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snakey
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Post subject: Re: Community Feedback Needed: Nukes Posted: Tue Jun 21, 2011 9:53 am |
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Joined: Fri Jan 28, 2011 6:49 pm Posts: 10 Gender: male
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this voting ending time must be extended.. this is a serious issue and more ppl should come to check it and say their opnion.
Andrew i hope u extend it and mass message about it again.. give ppl couple of months :p
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aazaadx
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Post subject: Re: Community Feedback Needed: Nukes Posted: Tue Jun 21, 2011 11:19 am |
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Joined: Tue Jun 02, 2009 8:27 am Posts: 269 Location: 1 ETA Gender: male
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I have not seen much voting lately, though this is a good sample
_________________ This game sucks; you have been fore warned.
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Sharpedge
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Post subject: Re: Community Feedback Needed: Nukes Posted: Tue Jun 21, 2011 1:23 pm |
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![Private Private](./images/ranks/rank1.png) |
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Joined: Fri Jun 03, 2011 2:13 pm Posts: 3
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If you ask me, option #1 is just for people that are too lazy to plan a strategy, option #2 is realistic, I prefer option #2
Besides, nukes travel a lot slower than fleets, so it's really really hard to make it so the situation that sparked all this happen again
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Maolain
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 22, 2011 12:55 am |
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Joined: Tue Feb 15, 2011 4:41 pm Posts: 232 Location: Chicago Gender: male
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#2.
_________________ Maolain Tiger Omega Chainbreaker Mirage Midnight Templar Midnight Shield
retired mentor and a proud member of SoLD
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SARTHAKROCKS02
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 22, 2011 1:06 am |
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Joined: Thu Dec 16, 2010 5:38 am Posts: 161 Gender: male
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Sharpedge wrote: If you ask me, option #1 is just for people that are too lazy to plan a strategy, option #2 is realistic, I prefer option #2
Besides, nukes travel a lot slower than fleets, so it's really really hard to make it so the situation that sparked all this happen again totally agree with u ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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Andrew
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 22, 2011 11:29 am |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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Hmm, the voting is too close for a definitive winner. I've noted the results in the first post of the thread. I'll take this back to the staff and knowing now more of the opinions and feedback from the players we'll present some new tweaked options for the community to vote on and we'll have a new poll created. Nukes/missiles/dragons are a very important tactical feature and we want to make sure that they are designed in a way that maximizes tactical use while still maintaining counters to keep them balanced.
Thanks everyone for their votes and opinions! I'll open a new thread once we have some better options so we can hopefully finalize any changes to this system right away.
-Andrew
_________________ Ex-
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psg188
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 22, 2011 3:43 pm |
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Joined: Sun May 31, 2009 7:18 pm Posts: 1410 Location: Georgia Tech Gender: male
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Half the people voting for option 2 are voting without context or understanding, go back and read, it is easy to tell.
WAW still has not been given compensation for what is clearly a bug, and that's pretty despicable.
_________________ Kane - GLA - LoM - UBL - TdCt - Simp -------------- Beware the wrath of Ovaltine Jenkins, for he shall show no mercy.
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Andrew
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 22, 2011 7:13 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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Many of the people voting for option 1 are only doing it because of the situation of not being able to ion a nuke that will affect them, but prefer the option 2 method of missiles otherwise.
So how about we just call it that both sides have people who are split between the 2 options instead?
-Andrew
_________________ Ex-
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Andrew
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 22, 2011 7:23 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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*Removed to do derp*
_________________ Ex-
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psg188
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 22, 2011 8:20 pm |
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Joined: Sun May 31, 2009 7:18 pm Posts: 1410 Location: Georgia Tech Gender: male
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Andrew wrote: Sharpedge wrote: If you ask me, option #1 is just for people that are too lazy to plan a strategy, option #2 is realistic, I prefer option #2
Besides, nukes travel a lot slower than fleets, so it's really really hard to make it so the situation that sparked all this happen again Sorry for double post, but to add to this quote:
Missiles have a minimum travel time of 6 ticks and a max of 12 ticks. They are actually faster than squads with the exception of the minimum 6 tick travel time and they can attack a target 4800km away in 12 ticks, squads take 24 ticks to attack that same distance.
-AndrewThis is part of the reason I get into arguments about these sorts of things Andrew... because you are showing your disconnect from the game, so your opinions on how the game should or shouldn't be played becomes very hard to appreciate. Missiles have a minimum distance of 6, yes... but their max distance has been 24 ticks for 2 years now. The old client model was never fully recreated in the new client. How can you, with that said, lecture us on what is or isn't a bug regarding how nukes work? You were happy to ban me without a second thought when a bug was in play, but now that it's against us we can't get simple workers to cover the damage.
_________________ Kane - GLA - LoM - UBL - TdCt - Simp -------------- Beware the wrath of Ovaltine Jenkins, for he shall show no mercy.
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