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 So, Build 27 tomorrow 
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Joined: Wed Jun 25, 2008 7:48 am
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Post Re: So, Build 27 tomorrow
freakin timezones :( I'm currently speaking to you from the future (2/6/12) can anyone tell me when late 1st early second is compared to now?


Fri Jun 01, 2012 7:46 pm
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Post Re: So, Build 27 tomorrow
Lizard, I'm looking forward to some epic games with
friends on the metagame! I thoroughly enjoyed the preview
and think that this is an awesome way to again show what
everyone on the team has created. More brains for me!


Fri Jun 01, 2012 8:00 pm
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Post Re: So, Build 27 tomorrow
Mikromancer wrote:
freakin timezones :( I'm currently speaking to you from the future (2/6/12) can anyone tell me when late 1st early second is compared to now?

Do you know your timezone? If you do, simply add whatever the number of hours difference is to about 8:00 on June 1st.
For example: 8 + 7 = 3 AM


Fri Jun 01, 2012 8:20 pm
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Post Re: So, Build 27 tomorrow
Miggles, you're beind dumb.
First, you forgot to tell us if it was PM or AM.
And then you confused your timezone with GMT.


Fri Jun 01, 2012 8:44 pm
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Post Re: So, Build 27 tomorrow
If the sum total is 3 AM, then it's 8 PM.


Fri Jun 01, 2012 8:52 pm
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Post Re: So, Build 27 tomorrow
@Natti
It's very obviously 8 PM, not only because TLB said "late in the day on June 1st", but also because otherwise it would be out already. And secondly, whatever confusion I may or may not (lets go with may not) have had/caused is easily forgotten when you think about it for a half-second. :/

Because the release is about 8 o'clock (PM, clearly. Did I really have to mention that?), EST, you simply add or subtract your timezone's difference to that time, then you get the hour that B27 should come out in your timezone. It isn't hard.


Fri Jun 01, 2012 8:57 pm
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Post Re: So, Build 27 tomorrow
Non-american people aren't usually familiar with the american speshul tiemzoen naems, so it would be easier for all to state it in GMT.


Fri Jun 01, 2012 8:59 pm
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Post Re: So, Build 27 tomorrow
Natti wrote:
Non-american people aren't usually familiar with the american speshul tiemzoen naems, so it would be easier for all to state it in GMT.


He's telling the truth.

Anyway, in 2 more hours there will be B27.


Fri Jun 01, 2012 9:03 pm
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Post Re: So, Build 27 tomorrow
ok, after researching gmt's and est's and ust's and all of that shiznoggle i've determined that i'm currently residing at +12 ust where est is residing at -5. hopefully if my time travel theory is correct it should be sometime around 4pm est... which (depending on your definition of late) means that build 27 should be released in 4-8 hours :P


wait.... did i carry the 1? xD

edit: thanks ppls for being faster than me :)


Fri Jun 01, 2012 9:08 pm
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Post Re: So, Build 27 tomorrow
Let's be realistic here, we don't want to send out a rushed build.
Within 14 hours.


Fri Jun 01, 2012 10:21 pm
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Post Re: So, Build 27 tomorrow
so you guys are actually taking that random "20 hours" and taking it completely seriously? like actually subtracting hours as they pass and counting whatever you have left as the deadline?


that's like something a 4 year old would do, who doesn't understand what a "ballpark estimate" is and that ♥♥♥♥ happens in real life.



how about everyone cool their jets about WHEN it's coming out and just stick to the topic at hand?

what are you going to do when you get 27?






i'm going to mass a giant force of coalition heavies and lights armed with assault rifles and make them all follow each other. then do laps around the map killing everything with this giant force of coalitions




ooo, post number 1000


Fri Jun 01, 2012 10:27 pm
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Post Re: So, Build 27 tomorrow
That works really well actually, considering how units shoot past eachother.

When you have two units together, you've actually got twice the firepower.



Now imagine maginot defence.


Fri Jun 01, 2012 10:42 pm
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Post Re: So, Build 27 tomorrow
Maginot defence?

I'll block every single entrance with concrete except one and I'll take all my defenses there.


Fri Jun 01, 2012 11:54 pm
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Post Re: So, Build 27 tomorrow
Wait a minute... Does this mean we can stack minigun turrets? :twisted:


Sat Jun 02, 2012 12:01 am
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Post Re: So, Build 27 tomorrow
There is an ini variable which makes friendly actors collide or not, and if I remember correctly, dreadnoughts for example were set to collide with friendly actors, so I suppose turrets will collide too to avoid OP defenses. You can still change that in the ini though.


Sat Jun 02, 2012 12:13 am
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