1. cptconundrum

    cptconundrum Post Master General

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    I really think their balance is very good now. Vanguard drops can be devastating, but are easily defended unless you are already losing the air war. Advanced air factories keep pelicans out of the early game, but once you have the factory you enter a whole new game with 90 metal transports built in just seconds.
  2. BulletsFrozen

    BulletsFrozen Active Member

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    sooner or later.jpg
    So...
    Geers likes this.
  3. MrTBSC

    MrTBSC Post Master General

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    just my 0,02 dollars
    yes to peliican beeing t1
    still no to commander being not transportable
    yes to kicking out the vanguard and replacing it with the inferno ... t2 overall still feels forced ...
  4. cptconundrum

    cptconundrum Post Master General

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    I like the strong vanguard, but I wouldn't complain if they lowered its speed even more to make it a mobile turret like the anchor. You can air drop them wherever you need them, but they wouldn't be able to roll through an entire base very easily.
    emraldis likes this.
  5. BulletsFrozen

    BulletsFrozen Active Member

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    The area commands work amazingly ! I never even knew transports had area commands. Although you still gotta build lots of pelicans and I wonder if they will be useful when multi-units come in to play. I mean some people rush t2 pelicans now. I don't see why they wouldn't rush t2 multi unit transports even if pelican was changed to t1.

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