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Author Topic: Garrisoning structures  (Read 1369 times)

Corusca Fire

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Garrisoning structures
« on: November 13, 2008, 09:51 pm »

Just another infantry based idea. Would it be possible to make various ground structures (barracks, factories, mining facilities, native structures) garrison-able. This would be another thing that would (realistically) expand the role of infantry for the defender.
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Re: Garrisoning structures
« Reply #1 on: November 13, 2008, 10:50 pm »

i'd have to check on that. I've always wanted to do that.
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Corusca Fire

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Re: Garrisoning structures
« Reply #2 on: November 13, 2008, 11:06 pm »

I'm no expert, but i think it would involve merging the coding of a building and a bunker.
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Re: Garrisoning structures
« Reply #3 on: November 13, 2008, 11:22 pm »

perhaps; i'd have to check; i'm not familiar with the bunker's coding.
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Corusca Fire

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Re: Garrisoning structures
« Reply #4 on: November 14, 2008, 01:22 am »

I'm going to try it. If i can do it, i will post the edited XML for a rebel barracks by 5:00 EST (i think that's 10:00 GMT) on Friday.
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Mandalor Vipeer

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Re: Garrisoning structures
« Reply #5 on: November 14, 2008, 01:31 am »

If you would like a tip (and I don't know if they are the same) try looking through some command and conquer data. Specificaly the palace.
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Re: Garrisoning structures
« Reply #6 on: November 14, 2008, 02:15 am »

i don't believe CnC even uses XML...
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Re: Garrisoning structures
« Reply #7 on: November 14, 2008, 02:27 am »

You're right. Sorry, I thought it did and then I looked and it didn't
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Corusca Fire

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Re: Garrisoning structures
« Reply #8 on: November 15, 2008, 02:33 am »

I'm going to try it. If i can do it, i will post the edited XML for a rebel barracks by 5:00 EST (i think that's 10:00 GMT) on Friday.


Never mind. Someone else is going to have to try it. My XML files have decided to "hide" themselves  :sure. I may have to reinstall EAW.
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Re: Garrisoning structures
« Reply #9 on: November 15, 2008, 02:37 am »

;ike this idea i do, it makes sence :D

Mandalor Vipeer

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Re: Garrisoning structures
« Reply #10 on: November 15, 2008, 05:10 am »

my xml's disappreared so I downloaded them and it worked fine. Just a suggestion if you don't want to take the time to re-install EAW.
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Doktor von Wer

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Re: Garrisoning structures
« Reply #11 on: November 15, 2008, 07:18 pm »

The buildings would need re-hardpointing, and though I can give it the capacity for garrisoning, I can't get my units in, and they wouldn't be able to fire anyway in my tests.
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Argonnath

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Re: Garrisoning structures
« Reply #12 on: November 15, 2008, 09:00 pm »

I like idea hope its possible.
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Re: Garrisoning structures
« Reply #13 on: November 15, 2008, 09:37 pm »

I like idea hope its possible.
Yes, same here. It's a good Idea.
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Re: Garrisoning structures
« Reply #14 on: November 16, 2008, 12:28 am »

I like this idea. it gives more opportunities for sneaky defenses.
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Corusca Fire

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Re: Garrisoning structures
« Reply #15 on: November 16, 2008, 01:15 am »

Does anyone know how I can get my XML back? I really want to test this.

Or someone else test it.
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Re: Garrisoning structures
« Reply #16 on: November 16, 2008, 01:25 am »

Try looking under source.
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Re: Garrisoning structures
« Reply #17 on: November 16, 2008, 10:12 pm »

hmm... if we could get a model finaliser to try adding the appopriate bones to the model, could we get it to work, chris?
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Doktor von Wer

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Re: Garrisoning structures
« Reply #18 on: November 16, 2008, 10:52 pm »

I believe so.
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Re: Garrisoning structures
« Reply #19 on: November 16, 2008, 11:02 pm »

do we even have any, now?
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Filo

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Re: Garrisoning structures
« Reply #20 on: November 16, 2008, 11:16 pm »

hmm... if we could get a model finaliser to try adding the appopriate bones to the model, could we get it to work, chris?
Ross still performs his normal duties, correct? He should be able to do it.
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Re: Garrisoning structures
« Reply #21 on: November 16, 2008, 11:49 pm »

i don't know.
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Mandalor Vipeer

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Re: Garrisoning structures
« Reply #22 on: November 17, 2008, 01:43 am »

