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Old 2003-10-27, 11:54 AM   [Ignore Me] #16
Phaden
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Hmmmm, i have heard rumours that the new weapons are not gonna be able to resupply above ground, unless theres some kind of module in place at a base.
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Old 2003-10-27, 11:57 AM   [Ignore Me] #17
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During the beta I personally thought they sucked in the caverns. However they can be really good topside. I guess the extent of the damage depends on how many people cert it and if effective counters can be formulated
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Old 2003-10-27, 11:58 AM   [Ignore Me] #18
Indecisive
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Is the nda lifted or not?

I can tell you exactly if the nda is dead.
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Old 2003-10-27, 11:58 AM   [Ignore Me] #19
ZjinPS
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You and your squad are moving in on your target.

You feel good about this mission.

You have armor supporting your flanks.

You are in position awaiting the go code.


It starts as a faint whistle and quickly turns into a terrifying screach.

BOOM!

.......medic

Yeah, sounds like a hoot to me. But I still wish I could click 'Dont ask me anymore' to that dang preorder CC ' popup that adds that intolerable 3 second delay to my daily intake of carnage.
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Old 2003-10-27, 11:59 AM   [Ignore Me] #20
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I do not think its up, this is why some people might be dancing around the issue. aka, hmm maybe someone who is posting right now.
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Old 2003-10-27, 12:02 PM   [Ignore Me] #21
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Kinda off topic but I noticed all us forum peeps are NCOs now Also It appears that the rankings skip Sergeant First Class going from Staff Sergeant straight to Master Sergeant. SFC is a huge rank to skip in the military as it is usually the rank of Drill instructors and platoon leaders. Finally, Sergeant Major of the Army (3 up, 3 down, with 2 stars in the middle) is a rank given to only 1 individual. It is kinda like how only 1 person can be a 5 star general. I am not talking about regular Sergeant Majors (3 up, 3 down, 1 star in the middle) of course

EDIT: I see there are commissioned officer ranks

Last edited by Queensidecastle; 2003-10-27 at 12:09 PM.
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Old 2003-10-27, 01:01 PM   [Ignore Me] #22
WritheNC
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Since its artillery, here are a few key points:

1.) If the projectile is flying a long distance, the gunner isn't going to be trying to hit moving targets.

2.) It is absolute reaver/lib/mosquito bait. It must be deployed. If you get the jump on it and have sufficient firepower, its dead. Also, it is MUCH harder to replace than any normal vehicle.

3.) The targets need to be tagged, which means the taggers have to survive to get firing coordinates.

4.) It will take a lot of teamwork to accomplish successful Flail attacks.
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Old 2003-10-27, 01:03 PM   [Ignore Me] #23
Trebor95
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Originally Posted by ZjinPS
You and your squad are moving in on your target.

You feel good about this mission.

You have armor supporting your flanks.

You are in position awaiting the go code.


It starts as a faint whistle and quickly turns into a terrifying screach.

BOOM!

.......medic

Yeah, sounds like a hoot to me. But I still wish I could click 'Dont ask me anymore' to that dang preorder CC ' popup that adds that intolerable 3 second delay to my daily intake of carnage.
actually it should be:

You and your squad are moving in on your target.

You feel good about this mission.

You have armor supporting your flanks.

You are in position awaiting the go code.


It starts as a faint whistle and quickly turns into a terrifying screach. You watch it for 30 seconds coming closer, closer. Still watching it ... you look at your lieutenant, look back to the incoming round. Still watching it.
BOOM!

.......medic

you made you post sound like it takes out an area the size of Europe!! granted its a large area of effect, but unless you are unlucky, the enemy is extremely lucky then the Flail aint gonna be taking out hoardes of units.
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Old 2003-10-27, 01:28 PM   [Ignore Me] #24
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Fail is going to be a good weopon....i mean think of it..if you come by a enemy flail..its a sitting duck it cant attack you back...well it can but its going to kill everyone in the area
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Old 2003-10-27, 01:29 PM   [Ignore Me] #25
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I think my PSU form rank went down.....
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Old 2003-10-27, 02:23 PM   [Ignore Me] #26
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This was the most controversial thing I saw in CC.. no idea how it will affect gameplay.
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Old 2003-10-27, 03:35 PM   [Ignore Me] #27
Indecisive
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flail wp's only are there for apx 1 min. So. You might have to laze it a few times.
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Old 2003-10-27, 06:50 PM   [Ignore Me] #28
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LOL i wish is was one minute more like 15 secs.
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Old 2003-10-27, 07:51 PM   [Ignore Me] #29
keaoi
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Originally Posted by WritheNC
Since its artillery, here are a few key points:

1.) If the projectile is flying a long distance, the gunner isn't going to be trying to hit moving targets.

2.) It is absolute reaver/lib/mosquito bait. It must be deployed. If you get the jump on it and have sufficient firepower, its dead. Also, it is MUCH harder to replace than any normal vehicle.

3.) The targets need to be tagged, which means the taggers have to survive to get firing coordinates.

4.) It will take a lot of teamwork to accomplish successful Flail attacks.

it also has VERY limited ammo unless deployed next to repair/rearm module that also happens to have a dropship center link. overall 1 Fail will simply be annoying, but 4 or 5 equals the best part of CC. Also they are VERY slow, and the shots themselves are slow, so a tank should have no problem dogging one, but deployables (ie combat engineers) are screwed. Fail roxxorz.
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Old 2003-10-27, 09:42 PM   [Ignore Me] #30
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Flail = t3h g0d at Shield-Module-Enabled base-Gate Camping.


Terrans, who are standing outside shield, looking at flail: Neener Neener neener! You cant get me!

Me: *shoots flail shell at shield*

Terrans: *blown apart by massive insta-gib splash damage*


Seriously. You dont even have to be accurate to nuke anything on two legs.


It was great. 2 flails, and every module in the game in one base, along with around 30 NC held off a small TR zerg. Great fun
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