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New units


Imperial Grunt

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Hello all, hopefully I will be getting back to the Sunday battles soon!

I know we are all waiting for more updates and more units and maps to be added to the game. Many great concepts have been put forward, as documented on Poesel's wiki.

I saw the below video, and now I am wondering if "mech" type vehicles should also be added to the game. The mech concept seemed really stupid to me, and I was glad that DT did not have any mechs in the game, but after seeing this video, it looks like "walking" vehicles do have some utility and just might be around sooner than later. Here is the video Big Dog

What does everyone think?

Hopefully DT will get the face lift it needs to become a little more popular. It is one of the best tactical "shooter" games that I know of in many ways.

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Nice video, Grunt! I've known about Big Dog for some time, thanks to CPU Magazine. The concept of walkers is not new, and I got to experience them during my brief stint in BF 2142. They have a lot of promise for this game, giving it possibly a new dimension.

Here are some walker ideas I have:

Odin Command Walker

Weapons: 2 90mm cannon battery, ATGM

People: 2 (1 driver with the 90mm battery, and the command position with full command vehicle capabilities and ATGM launcher

Description:

A four-legged command vehicle with a top speed of 29 m/s. Will dominate the battlefield with command and all out firepower. But sensor signature will be large.

Loki Scout Walker

Weapons: 1 20mm cannon, AT Grenade launcher

People: 1

Description:

A two-legged scout vehicle with a top speed of 60 m/s and mobile sensor and jammer to stay undercover and still see it all.

By the way, Grunt, I hope to see you on Sunday too.

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I have been advocating for heavy infantry for quite some time, and I even got a promise that they would be coming, but that check is in the mail!

This is what I think they should look like: HeavyMarineShockTroops.jpg

There is already a 3DRT model of a mech that the game could use, here it is: Chimera Mk1

[ March 31, 2008, 09:33 AM: Message edited by: Imperial Grunt ]

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Grunt, your link leads to a "Chimera Mk II". Did you spell that right? I've read about the heavy infantry, and here is how I think a 3-man squad should be:

1 Squad Leader

Equipped with a 14mm LMG, improved AT grenade launcher, and commander capabilities.

1 HMG Specialist

Equipped with 1 20mm HMG, improved AT grenade launcher, and can fire while moving.

1 Rocket Specialist

Equipped with a bazooka. Bazooka ammo: 6 (5 mounted on his body and 1 already in the tube).

Note: all heavy infantry should have zoom functions in their visors.

Finally, where are the heavy infantry? Anyone who wants to have heavy infantry, post here for our petition to get the heavy infantry by summer!

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Well I don't think anyone is doing any modding projects... I'll sign the "Heavy Infantry Petition," but i think we should also get modding! I'll get working on it if there's anyone else willing to give it a shot! The last unit we had make it in was the Bacchus, and heck we might as well add some heavy inf units. Anyone want to start modding with me?

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Sounds cool- I'll see how I can work that into the game. Modding doesn't really involve any coding- it's just editing text files, and it's pretty simple. But I can understand not wanting to do so, since it seems to be able to suck up large chunks of your life in an instant. If I could model half as well as Jung wrangles bots, we'd be set, but unfortunately I'm not too great. I'll get going anyway and see where I can get. Unless someone wants to buy me those infantry models?

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Well, when I meant coding, I thought of having to write a entirely new segment of code, but now I know the truth. Still, I haven't learned how to rewrite text files yet, and we don't have a backup external hard drive if things go wrong. A few details about the bazooka missile:

It should be modeled on the ATGM, either the ATGM on the Shrike, (which I've noticed takes a long time to reach its target but has an ugly wallop), or the ATGM found on the ATGM Paladin (smaller warhead, but gets to target much faster). Since the missile will be unguided (a dumb rocket), the lack of weight from guidance systems means it should move somewhat faster than the missile it's modeled after.

But if neither does it for you, you and everyone else could always come up with a new missile design. Maybe base it on the missile design for the Bacchus (it's an AA missile that needs to cross several kilometers in a hurry). Still, carry on, and maybe Battlefront will be persuaded to save us the work.

