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 Post subject: Re: Patch 387-
PostPosted: Tue Feb 01, 2011 7:28 pm 

Joined: Thu Dec 02, 2010 12:59 pm
Posts: 247
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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 Post subject: Re: Patch 387-
PostPosted: Tue Feb 01, 2011 10:09 pm 

Joined: Thu Dec 02, 2010 12:59 pm
Posts: 247
the card has been uploaded but not added to my account, im pretty sure im premium xD


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 Post subject: Re: Patch 387-
PostPosted: Tue Feb 01, 2011 10:41 pm 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
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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 Post subject: Re: Patch 387-88
PostPosted: Tue Feb 01, 2011 10:58 pm 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
Posts: 1222
Tree Bug also fixed with Tank Factory and other similar cards.


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 Post subject: Re: Patch 387-
PostPosted: Wed Feb 02, 2011 1:09 am 
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Joined: Mon Jan 10, 2011 7:27 pm
Posts: 12
What about:
Cooldown or Immoblilize Mech :D


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 Post subject: Re: Patch 387-88
PostPosted: Wed Feb 02, 2011 3:06 am 
Battle Dex Testing Team
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Joined: Sun Apr 18, 2010 1:32 am
Posts: 1271
Location: Slovakia
Wasnt immobilize inf recently proposed and you said this will not be added? As we discusssed that it would be too strong.

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 Post subject: Re: Patch 387-88
PostPosted: Wed Feb 02, 2011 11:11 am 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
Posts: 1222
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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 Post subject: Re: Patch 387-88
PostPosted: Wed Feb 02, 2011 4:37 pm 
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Joined: Mon Mar 29, 2010 7:32 pm
Posts: 2829
Location: Louisiana, U.S.
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 :)

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 Post subject: Re: Patch 387-
PostPosted: Fri Feb 04, 2011 1:33 am 
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Joined: Mon Nov 08, 2010 10:33 pm
Posts: 245
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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