Search found 133 matches
- 22 Feb 2016, 20:06
- Forum: Campaign
- Topic: Campaign maps converted for multiplayer online
- Replies: 3
- Views: 2420
Here is one I found:
- 20 Feb 2016, 01:24
- Forum: Game related Discussions
- Topic: Why was rank removed? Many problems!
- Replies: 32
- Views: 15250
The units killed : units lost ratio is really cool. I would hope it won't be like the old system and be comparable to the old gold medal that was a 8:1 win:loss. For example 5 units killed:1 lost is like killing 5 people at once with the same resources which is rather impossible with even teams.
- 18 Feb 2016, 02:14
- Forum: Ideas and suggestions
- Topic: Armory structure - Tanks need to resupply ammo?
- Replies: 1
- Views: 1922
Why not both?MIH-XTC wrote:but it replenishes ammo instead of HP's
- 31 Dec 2015, 02:53
- Forum: Development
- Topic: Attempt a 3.1.3 release before end of the year? (splitting)
- Replies: 75
- Views: 36933
When I downloaded this, the default install location was messed up and somehow spread the files around my desktop instead of in a folder.
- 20 Sep 2015, 03:00
- Forum: Addon discussions
- Topic: WZBlue GTK: Graphical Lobby Monitor for Linux, Unix, Windows
- Replies: 19
- Views: 21949
Cool program, works well.
- 28 Jul 2015, 09:51
- Forum: Development
- Topic: Petition to reinstate Guard, Persue and Hold orders!
- Replies: 164
- Views: 70175
I use the 'hold' command when using mortar tanks so I can re-position them, then hold so they fire, then move them again. Also when using a sensor on a tank body so it makes the artillery attack the nearest target, essentially clearing the area that the sensor is in.
If the score is rising rapidly, it's likely through MG use. This'll likely be your first clue on how to counter what your opponent is using. Wait what. XD Your opponent's score rising without your opponent attacking you means your opponent is attacking the scavs. This is useful information because ...
All right, this second post has a lot of misconceptions about weapon timings so i'm just going to make my own guide and clear up some things s/he said. . Machineguns The first weapon in the game, this tree is really good against cyborgs. I take this tree in practically every low oil game because of ...
The standard build order that I use in 1v1 is: 1 Factory + 5 trucks. 2 or 3 research labs. (I highly recommend 3 in T1 1v1, but in 2v2 etc, you can get away with 2.) 2 generators 1 command centre 1 generator Build order depends on the map but usually the best is one factory, one research, command c...
- 06 Jul 2015, 23:24
- Forum: Skirmish / Multiplay
- Topic: Cyborgs cry to Assault Gun
- Replies: 14
- Views: 16222
I am not sure why you would still be using machinegunner cyborgs at 18 minutes unless you are using them as shields for your rocket or cannon tanks. Yes, assault guns are strong but that is necessary to be able to kill spam-able regular cyborgs. Low ROF that the later weapons have will not fair well...
Perhaps you can make private communication easier by allowing you to message people by typing "/msg <ign>" or something like that instead of their positional number.vexed wrote: private communication between players.