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 Post subject: Merc Special Forces
PostPosted: Fri Jan 14, 2011 11:24 pm 
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Joined: Sun Jan 10, 2010 7:15 pm
Posts: 575
This card is too weak. He shouldn't die in 4 turns when all other Mercs last 5 turns. It is very expensive at 85g to build an infantry who has to start at base and dies in 4 turns.


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 Post subject: Re: Merc Special Forces
PostPosted: Sat Jan 15, 2011 3:26 am 
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Joined: Sun Apr 18, 2010 1:32 am
Posts: 1271
Location: Slovakia
well it was too strong when it was 5 turns :) . But now that there is bribery, maybe this should be put back to 5.

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 Post subject: Re: Merc Special Forces
PostPosted: Sat Jan 15, 2011 2:36 pm 
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Joined: Fri Dec 31, 2010 10:17 pm
Posts: 27
5 turns!!! Drop the hammer.


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 Post subject: Re: Merc Special Forces
PostPosted: Sat Jan 15, 2011 11:51 pm 
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Joined: Mon Mar 29, 2010 7:32 pm
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Location: Louisiana, U.S.
i think it would be better to drop the price rather than raise the turn-count. But i'm not the best guy for balancing

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 Post subject: Re: Merc Special Forces
PostPosted: Sun Jan 16, 2011 1:04 am 

Joined: Thu Dec 02, 2010 12:59 pm
Posts: 247
i think the price needs to be dropped AND the turn needs to rise :)


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 Post subject: Re: Merc Special Forces
PostPosted: Sun Jan 16, 2011 2:35 am 
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that would be OP

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 Post subject: Re: Merc Special Forces
PostPosted: Fri Jan 21, 2011 7:28 pm 
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Joined: Fri Apr 23, 2010 7:33 am
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mybe + movement?
but this card is so strong anyway i really dont think it needs a big buff

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 Post subject: Re: Merc Special Forces
PostPosted: Fri Jan 21, 2011 8:18 pm 

Joined: Mon Nov 29, 2010 12:57 pm
Posts: 64
I think the weakness of it is the 'need to start in base part

how about make it a 2 turns merc airborne ranger thou? (long enough to cap a CP or 2 res in some maps)


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