Invasion RNF – bug or intended?

Post Reply
Noober
Posts: 129
Joined: Wed Mar 22, 2017 7:47 am

Invasion RNF – bug or intended?

Post by Noober »

Legend, Nov 15, Invasion, 30 ayys on the map.

Turn 3 – rnf indicator is red. Use Jammer to delay rnf.
Turn 4 – strangely Jammer is available – use it once more.
Turn 5 – Jammer is disable.
Turn 6 – suddenly 3 (!) waves of rnf were spawn…

Without using Jammer I would have 1 wave of rnf in turn 4 and another wave at turn 6 – two waves in total.
So using Jammer actually makes thing even worse which seems like a bug.

Could anyone explain this?

Many thanks.
JM01
Posts: 69
Joined: Fri Feb 10, 2017 2:29 pm

Re: Invasion RNF – bug or intended?

Post by JM01 »

Noober wrote:Legend, Nov 15, Invasion, 30 ayys on the map.

Turn 3 – rnf indicator is red. Use Jammer to delay rnf.
Turn 4 – strangely Jammer is available – use it once more.
Turn 5 – Jammer is disable.
Turn 6 – suddenly 3 (!) waves of rnf were spawn…

Without using Jammer I would have 1 wave of rnf in turn 4 and another wave at turn 6 – two waves in total.
So using Jammer actually makes thing even worse which seems like a bug.

Could anyone explain this?

Many thanks.
So the way jammer works is that it just delays the rnfs by 1 turn. If the mission type calls in rnfs every turn after a certain time then delaying them by 1 just postpones the rnfs that get called on the subsequent turns get stacked on top of that. So if you delay rnfs using jammer and in the next turn more rnfs get called then on the turn after that you will get 2 sets of rnf drop instead of 1. You really only want to use jammer if you know for sure that there won't be more rnfs called on the next turn or if you will be able to evac on the turn after the one you used jammer on.
Post Reply