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Kurtz

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Everything posted by Kurtz

  1. I was a bit surprised when I got killed from the front with 20 mm when using a Thor, so made a test with 20mm AP vs Thor turret. You can kill the turret (fire/explosion) with about 5 bursts if the angle is more then about 30 degrees from front (i.e. you can hit the turret side). This worked on the Raid map at distances up to 700 m. [ April 16, 2006, 01:20 AM: Message edited by: Kurtz ]
  2. Poesel71: you can see the remaining scenario time from the server list, but you have to scroll right.
  3. We'll have to wait to hear if it's intended or not. But If I'm scouting I should be able to see vehicles as well.
  4. It will be used that way. I don't know if it's a bug or feature that the turrets and jammer are visible, personally I think they should be invisible until you have LOS, just as enemy vehicles are (even unjammed vehicles are invisible).
  5. From the 0.9.43 release notes: Slightly reduced armor for Hurricane maybe the Hurricane deserves a separate thread, at least it's the most debated vehicle.
  6. Quite surprising when it happens. Last night, we were trying to find gaps in the AA cover, only to find all turrets gone when it was 10 seconds left of the deployment phase. Does this happen when the deployer leaves, or just when he switches team? The release notes for 0.9.42 says: "All objects belonging to a player are now deleted when he switches teams". I agree that it would make more sense to return them to the pool.
  7. A comparision of the hover vehicles, emphasis is mine: Non-recoiling wepons on a hover platforms makes more sense, the Hurri moves quite a bit when firing. Maybe the plasma mortar would fit better on a tracked chassis as some kind of assault gun. It's intended role is to keep pace with front-line troops and bring its high explosive, direct-fire artillery rounds to bear on the enemy, but right now it outpaces all other vehicles. Right now, you can have a good plan, along comes a Hurricane and all your planning is gone with the wind, forcing you to deploy a Hurri to counter the enemy's Hurri. It feels a bit weird that the Hurri usually survives a ATGM hit. The only thing I find difficult is rough terrain or fine manouvering. Anyway, this is an availability issue, not a fault in the system. But it would be nice to see other versions of the Tempest - maybe with ATGMs? Low armour, high speed and non-recoiling weapons makes sense as a recon hovercraft. (I haven't checked to see if the armour is different between the two hovercrafts).
  8. During the attacker's deployment phase, it's possible to see the defender's jammers and turrets inside jammer cover. They are visible in the 3D, but not on the minimap or Tactical Display. This has the effect that you can scout the terrain before a drop. During the game, they are of course visible. But they are visible, even if no friendly units have LOS to them. This can be used for scouting drop zones during the game. Since enemy vehicles are "invisible" until spotted, I think turrets and jammers should be as well. You can't look at the terrain and see enemy vehicles. Unjammed turrets are visible in 3D and on minimap and Tac Display.
  9. If you go to he Tactical Display (press space), the other team members (and visible/known enemies), press 'n' and the labels will toggle between name, type of vehicle and mission.
  10. Sometimes you just can't extract. Usually because of enemy AA shooting down every drop ship that tries to extract you. I don't feel that suicide is a problem in the game anymore. The bots have longer time before they do, and human players have learned to extract when they are immobilized.
  11. The defender and attacker have equal strength in tems of vehicles. Add the defender's time (OK, only a few minutes) to do some preparation (turrets, jammers, mines, entrenchments) and the attacker's task is even harder. On the other hand, the attacker have more freedom in choosing which route to attack and can redeploy if necessary. I don't think this is a real problem, It all depends on the players. But I think some restrictions in the defender's deployment may be good. This will also lessen the effect of the artificial map limits somewhat.
  12. Having a dedicated commander in the command vehicle helps a lot. He doesn't have to be voted CMDR, but someone to process information and give orders/hints to other players is very useful. The ability to drop and redeploy turrets is also very useful. Not to mention the fire missions, and appropriate warnings to other players. Practically no direct action since you hide most of the time under jammer cover, but still fun. Maybe some people can command and fight at the same time, but I can't. Last night I played with 11 other players, it's much more dynamic and dangerous compared to fighting bots.
