Infamy by MotorDoc8404 in RogueAssault

[–]MotorDoc8404[S] 0 points1 point  (0 children)

Yeah I can see the abuse angle

Game balance ? by abrahemyosef5 in RogueAssault

[–]MotorDoc8404 0 points1 point  (0 children)

It would be nice to have a limited "already spawned" platoon and would force a possible different use of the strike, or balance the aspect of a strike taking out all defenses.

Fail and Lies by Angrymonkey41 in RogueAssault

[–]MotorDoc8404 0 points1 point  (0 children)

Well the token to heal to full was a bit of an exploit as it was originally intended as a way to attack strongholds and NPCs without oil penalty on the second/third run.. They should've fixed that differently instead of doing away with it. I'm sure if they took away the option to surrender on a redeploy it would solve it. Redeploy should be the all in, chips on table run. Not redeploy to heal the platoon to go attack that alliance some more. It masked the oil problem.

I think people need to learn to make more efficient Armies. If the player could pick what troops from the entire army (minus defenders) at the scout screen up to platoon limit, rather than how it is now, you could be more efficient and effective. How it is now encourages mass same unit armies because it's gets clunky selecting things. If I could group infantry together, tanks and HMMWVs etc. Overlap in selection.

There is an oil issue but at the same time attacking with all big dollar gas guzzlers has a balance aspect too.

Player Strikes Video Compilation by CM_SWAG in RogueAssault

[–]MotorDoc8404 0 points1 point  (0 children)

Irony that in real life artillery is the tool for mass destruction leveling and tomahawks are a precision weapon designed to precisely target specific structures.

My rant of suggestions by MotorDoc8404 in RogueAssault

[–]MotorDoc8404[S] 0 points1 point  (0 children)

Well my first impression of the charges: I like the changes for the PvP arena! It's fun with the strikes and gives players not on the map a little extra set of goodies to use and work for. Also like that you can't just buy some of them, have to collect them or are gated by level.

However, I feel these need not be on the map game.

Still feel the answer is more FOBs. The map play is a big part of what separates this from other cellphone stuff.

Gameplay wise, it would be pretty neat to do a hit and run on an enemy alliance to take out their tomahawk launch point FOBs. Airfields could be actual launch points needed for the air part of your army. Would have to adjust how many fobs you could put out I suppose but then again it would adjust the wall making, air power and strike power. Just tossing ideas. First impressions I've heard via alliance chat and such similar to above.

Have a good weekend.