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RE: Urban terrain combat balance

 
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RE: Urban terrain combat balance - 2/4/2022 7:49:23 AM   
Stamb

 

Posts: 1030
Joined: 10/26/2021
Status: offline
I dont know answer for your question but current issue is a big one, as typically VP locations are urban areas, and where there should be a hold - there is a route. That is why applying heavy urban/cities combat mechanics is a good temporary fix. I hope dev team is working on this issue.

(in reply to MechFO)
Post #: 91
RE: Urban terrain combat balance - 2/8/2022 3:36:18 PM   
Shadak

 

Posts: 6
Joined: 1/24/2014
Status: offline
I did couple of urban tests and all of them had strange results as mentioned here. Not that the result itself is particularly strange but compared to City and then clear terrains it defonitely was. Both normal and beta patch. Would be awesome to get this looked at as its quite immersion breaking.

(in reply to Stamb)
Post #: 92
RE: Urban terrain combat balance - 2/10/2022 5:50:40 AM   
ToxicThug11


Posts: 67
Joined: 9/2/2021
From: United Kingdom
Status: offline

quote:

ORIGINAL: xhoel


quote:

ORIGINAL: loki100


exactly, with the type of comments above, this thread is better locked before someone goes too far (& I think there are too many insults already from people who really should know better)


Dont fall off your high horse ;)

Thread doesnt need to be locked as it kills the discussion that was productive before certain people chipped in. I wont be commenting anymore so no need to worry.

Your posts are a pleasure to read and are a breath of fresh air. You would think these guys are still on Stalin's payroll.

(in reply to xhoel)
Post #: 93
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