It isn't so simple...Tenoh wrote:Omg i cant belive ppl qq about Fortresses! Place few arts outside its range,get scout with wide spectrum sensor,watch the fireworks... any questions? ..no? good.
Fortresses should be togglable
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KukY
- Regular

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Re: Fortresses should be togglable
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Assault Gunner
- Trained

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Re: Fortresses should be togglable
Ummm... Pretty much what I said, yeah.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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3drts
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Re: Fortresses should be togglable
The missile fort has a *slightly* smaller range than a fully upgraded WSS, but I'm not sure it can use its full range (is its sight limited to 12 like most other units?).
I seem to remember a T-3 bunker buster missile in some unofficial version, like 1.12 maybe - one of those versions that also had mines and jet pack cyborgs.
It was a tube like the bunker buster, except maybe 1.5-2x the diameter (and maybe longer too), with a red and black color scheme like on the archangel missile launchers, missile fort weapon, and the current "seraph"/angel missile).
I don't know if it was homing or not, but it had the same damage modifiers as the bunker buster, so it wouldn't be very effective against tanks anyway, and you don't need homing vs structures
I seem to remember a T-3 bunker buster missile in some unofficial version, like 1.12 maybe - one of those versions that also had mines and jet pack cyborgs.
It was a tube like the bunker buster, except maybe 1.5-2x the diameter (and maybe longer too), with a red and black color scheme like on the archangel missile launchers, missile fort weapon, and the current "seraph"/angel missile).
I don't know if it was homing or not, but it had the same damage modifiers as the bunker buster, so it wouldn't be very effective against tanks anyway, and you don't need homing vs structures
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Mysteryem
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Re: Fortresses should be togglable
*cough*3drts wrote:I seem to remember a T-3 bunker buster missile in some unofficial version, like 1.12 maybe - one of those versions that also had mines and jet pack cyborgs.
It was a tube like the bunker buster, except maybe 1.5-2x the diameter (and maybe longer too), with a red and black color scheme like on the archangel missile launchers, missile fort weapon, and the current "seraph"/angel missile).
I don't know if it was homing or not, but it had the same damage modifiers as the bunker buster, so it wouldn't be very effective against tanks anyway, and you don't need homing vs structures
Look back a pageMysteryem wrote:lav, this weapon:
It did huge damage against buildings, but had a really long reloading time.
Yes, the version this is from did have mines and jet pack cyborgs. If I remember correctly it also came with loads of mars*name* maps.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
