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Ammunition Based Builds In Cw


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#61 CMDR Sunset Shimmer

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Posted 05 April 2015 - 08:09 PM

View PostJman5, on 05 April 2015 - 05:26 PM, said:


I'm sorry if you think this is some sacrilege of Canon, but most of us don't really care if we're following a lore-approved play style.


Sadly.

I know I'm in a minority... but what I had hoped for with this game never came to pass.

CW should have had a secondary economy, separate from the typical modes. You should have started with a base amount of c-bills. and Repair/Rearm should have been included from Day 1 of CW. Ammo builds, weapons and mech losses, ect, ALL of that should have mattered and been built into CW from Day 1. If it had been, we'd see much more judicial use of fire... we'd have a deeper, richer game.

Instead, it's a 4 respawn mode with no impact outside of long wait times.

CW is a far cry from what was expected... There's no reason to bid on contracts, there's no reason for half of the CW "Features" to be there... it may as well just be a lobby system.

Oh well, continue your cheese tactics and "I must win at all costs" focus... for some people, I guess that's just what it takes to have fun.

#62 Joseph Mallan

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Posted 06 April 2015 - 04:13 AM

View PostL3mming2, on 31 March 2015 - 12:25 PM, said:


how long do you think the reload of a modern mobile arty takes? (some can do it in less than 60 s...)

Are they reloading 5+ tons of ammo? into multiple locations on the Vehicle? Or is it just one Magazine? :huh:





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