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Author Topic: spawn arty III  (Read 6372 times)
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Avalanche Offline
EIR Veteran
Posts: 389


« on: April 01, 2008, 09:04:59 pm »

when infanry player or airborne player deploys early and attacks axis defense

when axis attacks back, do they still triggers spawn arty?
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #1 on: April 01, 2008, 09:09:45 pm »

Spawn arty only lasts until the 3/4 minute timer is up for the defenders.
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stumpster Offline
Honoured Member
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Posts: 2197


« Reply #2 on: April 01, 2008, 09:11:27 pm »

If one of the players 'quick deploys' the spawn artillery shouldn't drop from that point on.
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Quote
Step out of the way. He'll keep going until he hits a wall, that being Akranadas. Let him go unmolested, his journey will take less time.
fldash Offline
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Posts: 9755


« Reply #3 on: April 01, 2008, 09:36:21 pm »

It doesn't stumpster.
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Avalanche Offline
EIR Veteran
Posts: 389


« Reply #4 on: April 01, 2008, 09:37:26 pm »

well, then it should fldash, because allies can lure axis defense into spawn arty

for example the church on rtc, its so close to one of the player's spawn, sometime, when you put unit inside, you will get artied, because the door is at the front.

allies player can use this spawn arty to their advantage by sticking a hmg squad into the church
« Last Edit: April 01, 2008, 09:39:13 pm by Avalanche » Logged
stumpster Offline
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Posts: 2197


« Reply #5 on: April 01, 2008, 09:42:53 pm »

Erm, what?

The real problem with quick-spawn artillery is that we had players use bikes or other quick units to essentially drop friendly fire on the units that were coming in quickly.

EDIT:  Oh, and very smooth making it sound like Allies can only do this.  Blatant bias ftw!
« Last Edit: April 01, 2008, 09:44:28 pm by stumpster » Logged
Bonte Offline
EIR Veteran
Posts: 1234


« Reply #6 on: April 01, 2008, 09:43:44 pm »

mines now drop under spawn arty vehicles lol it cant happen anymore
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Candid - frank; outspoken; open and sincere: a candid critic

You must really think im an idoit.
stumpster Offline
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Posts: 2197


« Reply #7 on: April 01, 2008, 09:46:18 pm »

mines now drop under spawn arty vehicles lol it cant happen anymore

Yes, after ten seconds.

IIRC, the spawn radius is 120-130.  In ten seconds a fullspeed bike or jeep could easily get close to the oncoming troops to cause hell.
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Avalanche Offline
EIR Veteran
Posts: 389


« Reply #8 on: April 01, 2008, 09:46:43 pm »

well, only allies can deploy when the timer is still on
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salan
Guest
« Reply #9 on: April 01, 2008, 10:46:58 pm »

well, only allies can deploy when the timer is still on

ignorance isn't an excuse..


4CP - Overpower (Decreased deployment time for team by 60, 35, 25, 20s)
8CP - Overwhelm (Triples the potency of Overpower)
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Avalanche Offline
EIR Veteran
Posts: 389


« Reply #10 on: April 01, 2008, 11:39:18 pm »

i said when the timer is still ON!!!

blitz reduce the timer, but american can deploy when the timer has not yet tick down to 0
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salan
Guest
« Reply #11 on: April 01, 2008, 11:48:30 pm »

allied will stil have a timer when blitz use overpower/overwhelm, so theoretically your wrong.

same as infantry.
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #12 on: April 01, 2008, 11:52:54 pm »

I believe that if you get too close to the spawn you'll get the mine under you regardless of the 10 second rule.
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GammaCommander Offline
EIR Veteran
Posts: 651


« Reply #13 on: April 01, 2008, 11:53:38 pm »

Either maps need to be fixed accordingly, or the artillery radius reduced again.
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AirborneCommander - Blank
DeltaCommander - Blank
ThetaCommander - Axis Defensive
GammaCommander - Allied Armor

http://snarkersville.myminicity.com/tra

http://snarkersville.myminicity.comhttp://snarkersville.myminicity.com/ind
Prydefalcn Offline
EIR Veteran
Posts: 164


« Reply #14 on: April 02, 2008, 12:50:43 am »

i said when the timer is still ON!!!

blitz reduce the timer, but american can deploy when the timer has not yet tick down to 0

That's because the allied deployment bonuses apply to individual players.  However, the spawn arty protection is gone when at least one player deploys, regardless of the timer.
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Prydefalcn - Axis
CommanderNewbie - Allied
Draygon Offline
EIR Veteran
Posts: 1636


« Reply #15 on: April 02, 2008, 01:08:25 am »

I too thought that it was set so that once a attacker early deploys the spawn artillery is then shut off, so that people cant exploit it as they have in the past.
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fldash Offline
Founder
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Posts: 9755


« Reply #16 on: April 02, 2008, 06:55:56 am »

Guys, you misunderstood me.  As soon as any attacker deploys, spawn artillery is disabled.
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Sach Offline
EIR Veteran
Posts: 1211


« Reply #17 on: April 02, 2008, 06:56:07 am »

Be aware though that just because they can deploy early doesn't mean they have and although you might get the 'airbourne drops in our area' message, the spawn arty is likely to still be on.
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Sach Wins! Cheesy

Would people please stop killing my AVREs. Not cool.
fldash Offline
Founder
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Posts: 9755


« Reply #18 on: April 02, 2008, 06:58:16 am »

Well, it does say 'Possible Airborne deployments...' so... Wink
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Sach Offline
EIR Veteran
Posts: 1211


« Reply #19 on: April 02, 2008, 06:59:21 am »

You still owe me a bike Wink
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