it's time to stop posting, A_E |
I'm not sure if the system actually differentiates between your owned items and the temporary free items at all. It might just see them as identical and act like this:
1. Give the players 1 copy of an item
2. Wait until the campaign is over
3. Remove 1 copy of the item
In which case it would remove the item that you already owned if you salvaged the other one. It would be amazingly shameful for Relic, but I can easily imagine them doing it. |
The call-in cost penalty system desperately needs some kind of in-game indication which tells you what tech each call-in requires to disable the penalty. I guess this would have to be written in the commander ability descriptions. As it stands now, you just have to memorize a bunch of rules and exceptions which makes the game feel quite unpolished. |
You learn to expect it after playing against this guy a couple of times because it's the only strategy that he ever uses. |
I don't really like the airbust barrage for the Elefant. It feels thematically strange and doesn't feel coherent with how I imagine the unit. I don't think Elefant needs any more anti-infantry capabilities than an SU-85 or a Jagdpanzer 4 does; all of them are dedicated tank destroyers and that should be it. |
1. Lock in USF Rifle Company
2. Use the "Fire up" ability (2 CP) with a Riflemen squad
3. Board an empty vehicle while the squad ability is active
4. Wait 10 seconds and leave the vehicle
5. Enjoy your permanent speed boost for the riflemen |