<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Changing tank Ramming rules "]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "Changing tank Ramming rules "]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Changing tank Ramming rules </title>
				<description><![CDATA[ In this new Ed Ramming has become by and large useless. with no chance (or very little) of a basic transport smashing into another transport doing anything makes no sense to me. I understand that the last few Ed's created a few instances where a <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11 tank could smash in at <span class="glossaryitem" onmouseover='gp(171);'>ST</span> 10 and that was a bit extreme and <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. that being said i think that we can quickly fix this by adding back in some +<span class="glossaryitem" onmouseover='gp(171);'>ST</span> value on the tRam hit for moving. In this Ed we have 3 basic modes of movement, combat, cursing, and turbo boosting (not many get <span class="glossaryitem" onmouseover='gp(222);'>TB</span> but thats the point) My proposal is to add +1st to the Ram for each level of speed. +1 for combat, +2 for cursing and +3 for Turbo boosting. The rule still functions as it does now, with the hit back and the dodge chance of a skimmer but i think adding in something for actually "giving it some gas" makes it a worth wile thing again. <br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/633532/7549775.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/633532/7549775.page</link>
				<pubDate><![CDATA[Fri, 30 Jan 2015 07:35:17]]> GMT</pubDate>
				<author><![CDATA[ death_scythe]]></author>
			</item>
	</channel>
</rss>