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combatplus2

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About combatplus2

  • Birthday 04/22/1974

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  • Location
    San Diego, CA, USA
  • Occupation
    Defense R&D

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  1. I've noticed the frame rate seems to bog down the most when there are a lot of smoking vehicles, or just a lot of billowing smoke going on in general.
  2. Thanks Clay - that's one mystery less. I'm glad it sounds like the "automatic-building-suck feature" is set to be eliminated soon. What about the opposite problem - those times when it's difficult or impossible to enter a building (when pressing the B / special action key)? Is it because not enough of the squad members are nearby?
  3. What are the necessary conditions for entering a structure with infantry? As the attacker in today's game (in the "beach" map), I was never able to enter by pressing B as usual. (Often in other games my squad will enter automatically just by being close to or touching the building - also mystifying!) Secondly, while my squad was not able to properly "board" a building, it was able to get inside the thing nonetheless. In fact I was able to use the building as concealment for my 20mm dude, who (quite gamey-ly) picked off a bunch of enemy infantry before his position was ultimately discovered...
  4. I'm all for a precision strike option, as long as it doesn't become an unbalanced weapon (naturally). One plausible "balancing factor" could be that your precision strike is *usually* very accurate -- to 10 meters or so about 90% of the time -- but 10% of the time $%^& happens (malfunction, etc) in which case the shell lands who-knows-where, maybe even right on a friendly position. A precision strike feature should be coupled with new (upcoming?) artillery spotting / ATGM targeting units! It would give that Afghanistan-style joint operations feel, as well as new incentives for teamwork.
  5. I think this issue has been touched on before (probably Yurch), but I couln't find the thread... Recently I found myself in a high-speed Apollo vs. Apollo shootout. We were travelling parallel with each other on nearly flat ground, with our speeds matched exactly, shooting at each other "broadside". Now, believing that my shell would properly inherit my vehicle's velocity, I fired without leading. Sadly after a few attempts, each shell landed well behind my target in the dirt. I only then succeeded by leading my target (which should not have been required since our *relative velocity* was about zero). Have other folks seen this effect? ... Are there any plans in the works to have projectiles inherit the gun's velocity?
  6. combatplus2

    Tempest

    Agreed, the thrust force of the Tempest just isn't what it used to be. I was quite dismayed the last time I tried to use it, for that reason. For one thing, it just can't be used for the "grab the flag right under their nose" tactic anymore. Regarding the IC, I agree on that too. But now I recall Clay saying the Ion weapon is set to be majorly overhauled anyway (I wonder when...) It is indeed unfortunate to see unused vehicles and weapons...
  7. Thanks for the assistance Clay! For the forum - it turns out my firewall (McAfee)was blocking the Game Updater program. This never used to happen, but apparently it does now. My workaround was just to temporarily disable the firewall while running Updater. (For those McAfee firewall users out there, expect to get no alert or diagnostic message! It will simply block Updater from running.)
  8. I had been running v. 1.5 on my Win XP box awhile back, then missed the 1.6 version (I believe). On my attempt to leapfrog to 1.7 the Game Updater bombed and simply gave me the message: Checking platform 'WIN32' files... FAILED - press RETURN to quit. I did a full reinstall from CD, back to v.1.0, and tried update again, but got exactly the same bomb and diagnotic as before. Please help! Thanks.
  9. And, the review complains that the game is UPDATED TOO OFTEN! Good lord.
  10. I like it! I'm all for the Paladin being integrated into the squad, especially because you wouldn't have to keep switching back to the tac screen. Anything would help, since right now we don't have enough online players to really justify tying up two for doing an infantry transport (hm, maybe when we get building-capturing engineers I'll rethink this tho!)
  11. I've always liked the idea all these guys are vikings. Or mercenaries on the viking's payroll. Or mercs working for vikings subcontracting from pirates? Of course while bearing in mind this is "just a very cool game", these Who and Why questions really are pretty important, and actually have practical consequences. Just a couple examples: - What should a crew member be "worth"? (in points)? And how relevant should crew survivability be, if at all? Is there a tangible "value system" that will make hitting CNTRL-K worse than it is now? If our driver and gunner are damaged, should we fret and extract them for their safety? - What is an infantry guy worth? If he's a clone, maybe nothing, or $20 in materials. This would make sense in current gameplay, seeing what tends to befall them! Or if they're pirates or mercs, what's the reward that would motivate them to take on all that risk with HE flying all around? (presumably the objective / resources equating to great riches...) - In what ways would higher or lower human valuation affect tactics? strategy? AFV design? Maybe the DT backstory has some answers (I'm hardly a student of the backstory!). But regardless, in other games these questions could be reasonably waved off - just red vs. blue in a deathmatch over unreconcilable ideological differences. But it seems like DT is going for more than this. I'd like to see the value/point/victory-condition system somewhat linked to the basic society and economy of DT's world.
  12. I haven't found a video yet, but here's a great pic... http://www.spectrumwd.com/c130/images/c130_086.jpg Seems they call it LAPES (Low Altitude Parachute Extraction). Agreed, this looks like quite a hazard to the cargo! Someday it would be fun to have this kind of (nail-biter) method as one drop option in DT... Say, when you're down to your last two dropships, but you've got plenty of Shrikes to spare...
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