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ECA Generals Powers..., Prepared Defences & Ammo Reserves ...
Chuck Kawosky
post 7 Sep 2017, 19:25
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These two(2) Generals powers are very good and are ECA to a T! But they should really be merged together so the Prepared defences and Ammo reserves are together instead of separate. It doesnt make sense to keep them separate. Thats the whole point of choosing a defensive tactic/mindset. I know some of you will disagree but ECA's current generals powers could be a lot more simple and user friendly. So simply merge in together prepared defences and Ammo reserves together. This way people would use them a lot more.
Keeping them separated doesnt make sense. May as well have each cluster bomb air strike separate too!

PS the Russian reinforcement air drop still doesnt work on certain maps. They drop the tanks but just leave them there rendering them useless and thus clog the map up. smile.gif

This post has been edited by Chuck Kawosky: 7 Sep 2017, 19:27
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Mizo
post 7 Sep 2017, 20:23
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I had the same issue when the Munition GP was introduced at the start, but as of 1.87, the munition bunkers were added, and that alone puts the whole GP into a different level , making it worth its own GP ( Otherwise you'd overbload prepared defenses).

Thematically, Prepared Defenses gives more utility to your early tier defenses, while the munition bunkers gives you more of a heavy bonus to your late tier defenses. THat's rather a good distinction between them.


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Zeke
post 8 Sep 2017, 3:09
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QUOTE (Chuck Kawosky @ 8 Sep 2017, 2:25) *
simple and user friendly


Unfortunately being hard and complicated to use is part of ECA's faction design.


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{Lads}RikerZZZ
post 15 Sep 2017, 23:43
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^ This. Not to mention that the whole thing is pretty much designed so that you can only really do well at it if you only go for base defences and just ignore units


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Mizo
post 16 Sep 2017, 0:35
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QUOTE ({Lads}RikerZZZ @ 16 Sep 2017, 0:43) *
^ This. Not to mention that the whole thing is pretty much designed so that you can only really do well at it if you only go for base defences and just ignore units


Which is why it's optional. Defense spammers would benefit the most, while offensive players would get better results with Field Promotion.

Tear gas on the other hand is probably one of the more versatile GPs as it can fit in both roles well.

What annoys me right now with the munitions is more of a technical issue with the defenses not being as responsive due to code change.


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