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06-26-2008, 04:39 PM #31
Re: New 2142 rotation
Looks good to me as is. Maybe pitch a round of Belgrade? That map takes forever, no matter the ticket count.










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06-26-2008, 04:45 PM #32
Re: New 2142 rotation
The current rotation is a bit different than what is posted here. I'll see if I can get a copy of it posted sometime this evening. It is a long rotation...




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06-28-2008, 01:20 PM #33
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Re: New 2142 rotation
Frankly I think every Berlin should be no-vehicles.
ROFLCOPTER squads are game-breaking tbh.
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06-28-2008, 01:33 PM #34
Re: New 2142 rotation
A CO who knows what they're doing (granted that's not usually the case by a long shot) should be able to take out most APCs in Berlin at least every couple minutes unless the drivers are on the ball.
And the only thing that roflcopter squads break are scores for a handful of people. They don't really have that huge of an impact on a round, and many would argue those lawling in the transport would be more of a use to their team ground-pounding.
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06-28-2008, 01:40 PM #35
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06-28-2008, 05:08 PM #36
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Re: New 2142 rotation
By and large mortar kills are the unrevivable kind, though. I would say it does have a profound impact on the round.
Don't forget that there's a walker on the map too. The CO will have to really prioritize, and if the drivers are worth their salt, erratic driving will throw off the EMP enough to survive an orbital easy.
Hell I'd say that the removal of vehicles would benefit overall, as the COs would have to worry a lot less about micromanaging the vehicles, and therefore be able to manage his squads more.Last edited by Uranium - 235; 06-28-2008 at 06:01 PM.
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