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Search results 1-10 of 10.
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Hello everyone I would like to indicate a new building in the game: a coastal attack building, it would be the first iterative structure in the game resembling a rail cannon, but it would always be fixed and there could not be others of this type built close to each other. There could be the option of firing control (high command), as well as increasing the firing range as the level of the firing is improved. Such a structure would be an offensive barrier against enemy ground units attempting to…
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I have noticed several times in Private Maps that even when the period of inactivity is 2 days, players were only inactive after the 7th day.
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Private games
PostThe Conquest of the Pacific map was once a private round map, but the server was compromised due to many players creating and not playing. Soon, the map was removed from the private options, as was the Tournament Island.
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Quote from VorlonFCW: “Você está certo. O cronômetro aplica toda a pilha, usando o alcance. ” Thank you Vorlon, the answer I was needing.
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You are not understanding the purpose of the topic. The post is not about ships, but about long-range troops in general. The focus of the post is on long-range troops that counteract damage from other long-range (but shorter-range) and 'melee' troops.
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I used battleships and cruisers just as an example, don't focus so much on the type of troops I used, but on the idea of long-range troops.
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I have a question about divisions with varying types of long-range troops. The question is whether when I group units of different range of fire if I know that the unit with the highest range will apply damage to the target, but I have observed that even the units with the shortest range do not apply the damage, they are in 'countdown'. An example would be for me to put a battleship and a cruiser in a division to attack a destroyer. It happens that when I send the division to attack, if it is fa…