It's definately a good idea. I use buildings alot on other games like command and Conquer Generals. They can really give you an edge, or when used against you, give you a nice challenge.
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Re: Garrisoning structures
« Reply #23 on: November 25, 2008, 07:30 pm »

I like this. If it worked, then all the stormies might run to the buildings and I could take two birds with one stone. 8)

One thing: If possible I'd limit it to one or two groups per building (depends on building)

If any of this is possible, I vote yes.
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Corusca Fire

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Re: Garrisoning structures
« Reply #24 on: November 25, 2008, 09:57 pm »

Please, no thread bumping. This was 8 days old. Read the sickies.
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Re: Garrisoning structures
« Reply #25 on: November 25, 2008, 10:12 pm »

8 days isn't excessive, and it is something we can try. i believe two weeks was defined as the limit.
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aceofhicks

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Re: Garrisoning structures
« Reply #26 on: November 25, 2008, 10:13 pm »

Well, Solar said that one week is a long time, for 'bumps'
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Re: Garrisoning structures
« Reply #27 on: November 25, 2008, 10:16 pm »

yes, perhaps with useless posts in useless topics. at least that added something, unlike most bumps. we should try it.
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Mandalor Vipeer

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Re: Garrisoning structures
« Reply #28 on: November 26, 2008, 12:31 am »

heres an idea.
Imperial palace=ten garrison units (it's the capital and should be guarded heavier than any other structure)
Infantry barracks=2 units
all factories= 1 unit (they spawn vehicles not infantry)
mining facility= 3 units (without wealth, there is no army)
and so on. Those are the best ones that I've got, someone can elaborate on the special structures like the infiltrator academy and things like that.
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aceofhicks

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Re: Garrisoning structures
« Reply #29 on: November 26, 2008, 01:59 am »

That does make sense.
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Re: Garrisoning structures
« Reply #30 on: November 26, 2008, 02:00 am »

Indeed.
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aceofhicks

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Re: Garrisoning structures
« Reply #31 on: November 26, 2008, 02:01 am »

Yes, but will the Mods agree.
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Re: Garrisoning structures
« Reply #32 on: November 26, 2008, 02:17 am »

Don't know. I just figured it would be good to garrison buildings by their function and importance. That's why the Imperial palace would be so strong.
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aceofhicks

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Re: Garrisoning structures
« Reply #33 on: November 26, 2008, 02:36 am »

And I agree with you :)
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Mandalor Vipeer

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Re: Garrisoning structures
« Reply #34 on: November 26, 2008, 03:10 am »

thnkyou :angel
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aceofhicks

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Re: Garrisoning structures
« Reply #35 on: November 26, 2008, 01:00 pm »

Your Welcome.


So, now we wait for the Staff.
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Re: Garrisoning structures
« Reply #36 on: December 02, 2008, 03:42 am »

i think its a good side project; I'll see if i can figure out all the markers in the model and adjust the buildings to hold units.
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Mandalor Vipeer

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Re: Garrisoning structures
« Reply #37 on: December 04, 2008, 03:52 am »

try using the bunker as a starter. and change the model, well never mind, because that would mean that the building couldn't spawn units and wouldn't grant any special abilities because it was a bunker. Never mind that.
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Re: Garrisoning structures
« Reply #38 on: December 04, 2008, 09:12 pm »

no, i believe the model of the bunker has some bones that allow it to work. I believe that adding these bones to any structure would allow the ability to be coded.
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Mandalor Vipeer

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Re: Garrisoning structures
« Reply #39 on: December 05, 2008, 12:43 am »

no, i believe the model of the bunker has some bones that allow it to work. I believe that adding these bones to any structure would allow the ability to be coded.

Never thought about that.
That's why you are coding and I'm still trying to learn how.
It would be awesome if that would work.
So could you change the number of units that can garrison it? (probably a dumb question)
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Re: Garrisoning structures
« Reply #40 on: December 05, 2008, 01:21 am »

yeah, just like transports can garrison more units.
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Mandalor Vipeer

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Re: Garrisoning structures
« Reply #41 on: December 05, 2008, 01:45 am »

What do you mean by that. Transports just bring in units and fly off? Or are you talking about in space?
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Re: Garrisoning structures
« Reply #42 on: December 05, 2008, 03:46 am »

he was asking if the number of units an object can hold is variable, which it is.
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Mandalor Vipeer

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Re: Garrisoning structures
« Reply #43 on: December 05, 2008, 03:49 am »

ah! gotcha
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Mir'ika

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Re: Garrisoning structures
« Reply #44 on: December 05, 2008, 07:48 pm »

