2nd edit.
I was originally going to say that this is was way to slow to really be effective, but ater testing it out it's not to bad. Stops my fighters from straying off to fight the enemy with no fuel. If I'm pressed for time I'll still use the old spaming method, but the rest of the time this works great. Thanks for the tip.
Fighters, Touchdown! [NEW VIDEO]
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- countersmurf
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Re: Fighters, Touchdown!
countersmurf wrote:2nd edit.
I was originally going to say that this is was way to slow to really be effective, but ater testing it out it's not to bad. Stops my fighters from straying off to fight the enemy with no fuel. If I'm pressed for time I'll still use the old spaming method, but the rest of the time this works great. Thanks for the tip.
Heh, I knew you'd see the light.
Also, I've never found it too cumbersome to use the spamming method, the only exception being speed defcon, but then fighters don't matter too much anyway.
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hi there (name sux) wrote:This doesn't stop fighters from going off to fight enemies in range, though.
Indirectly it can though.
Scenario A. You order out a fighter to one carrier to a spot near it. It reachs the way point then turn to meet the carrier. In some cases, it might even circle around it first. The enemy appears after the fighter has turned to land, fighter moves off to engage.
Scenario B. You order out a fighter to one carrier, directly at it. The fighter lands before the enemy comes in radar range. You have just saved one fighter. Multiply that by how many fighters you're sending out... I typically mass refill as much as possible.
In cases where the enemy draws out fighters meant for other things, I simply cancel the order/s.
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Ok, for those that are lazy, just don't read, or might like to spend a couple of minutes watching this awesome video...
For clarification on how to reload fighters...
YouTube version.
Rapidshare version.
For clarification on how to reload fighters...
YouTube version.
Rapidshare version.
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