  13. But it generally survives. It will be crippled, maybe static, but most of the time it can continue to fire the AA gun. IIRC the AA still works during EMP attack. Or does the 20 mm work as well? I think some vehicle can fire while under EMP attack but can't remember which..?
  14. Good points. Maybe there should be a limit on where unit can be dropped in the deployment phase, just as in CTF scenarios (but with a larger circle). No message when killed by jammed AA has a point - it's jammed and you never knew what hit you. On the other hand, this is the only kill that doesn't give a message, which may lead to some conclusions.
  15. Boot Camp is not an emulator. It's a program to help you set up a dual-boot system with Windows XP on the Intel Macs. It also includes the necessary drivers for Win XP. Once installed, Win XP runs directly on the hardware without OS X.
  16. You can do something like this. When there is a commander only the commander can order resupply. Probably because there are a limited number of Galaxy-class ships available. Only one vehicle can resupply at the time, but 2 or 3 should be able to resupply during the time the Galaxy is stationary on the ground. Just set a waypoint to let your players know where it is.
  17. Some feedback when requesting resupply would be nice. It seem as if you can't get resupply while someone else is doing the same. IT would be nice with some feedback that "all lines are busy, please try again later"
  18. To use the proper terms: The "Component Status panel" and "Ammo Panel" of your vehicle is shown, not of the observed vehicle.
  19. On the Tactical Display (press space bar) you can see AA coverage of your (and the enemy's) turrets. Sometimes the coverage is not shown (especially when placing new turrets). This makes it harder to place turrets for maximum coverage. As I said, it doesn't happen every time and I haven't been able to reproduce this issue consistently. Also, the Sensor Jammer range takes priority over the AA turret's range when AA turret is placed within Sensor Jammer's range. Only SJ's range is shown. This behaves the same all the time.
  20. The pessismist in me just realized that the partition table should be accessible from the disk manager in Windows. You can't access data on the HFS+ partition, but you can screw up all partitions on the disk A possible solution to data transfer problesm could maybe be to have a third partition formatted in FAT32, which is writable from both Windows and OS X.
  21. Just wondering if you have considered releasing another demo scenario in future beta versions? Pretty please with sugar on top? I think some of the discussion regarding the Hurricane's status as Übertank comes from the fact that the maps have wide, open spaces - almost ideal for fast hovercrafts. If the terrain was more difficult to traverse in hovercraft (such as the passages on the Raid map where there are large stones on both sides of the road) or if the visibility was reduced (due to terrain or atmospheric conditions), other vehicles would get their 15 minutes of fame. Some scenario where the fighting is at "knife-range" would be a welcome change. Woods and fog perhaps? But maybe I'm playing too much..
  22. Kurtz

    Vote to kick

    The opposing team is just glad to have players like that. It makes their job easier. But we're not sure how the other human players on our team voted...? I switched team for the next scenario to avoid him.
  23. When I go into "observe" mode from a command vehicle, I still see the status (vertical status bar to the left) and ammo count of my own vehicle. This is slightly confusing. When you select a vehicle from the Command map, you get to see an overview (but not detailed) of its status. I can think of two different solutions: 1. Show full status of vehicle I'm observing through. 2. Don't show any status at all while you're in Observer mode. Not for the observed, not for your own vehicle. I think #2 would be the best solution. I don't think there's a real need for the commander to see every little 20 mm round left in the ammo box.
  24. The horizontal scroll bar fits just inside the frame, this is slightly confusing since I assume I can only scoll a tiny bit (i.e practically not at all). But I can scroll sideways quite a lot and see all info. Is it possible to make the scrollbar occupy about 75% of the horizontal area inside the frame? That way it would be more obvious that you need to scroll. Edit: this is in 0.9.43 [ April 08, 2006, 06:28 AM: Message edited by: Kurtz ]
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