If they garrison, i say we add in fire-ports so the infantry can fire out.  That would be a good idea, as it would make the game more interesting, requiring you to invest time to destroy defensive structures, instead of not worrying about them.  Especially if said structure has rocket-troopers in it in an anti-vehicle role.
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Mandalor Vipeer

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Re: Garrisoning structures
« Reply #45 on: December 05, 2008, 08:02 pm »

wouldn't that just be a model fix? That would be kind of cool to see though. Don't make them hard points or anything, just show little black ports in the buildings where laser blasts come out and smear other infantry all over the map. That would be awesome. Don't know if it's possible or not, but it would be cool.  :r2d2: (explode) :'(
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Mir'ika

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Re: Garrisoning structures
« Reply #46 on: December 05, 2008, 11:43 pm »

Can we get this started?  1-0
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Mandalor Vipeer

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Re: Garrisoning structures
« Reply #47 on: December 06, 2008, 01:22 am »

2-0

The final version of UEAW will be very interesting if these types of idea go into it. And that's a good thing. That means that people will want to play it.
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Re: Garrisoning structures
« Reply #48 on: December 06, 2008, 06:28 pm »

VIPER! you're on!  WE FIGHT!
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Mandalor Vipeer

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Re: Garrisoning structures
« Reply #49 on: December 06, 2008, 07:37 pm »

When you get your UEAW running, I'll gladly take you on. You'll lose, but I'll take you on.
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Re: Garrisoning structures
« Reply #50 on: December 09, 2008, 06:25 am »

I dunno if you guys realized. But this basically tips Land battles into the rebels favor.

Just think about it. plex troopers will pwn anything that gets into range.

In addition, the only way to really destroy a garrisoned building would be to start using artillery. And since there is only 1 piece of artillery in the game per faction at a certain tech level, I feel like the game at its early tech levels will become a meat grinder.

I mean I am trying to imagine 10 stormie squadrons shooting out of the palace....i wouldnt be suprised if they could take the gargantuan that way. Now imagine an AT-AT against 3 plex squads. Instant pwn.

If anything all buildings should be allowed 1 garrison unit, with barracks allowed 2. But factories should stay as 1. And mines should only have 1. After all, they arent military operations. 
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Re: Garrisoning structures
« Reply #51 on: December 09, 2008, 02:56 pm »

I dunno if you guys realized. But this basically tips Land battles into the rebels favor.

Just think about it. plex troopers will pwn anything that gets into range.

In addition, the only way to really destroy a garrisoned building would be to start using artillery. And since there is only 1 piece of artillery in the game per faction at a certain tech level, I feel like the game at its early tech levels will become a meat grinder.

I mean I am trying to imagine 10 stormie squadrons shooting out of the palace....i wouldnt be suprised if they could take the gargantuan that way. Now imagine an AT-AT against 3 plex squads. Instant pwn.

If anything all buildings should be allowed 1 garrison unit, with barracks allowed 2. But factories should stay as 1. And mines should only have 1. After all, they arent military operations. 

having had quite a few less-than-amazing encounters with PLEX troops myself, I understand your pain. I agree.  It could get nasty.  Bunkers are already tricky if you don't approach them right.
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Re: Garrisoning structures
« Reply #52 on: December 09, 2008, 11:06 pm »

attacking a fortified position without armor support and air support is supposed to get your force slaughtered; attackers almost always suffer heavier casualties than defenders.
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Re: Garrisoning structures
« Reply #53 on: December 09, 2008, 11:10 pm »

attacking a fortified position without armor support and air support is supposed to get your force slaughtered; attackers almost always suffer heavier casualties than defenders.

In case you haven't noticed, PLEX troopers completely pwn most armor/aircraft.  Point being, even with support, you still get wrecked.

There's nothing wrong with my tactics, it's just that PLEX's are ridiculously overpowered to be in anything other than bunkers.
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Re: Garrisoning structures
« Reply #54 on: December 09, 2008, 11:13 pm »

make a smaller limit, then. buildings are weaker than bunkers; use AT-STs; they're cheap and plex troopers aren't entirely deadly against them.
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Re: Garrisoning structures
« Reply #55 on: December 09, 2008, 11:36 pm »

And someone said that land Empire was going to get a lot of goodies for V2.
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Re: Garrisoning structures
« Reply #56 on: December 10, 2008, 02:09 am »

in case you don't notice, plex troops die easily and with the proper unit, can't kill much if you hold them back.
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Re: Garrisoning structures
« Reply #57 on: December 10, 2008, 06:56 am »

make a smaller limit, then. buildings are weaker than bunkers; use AT-STs; they're cheap and plex troopers aren't entirely deadly against them.

