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Author Topic: Conviction, why no cooldown timer?  (Read 3432 times)
0 Members and 3 Guests are viewing this topic.
salan
Guest
« on: April 04, 2008, 02:25:39 am »

For the fatherland and ferocity both have a cooldown time where it can't be used, I am curious as to why conviction was never set to the same. 

It is an extremely powerful ability especially when used shortly after each other.

Yes it is a tier 4, as is ferocity..

I'm not asking less uses of conviction, I am asking why there was no cooldown attributed to it at any point.
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Apex Offline
Honoured Member
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Posts: 2971


« Reply #1 on: April 04, 2008, 02:33:17 am »

It has a use limit. For the Fatherland and Ferocity dont and just have the cooldown and can be used much more. I guess a no-use time would be against the fast blitzkrieg theme.
« Last Edit: April 04, 2008, 02:35:07 am by Apex » Logged
TodlichPanther Offline
EIR Veteran
Posts: 442


« Reply #2 on: April 04, 2008, 03:00:08 am »

sounds about right to me.
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Also, I lost a game due to not enough anti-infantry units, so airborne get double damage at each vet level.

More changes to come.
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #3 on: April 04, 2008, 07:31:13 am »

Salan has a point, remove its uses and put it on a 5 minute timer like the rest  Grin
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #4 on: April 04, 2008, 07:32:46 am »

I think it's much more efficient to keep it on uses.
You might only have your important tank on the field during a 10 - 20 minute period and some players may want to use it extensively in that period rather than spread out throuhout the game.
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #5 on: April 04, 2008, 07:36:09 am »

Other abilities with uses have timers. Like artillery.
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This may be the most offensive thing I've read.  At least, today.
Prydefalcn Offline
EIR Veteran
Posts: 164


« Reply #6 on: April 04, 2008, 07:38:40 am »

Salan has a point, remove its uses and put it on a 5 minute timer like the rest  Grin

Only thing is, none of them have 5 minute timers.
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Prydefalcn - Axis
CommanderNewbie - Allied
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #7 on: April 04, 2008, 10:01:26 am »

22CP - Ferocity (Inspired Assault has increased potency, has half the negative effects, and cooldown is 5 minutes)
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Prydefalcn Offline
EIR Veteran
Posts: 164


« Reply #8 on: April 04, 2008, 10:04:50 am »

22CP - Ferocity (Inspired Assault has increased potency, has half the negative effects, and cooldown is 5 minutes)


v0.3.4 OF
* Tank reapers: 50% dmg/penetration  -->  80% dmg/health/penetration
* Cohesion: 5x% extra hp where x the number of infantry squads  -->   6x% (still 50% max)
* Ferocity 5min cooldown -->  8min cooldown
etc.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #9 on: April 04, 2008, 10:05:30 am »

Sadness, set it to 8min then =) I could do that. RAAWR constant tank assaults!
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