User Details
- User Since
- Oct 25 2023, 7:04 PM (60 w, 3 d)
Wed, Dec 18
Fails to "create" existing, custom directory too
Tue, Dec 17
Additional bugs and feedback on mortars
Oct 20 2024
Oct 15 2024
Enabling deactivation would also fix Effects->SFX as its supposed to "Sound effect played by trigger upon activation. Repeats as long as trigger is active". But since trigger never deactivates, SFX never stops.
Nov 9 2023
Add timer to debriefing screen until new game starts (or server shuts down, if its set as such).
Oct 28 2023
Oct 27 2023
That means unless you have people constantly manning bases (there is alot of them), you will loose them.
And you only have theoretical 64 ppl at best, while defending AI is hardly a challange.
This will only create alot of base back and forth
Take lose, take lose, take, defend, lose another one
These long capture times when you build anything, coupled with time and cost of respawn (10sup, so even stock base warrants 50 respawns), makes it impossible to cap bases.
So strategy to hold the base atm is:
- Take key points,
- Build as much as you can on them
- Have 2-3 players (defenders respawn) and try to do at least 1 for 1 trade, there is plenty of time to interrupt the timer
- By the time your spawn protection wears off, you already get enough supplies back to respawn again.
- This will stop any attack