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 PostPosted: 29 Dec, 2011 
 
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Guys, I've got a problem with Anti-Satellite weaponry.

AMD sites shoot nukes no problem, but i can't shoot satellites neither manually nor on auto.

What could be the reason?

My game version is 3603.

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 PostPosted: 29 Dec, 2011 
 
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You have to destroy the satellite's building to bring it down


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 PostPosted: 29 Dec, 2011 
 
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AwarE wrote:
You have to destroy the satellite's building to bring it down

My satellite's was shuted down by anti-nuke. ;)


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 PostPosted: 29 Dec, 2011 
 
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Steiner wrote:
Guys, I've got a problem with Anti-Satellite weaponry.

AMD sites shoot nukes no problem, but i can't shoot satellites neither manually nor on auto.

What could be the reason?

My game version is 3603.

Is the Satellite coming into range for the Anti-Sat weapon?

Mike

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 PostPosted: 29 Dec, 2011 
 
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Also which sat are we talking about?
I believe hawk completely reverted the default Novax (Sorry still haven't finished the revamp) which makes its sats unforgettable. I believe the only sat currently shot down is the Aeon one.

I believe Hawk has been side tracked by SWTOR :lol:
I shouldn't laugh though considering it sidetracked me too... :roll:


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 PostPosted: 29 Dec, 2011 
 
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Exavier Macbeth wrote:
I believe Hawk has been side tracked by SWTOR :lol:
I shouldn't laugh though considering it sidetracked me too... :roll:

My what weak wills you all have ;p Well at least Hawk already hit the Lvl cap..... maybe I can entice him with a new model or something....

Mike

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 PostPosted: 29 Dec, 2011 
 
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You know it is sorta sad (and imo says something bad about the game) when its possible to hit the level cap 9 day after release... Even adding in the 5 days prelaunch that preorder people got its still sad.

I remember the early days of EVE online when it took you a month just to get your first battleship, 3 months if you waited long enough to have the skills to outfit it properly. Hell even the initial launch of WoW took a few months to hit the level caps through following the storylines (without mad grinding).

Anyway I degress lol. What new insane idea you gona try and tempt him with this time? :lol:


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 PostPosted: 29 Dec, 2011 
 
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yes my epic grind to lvl cap is over! so now i'll be able to focus on stuff, like this, and that other thing, and the other thing, maybe that other OTHER thing. Second half of the semester is starting up next week however so... : /......school is a bitch.

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 PostPosted: 29 Dec, 2011 
 
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*Strategic Launch Detected*
Your school problem should now be solved :lol:


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 PostPosted: 29 Dec, 2011 
 
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Except that all schools come with 50mill+ hit points. :lol:

Seriously, in every single post apocalyptic movie ever (ok, there maybe one or two exceptions) where do the good guys hole-up? A SCHOOL!

- Because they know which building has mad HP :wink:

If you plan on taking it out you need MUCH more than just:
'*Strategic Launch Detected*'

You need the freaking D-Gun (maybe twice :shock: ).

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 PostPosted: 01 Jan, 2012 
 
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Quote:
by Ze_PilOt on Mon Jan 02, 2012 2:49 am

Ghaleon fixed the missing procedures in Sorian, will be working in 3611.


posted at FAF forum re... Sorian AI and BlackOps units under FAF 3610.

roj


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 PostPosted: 08 Jan, 2012 
 
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Any news? )


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 PostPosted: 09 Jan, 2012 
 
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Sadly no, Hawk is still semi busy with SWTOR and school, BO ain't Dead or anything, think of it like KnC, on Hold xD

We still have plans for BO, just need the time to work on them! xD

In the mean time thought I am working on some stuff with Burnie for Total Mayhem!

Mike

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 PostPosted: 09 Jan, 2012 
 
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BO is not dead till i officially say it is dead ;p.

on that note, i HAVE been feeling the itch to mod again, i feel as though my age of modless activity is coming to an end soon, sadly because this is literally one of my final classes i am focusing a lot on getting my school work done, which will be taking priority over both SWTOR and BO, but..ideas!! they are coming :twisted: :twisted: :twisted:

:D

:twisted:

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 PostPosted: 10 Jan, 2012 
 
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I didn't say it's dead :)
I just remember you were saying something about new feature with artillery.


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 PostPosted: 10 Jan, 2012 
 
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kaa wrote:
I didn't say it's dead :)
I just remember you were saying something about new feature with artillery.

O.o ?

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 PostPosted: 10 Jan, 2012 
 
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16 nov 2011
Lt_hawkeye wrote:
on a side note making great progress on that idea i had a few posts back, will post a video once i have it working enough.


Or i missed something, and it was out? :)


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 PostPosted: 10 Jan, 2012 
 
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oooh that, yea still need to fix/finish it

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 PostPosted: 11 Jan, 2012 
 

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Hi all, I'm writing you on behalf of a group of players from italy. We play FA on almost a daily base, and we highly appreciate your BO mods, which we use all the way.
I'm writing you cause we noticed that one of the most unbalanced things in the game still remains the lvl2 bombardiers, which early game are destroying too easily most of the targets ( but ofc it later becomes the same with lvl3).
There is not much you can do, since most of the times, they first do their attack and ONLY after they die.
We were wondering: wouldn't it balance a bit better the game, if we could reduce their Range of attack, so that anti air would work before they might attack?
We don't claim to be pro players, but we're playing this game since the first SC release, and by now, we consider air superiority too much stronger than any other ground battle tank ( be it tank or anti air defence). We would like to try an option were bombardiers, still having their dmg, should get a bit closer before unleashing their dmg. Thanks a lot for your consideration and sorry for any grammar mistake, in case. Cheers


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 PostPosted: 11 Jan, 2012 
 
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Or you could agree to not use them.

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 PostPosted: 11 Jan, 2012 
 
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someone care to translate for me? it is early and my brain is still asleep

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 PostPosted: 11 Jan, 2012 
 
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Correct me if I'm wrong but I think they are saying that the tech 2 bombers are too effective at destroying targets, because they are destroyed by the anti air after they release their bombs. This can result in a not being able to defend against them because most of the time you can't stop them dealing damage, because their bombs are launched before they die, and they get their crash damage. This is then repeated at tech 3.

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 PostPosted: 11 Jan, 2012 
 
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ShadowNB wrote:
Correct me if I'm wrong but I think they are saying that the tech 2 bombers are too effective at destroying targets, because they are destroyed by the anti air after they release their bombs. This can result in a not being able to defend against them because most of the time you can't stop them dealing damage, because their bombs are launched before they die, and they get their crash damage. This is then repeated at tech 3.

Well, it depends, honestly I've never had much issues with T2 Bombers. My Armies always have AA included so they are safe from small to medium Air attacks. For my bases, I either include AA at the fringes of my bases or use mobile AA on the fringes of my base. On top of all that I try to have my own Air units as well, generally on a patrol route around my base beyond the fringe of my base.

What do you guys do?

Mike

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 PostPosted: 11 Jan, 2012 
 
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the problem with bombers is changing them is tricky, small change can make them useless or too strong, at this time i don't think that there is a problem with t2 or t3 bombers(although i do miss the old strat bombing method from vanilla). crash damage isn't all that crazy either, cept at t3 but i think it is ok.

ya know, now that i think about it, i may revert the strat bombers to act like they did back in vanilla, thoughts? comments?

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 PostPosted: 11 Jan, 2012 
 

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I think, just generally, aircraft come far too cheap - a situation that gets more pronounced with each tech level. It's a little too easy to spam a huge air force and use it in a careless fashion. Probably a little off topic for this thread.


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