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Originally posted by 152mmDumbRocket:

Grunt, your link leads to a "Chimera Mk II". Did you spell that right? I've read about the heavy infantry, and here is how I think a 3-man squad should be:

1 Squad Leader

Equipped with a 14mm LMG, improved AT grenade launcher, and commander capabilities.

1 HMG Specialist

Equipped with 1 20mm HMG, improved AT grenade launcher, and can fire while moving.

1 Rocket Specialist

Equipped with a bazooka. Bazooka ammo: 6 (5 mounted on his body and 1 already in the tube).

Note: all heavy infantry should have zoom functions in their visors.

Finally, where are the heavy infantry? Anyone who wants to have heavy infantry, post here for our petition to get the heavy infantry by summer!

This is almost the exact weapons load-out that I originally proposed, with a few extra things.

The improved ATG should fire out to around 500m, and have a little more punch. Ammo capacity should be 10-15 rounds.

The bazooka should be a ATGM. Redcon already made an infantry ATGM and I think that should be the base model for the heavy infantry AT gunner. The AT gunner should also have a 10mm rifle as back up. 6 missiles is good. 1500m max range.

Heavy infantry powered armor is jump capable, but shorter range than light infantry. It also emits a AM signal, just like a vehicle. The armor should be just less than a Paladin in overall capability.

Heavy infantry squads cannot enter buildings or vehicles.

Mines will affect heavy infantry squads, however, they can jump over mines.

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Originally posted by Imperial Grunt

The improved ATG should fire out to around 500m, and have a little more punch.

I agree, and in my hands, I could probably push the range to 800m+! ;)

Originally posted by Imperial Grunt

Ammo capacity should be 10-15 rounds.

Again, I agree.

Maybe heavy infantry can have vehicles meant just to haul them around. As you mentioned, heavy infantry can't jump as far as light infantry, so they might need something to get them around the map faster.

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  • 3 weeks later...

I would recommend something along the lines of light miniguns or automatic grenade launchers for the heavy infantry. That way they could carry a useful amount of ammunition.

Why not a short range ATGM with 2 ready rounds and 4 reload rounds or so for the AT version? (Two ready tubes on one arm/shoulder, and the reloads slung) Plus maybe a light/medium machinegun secondary armament.

Modern Dragon or Javelin only weighs 40lbs for a tube, and has a 2000m range. Granted, Dragon has a butt slow flight time. Javelin is pretty quick though.

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Things that can not be done:

Limit the range on a weapon to a set distance. Even the lowly 10mmAp rifle can fire out to 6000m, u wont kill anything or likely even hit but it can still reach that far. Any rocket/missle launcher will fly to the end of the map or crash at your feet.

Infantry can enter buldings. If the unit is a infantry type it will enter buldings. This is not a modable feature.

I am not sure about mines. That code is not accessable.

Those things being said all the other features are can-do and have done. :D

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Originally posted by Redcon

Even the lowly 10mmAp rifle can fire out to 6000m, u wont kill anything or likely even hit but it can still reach that far.

Are you kidding? I can't, with all my gunnery skills, hit a target with a 10mm assault rifle anywhere beyond 800 meters! Though I did kill an Apollo by shooting through its rear armor at 550 meters with a 10mm assault rifle once...

Originally posted by Redcon

Infantry can enter buldings. If the unit is a infantry type it will enter buildings.

At least that's staying the same.

Caseck, I don't think minguns or auto grenade launchers would work with heavy infantry. Too much ammo to carry even by soldiers in cybernetic suits. But light/medium machine guns are a good idea, and I've already proposed a 14mm LMG with improved grenade launcher underslung. How about we make a 17mm high velocity medium machine gun to replace the 20mm HMG man? And/or an airburst grenade launcher for the same purpose? The airburst grenades would fly to the target, and then explode with a hail of AP projectiles down onto the thin top armor of enemy vehicles. Or explode down on enemy infantry.

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