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2012-07-27, 10:56 PM | [Ignore Me] #16 | ||
Sergeant Major
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Here's the thing: there has to be a living squad mate very close to that "tank column" in order for squad spawners to have any chance of hitting it. If your squad mate is inside a building and a tank is camping the door outside... well that's another story then. As Clegg said on Malorn's show, spawn bombing is great for clearing out campers. But hitting a moving target will be tougher.
Still, it would be fun to see an Infil-ninja squad leader move into position ahead of enemy tanks and call in spawn-bombers as the tanks got close to him... |
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2012-07-27, 11:44 PM | [Ignore Me] #17 | |||
Sergeant
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2012-07-28, 01:49 AM | [Ignore Me] #18 | ||
First Sergeant
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It should damage a vehicle, but not destroy it. There's a max of 10 people per squad, that 9 possible drop pods falling in at once, not to mention that there will be more than 1 squads. That's as effective as any air strike. Liberator above your base? Squad spawn. Trapped inside a building with a tank shooting at you and you squad? Squad spawn. Want to get many kills at once? Squad spawn on a full galaxy.
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2012-07-28, 07:32 AM | [Ignore Me] #19 | ||
i think giving the ACE a drop jammer would sort alot of problems, without having to re-add spheres of influence, and would serve the same purpose.
Maybe the influence in a base is just the deployable range of the drop jammer, and although they serve the same purpose, they can not cover everything. Maybe they do something as simple as make the dropper see only static, allowing them to still drop in the base, but without allowing them prewcision targeting. Add to that random drift in a drop that the player has to compensate for, and youve got a unique mechanic that would require infiltrators to enter a base and destroy, for a meta game bonus. I should make games.
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