cbuzz24 wrote:
So the OP-hop goes the way of the dinosaur. This change plays into the hands of subs and relic holders (in my opinion). Units on a relic obviously don't need an OP to launch an attack from. Sans relic, however, picture this: you attack deep into enemy territory on the last leg of your approach and your alliance hits an OP. There are nukes and/or tons of units raining down on that OP set to arrive 2 ticks after your arrival because you caught the enemy off guard and they could not reinforce in time. You want to drive on and skip out on a meaningless battle at your new OP, but you have nowhere to go except enemy OPs, which you can't attack. Instead of driving on, you must now retreat, for you are not ALLOWED to attack any further.
I'm sure that there is a sound explanation for this change that I'm missing. Could it be explained to us please? Thanks in advance!
They can't fire nukes 2 ticks after your arrival if you just took the OP from them, because you can't fire nukes at your own OPs.
The idea behind this is that it gives the defending alliance time to respond, but not time enough to catch the attacking units. It's trying to eliminate an almost invulnerable strategy of ETA 6 OP hopping at the end of the tick (Which is now even more possible as you can select several squads) and actually giving the defender some time.
Also, if you're looking in terms of "realism" - We were thinking that you need 3 ticks to be able to gain control (by sending units throughout the outpost and "controlling it") of the outpost before moving on
Thanks alot,
St.Even - Battledawn Staff