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Thanks For Making Strikes More Useful!


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#21 FupDup

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Posted 24 October 2013 - 09:34 AM

View PostJoseph Mallan, on 24 October 2013 - 05:22 AM, said:

Not to be confused with Steel Rain.
BattleCorps/1st Trinary/Heavy Fire Star
Lt. Hans "Foxbat" Murat- Longbow-12C
Mat "Ops" O'Keefe- Crusader-5K
Yukimura "Neko" Sanada- Orion--M (not our Neko I hear)
Mike "Guru" Smith- Templar-O
James MacDonald- Highlander IIC

Scroll down to 4th Co "The Pack" to see me and the wild Boys!

I was referring to a reference from Dawn of War/Warhammer 40,000. It's making fun of Indrick Boreale's horribad voice acting.



#22 Samual Kalkin

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Posted 24 October 2013 - 10:13 AM

View PostJohnny Reb, on 23 October 2013 - 10:42 PM, said:

If your dumb enough to stand in that smoke, I say make it 80 damage.

edit: also the fact you must unlock and buy another module to make it "better" is {Scrap}!


It is kind of hard to get out of what you cannot see. I have been hit with airstrikes twice and both times there was no visible smoke until I had moved around 30-50m away from the smoke marker.

#23 Sephlock

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Posted 24 October 2013 - 10:20 AM

View PostVictor Morson, on 23 October 2013 - 09:57 PM, said:

Just saying that whoever decided to improve the Airstrike and Artillery Strike: Thanks. I mean it, I've posted numerous review threads for every buff on these weapons and until recently, they've been the second biggest joke behind the flamer.

But now, while they are not exactly as I would have pictured them, they are actually useful. They are useful as area denial now because with the increased hit and damage, people are going to move and not just jokingly take two steps to the side. And if they don't, they are punished brutally for it.

All in all, I'm just glad to not come in with a complaint on these for once, but a thumbs up. It does in fact add some more options to the game, and they are reasonably powerful without being OP [Not to mention too expensive to consistently spam in pugs, but powerful enough to be competitive worthy].
Great, now do this for LRMs. This could all be applied to LRMs as well.

#24 Gevurah

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Posted 24 October 2013 - 12:08 PM

View PostSephlock, on 24 October 2013 - 10:20 AM, said:

Great, now do this for LRMs. This could all be applied to LRMs as well.


Yes, I'm sure 4xLRM15 with 10m radius, 40 damage per missile would certainly not break the **** out of everything.

On second note, it'd be hilarious.

PGI, please implement.

#25 Sephlock

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Posted 24 October 2013 - 12:14 PM

View PostGevurah, on 24 October 2013 - 12:08 PM, said:


Yes, I'm sure 4xLRM15 with 10m radius, 40 damage per missile would certainly not break the **** out of everything.

On second note, it'd be hilarious.

PGI, please implement.

LET IT RAIN!

#26 Khobai

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Posted 24 October 2013 - 01:26 PM

I still dont like consumables in this game. Theyre just not worth it.

I would have preferred if they were permanent modules that just had a limited number of uses per game. But you didnt have to rebuy them in between games.





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