In a bunker, i am pretty sure that 2-3 squads of plex can take down 8-12 atst's easily. Even with the ATST's using thier ability. In a building, like a factory, which has only slighlty less health....well its still kinda ridiculous....

attacking a fortified position without armor support and air support is supposed to get your force slaughtered; attackers almost always suffer heavier casualties than defenders.

Vs. A bunker with 5 plex

Armor support = AT-AT (which is supposed to be the most uber land unit)= Will be destroyed
Armor support = 2-M ---> Pwn by Plex
Air Support = Lancet----->"              "
Air Support = Bombing Run --> Effective, easily pwned by 1 anti air turret, 2 runs needed

That leaves only Orbital bombardment and Artillery as effective counters.....which means if you are at low tech, then you will have HUGE casualties against rebels, since you dont have SPMATS or large fleets for effective bombardment.

And IF the imperials ever get rocket troopers....welll the rebels will only have artillery because thier bombardment is retardedly useless
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Re: Garrisoning structures
« Reply #58 on: December 10, 2008, 09:01 pm »

I know that I've argued against it, but the rebel bombardment is very useful if you know how to use it. And why would you take the AT-AT up to the bunker? Use the troopers. If they die, just drop more from your AT-AT. Simple. Eventually that bunker will lose it's health and the guys will come out and you can shoot them with AT-ST's or something because they don't shoot when they're moving. There you go. It seems everyone underestimates the uses of the common trooper.
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Re: Garrisoning structures
« Reply #59 on: December 10, 2008, 10:57 pm »

 ??? do you realize how long that would take. And how stupid that idea is...

it takes stormtroopers forever to fire. the bunker unit fire as soon as dudes get in range, so the stormies would take forever to significantly damage the structure. I would be better off waiting for a bombardment.

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Re: Garrisoning structures
« Reply #60 on: December 11, 2008, 02:47 am »

with all plex, just use infantry... and the limit will be lower than bunker limits, minus command centers.
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Re: Garrisoning structures
« Reply #61 on: December 11, 2008, 04:24 am »

stormies still die pretty fast under plex fire, and usually the AI uses 1 infantry and a couple of plex.
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Re: Garrisoning structures
« Reply #62 on: December 11, 2008, 11:13 pm »

no they don't! it takes like 20 rockets to kill a stormie; they should be better against infantry so as to make more sense; but right now they're not. but anyways, they will probably only have like 3 slots; plus that will make the AIs stick closer to their base; now they just scatter their units around the map, but this would cause them to make their base a stronghold, thus making a more intelligent AI.
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Re: Garrisoning structures
« Reply #63 on: December 12, 2008, 03:39 am »

??? do you realize how long that would take. And how stupid that idea is...

it takes stormtroopers forever to fire. the bunker unit fire as soon as dudes get in range, so the stormies would take forever to significantly damage the structure. I would be better off waiting for a bombardment.



It doesn't take that long. Stormies don't die very fast from Plex fire. Plex is meant to destroy armor not infantry. It took me eight storkmtrooper squads to kill a bunker. I had general veers and another AT-AT. It doesn't take that long either.
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Re: Garrisoning structures
« Reply #64 on: December 12, 2008, 07:18 am »

whatever, i think its a good idea. im for it.

i just am going to be [LANGUAGE] off when i roll in with some atsts and they get totally owned by a mining facility..... :sure

Watch it, Solar
« Last Edit: December 12, 2008, 11:02 am by Solar »
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Re: Garrisoning structures
« Reply #65 on: December 12, 2008, 11:07 pm »

Then don't go in with at-st's. That's a simple fix.
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Re: Garrisoning structures
« Reply #66 on: December 13, 2008, 04:30 am »

what do i scout with then? speeder bikes? they would die before i found out where they died
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Re: Garrisoning structures
« Reply #67 on: December 13, 2008, 04:47 am »

then you know there's an obstacle there and can go around or kill it.
Troopers can kill bunkers in a decent amount of time and plex soldiers are weak. So kill them and move on. I've never had too much trouble with plex soldiers. I can't understand why others are having so much trouble.
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Re: Garrisoning structures
« Reply #68 on: December 14, 2008, 01:47 am »

play a land battle against me. ill use only rebel infantry. if you dont use bombing runs or bombardments, i will make it difficult for you to win.

give me t2bs's and you will lose.
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Re: Garrisoning structures
« Reply #69 on: December 14, 2008, 01:51 am »

Ha!! Never lost before. You on right now? I'll play you. What name do you go by on multiplayer?
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