Scouts armed with PBs. Can you say 'suitcase nuke'?
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Dealing With Atrocity Victims?
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Especially if someone found out a way to change the graphic of a PB infantry to that of a probe team.
"I'll be OK, I have probe defences in place..."#play s.-cd#g+c-ga#+dgfg#+cf----q.c
#endgame
Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html
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Two retarded things about missiles:
1. In SMAC, apparently PBs have a defense, because when you attack them, they can actually cause damage and win. I had a garrison unit (really high armor, but no weapons) attack a PB in a base, as it was the last unit left, but my garrison lost. So what does the PB do? Perhaps the radiation kills the unit. A new form of combat, perhaps?
2. The only way to relocate a missile is to fire it. Last time I check, the missile didn't have a personal guard, and it didn't have any aircraft to carry it either. In all truth, even if it did have an escort, how can it go the same distance as the missile itself? No infantry or aircraft goes 12 squares in one turn. Just retarded, isn't? "Commander, we are preparing to relocate the missile to your location. Launching in T minus 10 seconds." (2 minutes later) "Launch control, we have a problem! Apparently the missile has detonated upon contact with the base! Now how could that be?"
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All units have an armor value of at least 1 (no armor), and if the attacking unit has an attack of one the combat is based entirely on bonuses such as the base or perimeter defence bonus and moral, the PB was able to win simply because garrisons such.Are you safe from the dangers of dihydrogen monoxide? Learn more at www.DHMO.org.
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Originally posted by Qwerty88
When you free a faction they automaticly go into a sub-pact to you, regaurdless of past offences, even atrocity victoms and thos who want to fight to the death (if you refused a sub-pact).
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Rockets can actually fire and land without being destroyed (ie. put landing gear on a missile). But the warhead doesn't detonate, so it lands. Thats why the warheads are usually locked, so that they don't automatically detonate.
Missiles generally have standard sidearms to defend themselves, but only has a defence value of 1 (but therefore don't receive any non combat penalty), so your garrison could be storming to attack a missile, yet has to endure base defences like the perimeter defences and tachyon, and stuff like that, while the missile (controlled by remote) turns on its standard sidearms....Arise ye starvelings from your slumbers; arise ye prisoners of want
The reason for revolt now thunders; and at last ends the age of "can't"
Away with all your superstitions -servile masses, arise, arise!
We'll change forthwith the old conditions And spurn the dust to win the prize
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Whoha: and you're running enhanced probe teams to the faction HQ that eliminated the faction you try to free?
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Is it possible that the Angels escaped with a 'last colony pod' somewhere else on Planet?
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Could be true, because once one is eliminated but gets restarted, you have to discover his or her commlink again.Arise ye starvelings from your slumbers; arise ye prisoners of want
The reason for revolt now thunders; and at last ends the age of "can't"
Away with all your superstitions -servile masses, arise, arise!
We'll change forthwith the old conditions And spurn the dust to win the prize
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