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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
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    Posts

    Recent Best Controversial
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Defector vote is kek lol. I want that to happen so much XD

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      @Nuggets said:

      Field Command - Support commanders receive commander cards at 40 percent.

      ❤

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      @Nuggets said:

      Prototyper - The first time you build each type of unit, that one starts at full veterancy. Experimentals included.

      also this one is kinda weak

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      also when rerolling, i think you should keep the same rarities

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      @Nuggets said:

      Amphibious - Land cards also apply to naval units at 30 percent.

      shouldnt it also be the opposite?

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      @Nuggets said:

      @Firv said:

      Still think SACU's should get ACU buff although obviously at maybe 10%, that way com buffs still are usefull mid to late game.

      Well I think thats just too inconsistent / hard to track for the player how those buffs even appeared. Also I think SACU are already VERY powerful and don't need more buffs.

      The problem I have at the moment, if i venture into ACU upgrades at some point it just doesnt become viable anymore to use ACU. Because percies out there walk around with 30K HP and deal over 4k damage. And all I have against that is a single com. I could then also spec into land, but I will be woefully behind and will never catch up anymore.

      posted in General Discussion
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    • RE: DropEngie Mod Showcase

      Great mod, but it doesnt seem to always work though, sometimes it screws up and im not sure why, could be the order you drop them in?

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Still think SACU's should get ACU buff although obviously at maybe 10%, that way com buffs still are usefull mid to late game.

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Ehh teh class thing was just coz its new, with a couple of games in you know what to pick, besides you still get 30 seconds to pick so that is fine.
      Defniatly with the debuffs it would be nice to force you into a certain domain, maybe have atleast 3 for you most picked domain and then 2 random?

      The reset option is nice too, 75% seems a good tradeoff

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Yeah, i get that in theory, but in practise it was kinda like well these arent really upgrades. I think the negatives where too big, like a 15% increase should not come with a 15% decrease for something else. 15% increased damage and 15 decreased ROF just basicly means the upgrade is nothing. It basicly turned out it was better to take common upgrades so you dont get negatives heh.

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      played the experimental, I do not like the negatives for the same domain. Getting 15% land damage but -15% health kinda makes the upgrade worthless. Classes are interesting though

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      okay after playing with the commander, it feels like it needs a regen buff thrown in warlord too. i had 40K hp and just got melted by a com and 6 riptides. I got saved by an other 40% hp upgrade lol.
      But then you get to t3 stage and you got n othing, coz com dies to t3 units still and your own land is catching up.

      and factory build powerr should just be building buildpower, So that also makes mexes upgrade faster

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      ehh maybe with insane upgrades, but if you face percies with 20K hp they need 2 billies lol

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      also it feels like billy does not get a damage buff fom acu?

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Time to update the engine! Surely we can do that for just a mod right? 🐶

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      also fix uef battleships not beeing able to fire at all when you have some ange upgrades XD

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Well yeah but thats what the com is for right. Maybe make SACU have 50% of the benefits from acu buffs? or maybe even 25%. So yeah you would be relative weak untill you get the sacus out and only rely on your com untill then. But afterwards you still have a use for acu upgrades.

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Do the SACU's get land buffs or ACU buffs? Could be interesting to give them ACU buffs instead of land. Makes speccing into ACU still usefull late game. Might have to drop the strenght a wee bit though.

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      @Nuggets said:

      @cychwa_klaymberg said:

      To be honest, I’m not happy about the update—sorry. Boosting turret bonuses makes "PD-creep" and turtling even more significant.
      I’ve already struggled with turret ranges in mods, and unfortunately, that issue has only intensified now.
      I’m also not a fan of the commander buffs, unfortunately.
      Especially if you're playing with mods. Standard commanders already shut down T2 spam thanks to Overcharge... and here they get even stronger... Of course, we need to see how it plays out in practice, but I’m not happy about these new changes—don't get me wrong.

      The structure buffs are probably unbalanced in modded games. I can add a lobby option for this.

      The acus buffs were pretty pathetic before. Any buffs from any domain absolutely crushes acu. Simply because acu buffs impact 1 unit, unit buffs impact everything. I am 99% sure you wont see a big difference even with the "buffed buffs".

      I vote for bigger ACU buffs!

      posted in General Discussion
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    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Having 3 events pop up and everyone vote for what event to get would be funny. In a tie have both of them appear at once!

      posted in General Discussion
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