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#241 |
Hydroponics Developer
Join Date: Dec 2007
Location: Manchester
Posts: 2,632
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Just because they help you personally does not mean that they are balanced. During flak wars they give you a massive boost to killing power at range, middle and close with no added score.
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#242 |
Head Gardener
Join Date: Jan 2008
Location: Land of the concrete cows
Posts: 264
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I guess I do have a somewhat biased point of view. I still like the concept that they help smaller players deal with overwhelming attacks though.
Last edited by [Ninja-7]; 04-06-2013 at 03:20 PM. |
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#243 | |
Hydroponics Developer
Join Date: Dec 2007
Location: Canada
Posts: 3,898
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They are, as toby said, a terrible burden in flak wars for attackers and make people want to mass people more with actual units instead of flak because you have to make sure you kill the WKs. Is it better to be flakked or to be zeroed? Land should be an easily traded commodity, WKs ruin that entirely. They should either cost more in score, or lose their absurd flak killing abilities. It's just a stupid unbalanced knee jerk bandaid fix.
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"To hack and to spy, from this tick forward, for better for worse, for richer for poorer, in land thin-ness and in land fatness, to attack and to defend, till round end do us part." "Head straight down LURK MOAR, turn left on STFU, then go on to FAIL, catch the bus at GTFO and you will be right back in NOOB-VILLE by sundown kiddo..." |
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#244 |
Tree Surgeon
Join Date: Dec 2010
Location: Dalian China
Posts: 579
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so is anything going to change?
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#245 |
Hydroponics Developer
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Well if one were to look for oneself and see moderate to little in the way of much agreement over anything, then you would be able to conclude that it is highly likely that there will not be for the forseeable future.
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#246 | ||
Head Gardener
Join Date: Jan 2008
Location: Land of the concrete cows
Posts: 264
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#247 |
Garden Designer
Join Date: Dec 2007
Location: London
Posts: 1,012
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Slavi and I dominated defence in Trans last round in the first week, all because of 1m WKs. It's a little OP for alliances, although an absolute lifeline for most solos! So a switch would leave them even more ravished than they are at present. Which is not necessarily a bad thing, but I WWs wouldn't help at all.
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My User Profile, please do check out my continued IDs of failure! http://www.bushtarion.com/portal/por...hp?Nick=Maxsim ![]() |
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#248 |
Landscape Designer
Join Date: Jan 2012
Posts: 1,661
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leave effectiveness. remove h/f and everything that goes along with it
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#249 |
Harvester
Join Date: Dec 2007
Posts: 194
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Yeah encourage flakking, that will help us alot
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#250 |
Landscape Designer
Join Date: Jan 2012
Posts: 1,661
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but but i don't get enough emails about cowardice and how revenge will be taken upon me later and how I'm on a couch while they are busy lifting all day bro.
i want to encourage more misanthropic behavior! it's amusing. |
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#251 | |
Landscape Designer
Join Date: Sep 2008
Location: Australia
Posts: 1,786
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![]() Problem? R41: Gargantua [1,538,706]
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#252 |
Landscape Designer
Join Date: Jan 2012
Posts: 1,661
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rep for decroix!
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#253 |
Harvester
Join Date: Dec 2007
Posts: 180
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15 man alliances to try and make the game have 3 allie battles instead instead of 2 every round
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Played every round from round 9 - Until round 27 Inactive since. |
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#254 |
Hydroponics Developer
Join Date: Dec 2007
Location: Canada
Posts: 3,898
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15 man alliances don't make anything easier or better. I figured even you would know that by now! 3 Allies only makes a 2v1 inevitable, and those suck. And it makes people have to be more active, rather than less. Leads to less enjoyment. Come on, this has been gospel truth for many rounds now.
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"To hack and to spy, from this tick forward, for better for worse, for richer for poorer, in land thin-ness and in land fatness, to attack and to defend, till round end do us part." "Head straight down LURK MOAR, turn left on STFU, then go on to FAIL, catch the bus at GTFO and you will be right back in NOOB-VILLE by sundown kiddo..." |
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#255 |
Tree Surgeon
Join Date: Dec 2007
Posts: 695
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60 man alliances so we can all win!
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