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CoH RFCK mod
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Topic: CoH RFCK mod (Read 4513 times)
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clonetroopers
EIR Veteran
Posts: 534
CoH RFCK mod
«
on:
March 03, 2014, 10:51:10 am »
I obviously don't know Korean, so i have no clue what they are saying, but would someone give me the gist of what they did other than re-balance it? It looks pretty good
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GrayWolf
Development
Posts: 1590
Re: CoH RFCK mod
«
Reply #1 on:
March 03, 2014, 11:29:15 am »
What is this mod about ?
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PonySlaystation
EIR Veteran
Posts: 4136
Re: CoH RFCK mod
«
Reply #2 on:
March 03, 2014, 11:30:46 am »
how come EIR doesn't have nukes? other mods have it !!
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Sharks are not monsters Henley, they are cute, cuddly and misunderstood. They love humans. sometimes they love TOO much. They love people so much that sometimes their kisses separate people into two flailing pieces which are consumed by other sharks in a frenzy of peace and joy.
clonetroopers
EIR Veteran
Posts: 534
Re: CoH RFCK mod
«
Reply #3 on:
March 03, 2014, 11:40:18 am »
how come the nuke didn't flatten the map
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dlepah
EIR Regular
Posts: 12
Re: CoH RFCK mod
«
Reply #4 on:
March 03, 2014, 08:08:50 pm »
RFCK mod is about adding shitloads of new units, new offmaps, new doctrine skills.
you could say its a Korean version of Blitzkrieg mod(and the balances too).
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ElrondSeregon
EIR Regular
Posts: 14
Re: CoH RFCK mod
«
Reply #5 on:
March 04, 2014, 10:10:38 pm »
Quote from: clonetroopers on March 03, 2014, 11:40:18 am
how come the nuke didn't flatten the map
I was gonna say, pretty weak nuke. It looked more like a slightly stronger V1.
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ElrondSeregon
EIR Regular
Posts: 14
Re: CoH RFCK mod
«
Reply #6 on:
March 06, 2014, 09:04:24 am »
Quote from: Alpha TIG on March 05, 2014, 05:16:08 am
Except that everything on the map died from it.
See I didn't even notice that. Perhaps all it needs is a more spectacular explosion.
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