05:45:41 pm »

You should consider making that offer in public, I can't imagine we would be without a scar coder for much longer Tongue

Leo has earned my trust tbh
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #21 on: January 08, 2012, 08:10:03 pm »

we've had A/D for years and it was fine, people have gotten too used to ME and R+ for the last year.

Not really, A/D were never popular gamemodes, they were despised my most of the community because of the reasons Smokaz mentioned, being able to put up 88s and mines and bunkers etc is a huge advantage. In M/E you can't do that until later in the game when your team controls most of the map. Getting 2-3 extra pop is not gonna make up for a huge doomfort that kills everything you throw at it. It's simply not going to matter if you have no units and the enemy controls 90% of the map.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #22 on: January 08, 2012, 08:16:51 pm »

Actually, it was a lot of fun, on both sides. Easy to get through a doomfort when you bring the right tools.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #23 on: January 08, 2012, 09:13:09 pm »

Easy to get through a doomfort when you bring the right tools.

I think to a degree that is my problem, it would be nice to see with A/D defensive positions maybe made a little stronger at times. I mean doom forts get cracked open so easily by an arty piece and in A/D its not always stupid to start with one.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #24 on: January 09, 2012, 05:33:12 am »

Quote
It's simply not going to matter if you have no units and the enemy controls 90% of the map.
You know the spawn artillery covers about 40% of the map, right? You effectively start with a 40 - 60 disadvantage, hardly a big deal. Also, it shouldn't be long before doctrine timer abilities are fixed (faster deployment on Attack, etc)
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #25 on: January 09, 2012, 05:45:43 am »

You know the spawn artillery covers about 40% of the map, right? You effectively start with a 40 - 60 disadvantage, hardly a big deal. Also, it shouldn't be long before doctrine timer abilities are fixed (faster deployment on Attack, etc)

problem is when defenders break immersion by simply charging past 4 minutes
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #26 on: January 09, 2012, 06:13:51 am »

problem is when defenders break immersion by simply charging past 4 minutes

so that means no doomfort...cuz if they can have doomfort,and charge with troops they have to push you attacker who has pop advantage,something is wrong then.
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #27 on: January 09, 2012, 09:22:50 am »

we don't need more screenshots.

info about the game in which it happened will help tho.
which gamemode, what doctrines unlocked, etc.
Im only going to say this once.

PLEASE POST OR PM ME ANY SCAR ERRORS THAT OCCUR!
- Regardless of whether Leo deigns they are needed or not.
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