1 |
if I might add:
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1 |
if I might add:
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2 |
transports able to pick up enemy units, then the unit stops firing whatsoever like as though it doesn't know it's on an enemy transport.
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2 |
transports able to pick up enemy units, then the unit stops firing whatsoever like as though it doesn't know it's on an enemy transport.
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3 |
this should either -require- the unit be emped before picking up, (as then it's actually disabled, not just standing still) or it takes damage when doing so (enemy unit fighting back).
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3 |
this should either -require- the unit be emped before picking up, (as then it's actually disabled, not just standing still) or it takes damage when doing so (enemy unit fighting back).
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4 |
\n
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\n
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5 |
urchins can be built on land.
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urchins can be built on land.
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6 |
1: it makes a torpedo launcher untargettable by torpedo launchers. this doesn't even make sense as torpedos would need to be -in- water to fire.
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6 |
1: it makes a torpedo launcher untargettable by torpedo launchers. this doesn't even make sense as torpedos would need to be -in- water to fire.
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7 |
2: gameplay wise it's broke as well, as this makes urchins completely invincible to all but maybe 2 sea units, including ones that are obviously -supposed- to be a hard counter to them (sniper submarines)
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7 |
2: gameplay wise it's broke as well, as this makes urchins completely invincible to all but maybe 2 sea units, including ones that are obviously -supposed- to be a hard counter to them (sniper submarines)
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8 |
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\n
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9 |
in short, it makes the urchins -completely- overpowered compared to the rest of the sea units available.
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9 |
in short, it makes the urchins -completely- overpowered compared to the rest of the sea units available.
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10 |
\n
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11 |
-edit: or an even simpler solution... torpedoes launch themselves into the air to hit it, but will very quickly fall back to the ground making there range onto ground -extremely- limited (the same amount it takes an urchins torpedo to fall)
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