Airborne Retreat Bug
8 Mar 2015, 11:28 AM
#1
![avatar of SturmTigerBen](/uploads/avatar/6018.jpg?updated=1371338459)
Posts: 13
When you equip you airbornes with thompsons and activate that ability so they move slower and are more accurate , when you press the retreat button they retreat the same slow speed as they were moving and shooting . you literally have to wait that the ability ends to fall back your squad .
8 Mar 2015, 11:35 AM
#2
![avatar of skemshead](/images/no_av.png)
Posts: 611
No bug. Working as intended.
8 Mar 2015, 11:44 AM
#3
![avatar of SturmTigerBen](/uploads/avatar/6018.jpg?updated=1371338459)
Posts: 13
oh okey ![:O :O](/images/Smileys/ohmy.gif)
![:O :O](/images/Smileys/ohmy.gif)
8 Mar 2015, 11:52 AM
#4
![avatar of KyleAkira](/images/avatars/mg42.png?updated=1394378846)
Posts: 410
i Don't play US but I think it should retreat at normal speed.
8 Mar 2015, 12:14 PM
#5
![avatar of skemshead](/images/no_av.png)
Posts: 611
Storm troopers are the same. It is the consequence you pay for activating the ability, a bit like SU-85 activating los ability.
Otherwise the ability can just be activated everytime munis are available
Otherwise the ability can just be activated everytime munis are available
8 Mar 2015, 16:21 PM
#6
![avatar of Cabreza](/uploads/avatar/9670.jpg?updated=1435913805)
Posts: 656
Just because Storms and Paras both retreat slowly when those abilities are active doesn't mean it is intended. It's also quite possible it is a bug in game mechanics affecting the speed modifiers those abilities produce. The SU-85 ability is free, for example, so a downside is provided. Munition abilities typically don't produce a downside since the cost of munitions is the gate mechanic.
8 Mar 2015, 18:52 PM
#7
![avatar of CookiezNcreem](/uploads/avatar/9161.jpg?updated=1509430224)
![Senior Strategist Badge](/images/badges/badge_SENIOR_STRATEGIST.png)
![Donator 1](/images/badges/crowdfunding/donator_1.png)
Posts: 3052 | Subs: 15
Its intended or it would be batshit OP. These abilities are squad wiping machines,and the only real drawback is how vulernable the squad it while doing it.
High Risk,very high reward,and they force you to think about it before you just click it.
High Risk,very high reward,and they force you to think about it before you just click it.
9 Mar 2015, 04:25 AM
#8
![avatar of Nuclear Arbitor](/images/no_av.png)
![Patrion 2](/images/badges/crowdfunding/patron_2.png)
Posts: 2470
given that nothing else (HtD, 1919 suppression) works that way i assume it's not intended. obviously the speed change isn't canceled when the squad retreats.
9 Mar 2015, 07:09 AM
#9
![avatar of SturmTigerBen](/uploads/avatar/6018.jpg?updated=1371338459)
Posts: 13
Just because Storms and Paras both retreat slowly when those abilities are active doesn't mean it is intended. It's also quite possible it is a bug in game mechanics affecting the speed modifiers those abilities produce. The SU-85 ability is free, for example, so a downside is provided. Munition abilities typically don't produce a downside since the cost of munitions is the gate mechanic.
Ye I was thinking that way , cuz if it is intended its really stupid then , the drawback is to big if u can lose a trip vet squad for that, and to be fair Thompsons are only good at close range and while doing that ability u can throw nades and they cant dodge them..
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