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SSCP1's unbalance to C&C_Field.mix [message #150763] Thu, 21 April 2005 15:27 Go to previous messageGo to previous message
Sniper_De7 is currently offline  Sniper_De7
Messages: 866
Registered: April 2004
Location: Wisconsin
Karma:
Colonel
Nod's wall jump to the GDI's Refinery is GDI's man rush to the Nod Refinery.
You can still ion the refinery from the rock and/or next to the ref, and you can ion the Airstrip with 2 ions. You can harvy walk to get to 2 different buildings on both sides. For Nod you can nuke ref and barr. Sounds pretty even on this part. And besides... Taking out the ability to wall jump only weakens Nod on field... and I don't think Nod needs to be weakened anymore than it already is.

As for the buggy walljump on Mesa. I only have a few words for that - Learn to use a TANK...

and even if the spawn points for field had anything to do with it, what does that prove of anything? That they are running a conspiracy to which to trick people into believing that you can't ion the Nod Refinery anymore?


Oderint, dum metuant.
It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds; who knows great enthusiasms, the great devotions; who spends himself in a worthy cause; who at the best knows in the end the triumph of high achievement, and who at the worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat. - Theodore "Teddy" Roosevelt
 
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