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Snake726

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Everything posted by Snake726

  1. Good point Alex; the aircraft sim DCS does a good job of this (for Battlefront's reference): https://www.digitalcombatsimulator.com/en/news/2018-07-27_YAK52/ They just lay out some of the things they are planning, generally to work on, which I think people interested in whichever aircraft is being discussed, find interesting, and gives them the sense that work is progressing - especially when, like these games, it might take one or two years before the product is ever seen. Below is an example of one of their updates: Complete the AIM-7 with addition of FLOOD, Home On Jam (HOJ), and LOFT sub-modes. Integrate AIM-120B/C for STT employment (TWS employment will come later). Integrate AIM-9X Block I. This includes both flight dynamics and new tones. Afterwards, in August or September, we will add the Joint Helmet Mounted Cueing System (JHMCS). Complete RWS air-to-air radar mode with such features as Non-Cooperative Target Recognition (NCTR), AACQ mode, Latent Track While Scan (LTWS) mode, Pulse Repetition Frequency (PRF) settings, ability to change radar settings with TDC along outside of radar tactical area, radar speed gate setting, COLOR option, and more. Complete radar warning receiver functionality with contact symbols and modifiers, EW HUD, and the OFFSET function. Integrate Paveway II series laser-guided bombs (GBU-10, 12, and 16) with JTAC designation. Further tuning of flight model with touch and go performance, gear drag, half flaps drag, takeoff pitch characteristics, and extreme angle of attack performance. Brightness control for the HSI display. Multiplayer carrier deck spawning issues. Wingtip vortices errors at low airspeed.
  2. Having played it so many times from the Bluefor side, I think the best thing that Red can do on this map is to lightly hold Golf, but spread out in the rear with lines of sight on the objective. Golf is actually very hard to approach, and because of the low wall in front of the building complex, the Americans have to make a final approach on one of the main roads. While you might be tempted to get some units in there up close for ambushes, they'll eventually get busted out of their position. But there is very little cover for the Americans when they hit those main roads - so set up fire lanes with your MGs, snipers, and RPGs. If you can force the Americans to assault several buildings toward the rear to dislodge you, you can make things very sketchy for them. CQC always has the ability to be deadly, and in order to effectively lay covering fire on a building, a Bluefor player will need at least another squad, and probably two in support: so if you can manage to surprise them, then to get you out of there they will have to re-orient and waste time sending squads here and there to do that work. Hopefully in that time you can also hit those support squads as they bound across the roads.
  3. A note to new players: I played this scenario probably about 10 times in the demo over the period of about a year, and got slaughtered every time. After watching a video playthrough, I noticed that hooking left is far more agreeable than hooking right. This is not necessarily a bad thing, but perhaps the map intended this. That is, what I was doing before was attempting to skirt the first city blocks, positioning an MG there as a base of fire and maneuvering against Golf from the right. This was pretty much suicide. So - approach from head on, hose those buildings down with lead and 203's, and don't forget to mortar the hell out of that PKM wherever it ends up showing itself.
  4. In regards to the thought about providing some sort of updates, I understand the concern of a small team when it comes to communication (I have been working in games for just over 10 years, and my current team is about 8 people). However, I think it's not quite true that some kind of community update does not fit the wargaming community - especially since the hardcore folks here who are the core audience, buying most of the games (maybe all of them?), are literally asking for it. But a good example is the John Tiller team - certainly an equally niche, nerdy wargame outfit, and they have been producing some great new community updates. They have even gone so far as to ask for map feedback, which has already lead to some positive changes and an alternate terrain set. Here are some examples - note that they are not weekly or monthly affairs at all, so it is not a regular thing for them either - but they do make a note to publish on a schedule, and the posts are meaty: http://www.wargamedesignstudio.com/2018/08/05/north-africa-graphics-round-2/ http://www.wargamedesignstudio.com/2018/07/21/wargame-design-studio-2018-half-yearly-report-part-two/
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