2007-07-31, 03:39:14
I've already hinted about this long time ago (1-2 months). In Strategien & Taktiken forum. I mentioned this under healing tactics. Thought you knew about it. Also a tinker with gold hull will only lose 200 hp, cuz items which provides additional hp isn't affected by handicap. Thus making the tower vulnerable and fast healing, but not the tinker. But there is a major disadvantage. Some players discover what I do, and suddenly a smart enemy heavy tank fire LONG range rocket to crush 1 tower. also if am not on my guard, a exploder can erradicate my 10% hp towers, which is not good. That's the risk and gambling about using the command and takes long time to type the entire long command...
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This is what I wrote about handicap usage in Strategien & Taktiken forum
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This is what I wrote about handicap usage in Strategien & Taktiken forum
TKF Wrote:5: -Handicap 10 useful for tinkers
By typing -handicap 10 when you're a tinker while fixing a tower or have putted a repair module into it. This will finish the tower almost 10 times faster than normal, cuz the handicap command affects the players units, including your own tinker towers (some corrections). So a tower with 4000 hp and a repair module, will finish faster when it's only have 400 hp at 10% handicap and the lv1 repair module gives 15 hp regen pr sec and finish this tower much faster, in about 15-20 seconds. Also this is quite cheat, but be careful of not doing this while enemy tanks are nearby. A tower is easily ripped if it's only has 10% of it's original hp. So be very careful with this command and it's only works when you got 100% life. Don't forget to type -handicap 100!!! when the enemy is close or the tower is finished :!: