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Victim
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Post subject: Re: Patch 387- Posted: Tue Feb 01, 2011 7:28 pm |
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Joined: Thu Dec 02, 2010 12:59 pm Posts: 247
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by the way, did you also fix the bug where you could use tank factory to build ground units inside trees/on water? or is that how it is supposed to be.
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Victim
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Post subject: Re: Patch 387- Posted: Tue Feb 01, 2011 10:09 pm |
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Joined: Thu Dec 02, 2010 12:59 pm Posts: 247
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the card has been uploaded but not added to my account, im pretty sure im premium xD
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Rothmorthau
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Post subject: Re: Patch 387- Posted: Tue Feb 01, 2011 10:41 pm |
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Joined: Fri Dec 03, 2010 3:56 pm Posts: 368 Location: Kent, Ohio
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Just a heads up: The card was added to the trade drop down list but when I go to add it in a trade the card isn't there.
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chrism
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Post subject: Re: Patch 387-88 Posted: Tue Feb 01, 2011 10:58 pm |
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| Battle Dex Team |
Joined: Sun Aug 23, 2009 4:02 pm Posts: 1222
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Tree Bug also fixed with Tank Factory and other similar cards.
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Jonulix
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Post subject: Re: Patch 387- Posted: Wed Feb 02, 2011 1:09 am |
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Joined: Mon Jan 10, 2011 7:27 pm Posts: 12
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What about: Cooldown or Immoblilize Mech 
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fewar
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Post subject: Re: Patch 387-88 Posted: Wed Feb 02, 2011 3:06 am |
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| Battle Dex Testing Team |
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Joined: Sun Apr 18, 2010 1:32 am Posts: 1271 Location: Slovakia
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Wasnt immobilize inf recently proposed and you said this will not be added? As we discusssed that it would be too strong.
_________________ "Are you guys doing that stupid facebook stuff again? Why are you guys in here wasting your time? We are supposed to be out playing videogames." - Stan Marsh
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chrism
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Post subject: Re: Patch 387-88 Posted: Wed Feb 02, 2011 11:11 am |
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| Battle Dex Team |
Joined: Sun Aug 23, 2009 4:02 pm Posts: 1222
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I did think immo inf was too powerful, but that was based on a five cost 2 turn immo or a 30 cost 2 turn immo that could also hit vehicles. A one turn inf only immo for 25 is not overpowered and the one turn bothers me less than 2 turns on an inf, though stopping an inf for one turn can be absolutely critical.
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Bubbles
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Post subject: Re: Patch 387-88 Posted: Wed Feb 02, 2011 4:37 pm |
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Joined: Mon Mar 29, 2010 7:32 pm Posts: 2828 Location: Louisiana, U.S.
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chrism wrote: -- Pop up text asking you if you want the hex, unit, etc. is removed when you click on a hex with your unit in it. -- Card order on website now matches client. Yay! And about dang time 
_________________ Living goes by fast, catch your breath and it'll pass you by. And it won't last to sulk in the memories you hold.
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dojadoug
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Post subject: Re: Patch 387- Posted: Fri Feb 04, 2011 1:33 am |
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Joined: Mon Nov 08, 2010 10:33 pm Posts: 245
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Bubbles wrote: And let's talk about Imb inf. Anyone else think this is complete BS? 1. Infs are fragile as-is. This takes out strat and just makes it that much harder to cap stuff 2. What if people run 3 of them? So much for Special Forces being helpful
MAYBE this would be okay if it came with a buff as well, but this is just too much imo. You NEED to add like +75% armor or something The big question is, what card are you going to remove from your deck to add immobilize inf? From my perspective, this card is just fine, because I already have way more than 12 cards I would like to bring. Its not too powerful, because to fit it in one of my decks would be to remove a very good card already in that deck. I like how it slightly alters strategy.
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