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Heavy Infantry Squads


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This is something I'd like to try; at the moment it's purely speculative, but it would be nice to give it a shot. Could one take a single infantry, and attach to it, as a "gun," a mortar tank? The tank would be static and stay where it was deployed, but the infantry could move. "Fire" at something with the infantry and your mortar tank launches a round, so you'd basically have artillery and a spotter. If you make the tank the gun component, I believe it would be workable. Do you think this is possible with the XML we have?

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Originally posted by Imperial Grunt:

</font><blockquote>quote:</font><hr />Originally posted by ClaytoniousRex:

</font><blockquote>quote:</font><hr />but how does one allow a unit to call in support?

Give it an internal component called "CommandElectronicsSuite". See the CommandTrack.physicalobjectgroup for an example. For infantry, you could position this internal component so that it is positioned as the large backpack of the specialist in the squad. This way the command electronics could actually be damaged by hitting that backpack - making calls for support impossible. It would be nice to give that version of infantry a long antenna or 2 on the backpack model.

The Lt. Colonel can give you good advice about how this kind of squad should be composed (seems he should at least have a rifleman or 2 with him for protection).

Anyway, just adding this InternalComponent in the XML should make it possible to call for support. I haven't tried it yet with infy, but it should hopefully work. </font>

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Nice! Redcon, don't be worried too much about balance. Make two versions and we can test it out. Thats why its called a Zoo smile.gif

And the same for outlook. First test if the unit 'works' (game wise) and then make it look good.

My vote is 'yes' - going takes ages.

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Awesome work REDCON! I would put only one sniper rifle in the team instead of two sniper rifles though.

The observer/security marine probably should just have a standard 10mm rifle/ATG launcher in my opinion.

Are you going to be able to put an antenna on the RTO/FO? He might not have a rifle at all, but carry a laser target designator instead. What do you think?

I think the jets would be necessary for mobility.

It would also be cool if all infantry squads could pop smoke to provide some obscuration when necessary.

Looking forward to fighting with your ATGM squad and your Scout-Sniper team.

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Had to show off proto-types smile.gif poesel71 will have them in the zoo. Have fun all. And remember flank shots (this goes for the ATGM Team as well)

image.jpg

Almost forgot, Gunner and spotter troops have multiple zoom levels smile.gif

[ February 21, 2007, 09:40 PM: Message edited by: Redcon-5 ]

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Well, my original wish is up on page 1.

After seeing the other squad types that you are making, and the fact that multiple weapon systems seem difficult,(beyond the rifle/ATG combo) maybe each heavy infantry marine should be armed with a a little more acccurate (heavier weapon system) 20mm or 25mm HMG (with 600 rounds) and with a longer-range ATG launcher, or even some kind of RPG, max effective range out to 800m or so (with 10 ATGs or AT rockets). The ATG/RPG laucher can either be shoulder mounted on the Y-rack (one side has the launcher and other side is an ammo rack). The ATG/RPG should have the punch of a 90mm, just shorter ranged.

What does everyone think?

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Limited range on the infantry is important. For me, infantry is all about sneaking up on the enemy tank and either dropping an ATG down the tail pipe without being noticed or rushing a vehicle with Jets aflame and attempting to drop a couple of incendiaries down the turret top. Long range kills with infantry == not so much fun.

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Well, the heavy infantry squads should loose the "invisability" capability since thier powered armor is so much bigger and powerful compared to the light infantry powered armor.

800m for max effective range is not that far, especially since the most effective range for the RGP/ATG launcher should be around 500m. If that turns out to be too powerful, it can be scaled back.

What Chilibird is saying is absolutely correct. Bots can even detect light infantry approaching in defilade and invariably will turn their turret and blast with HE real quick.

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Also, US/UK infantry today can kill tanks at over 2k with a heat seeking, fire and forget, Javelin missile that will track moving targets, no matter how fast they are going (as long as the gunner achieved a good lock prior to launch).

Javelin missile

So making longer range capabilities is not getting campy, just realistic. Given the tech in the DT world, a heavy infantry squad that has a 20mm HMG and a RPG that can reach out to 800m does not seem "unrealistic".

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Originally posted by Phonan:

Engineering infantry should be easy, just disarm them and attach the <CanCature> tag. Throw in some sort of slicing device model if needed. We might want to uncloak them as well... or not.

Combat Engineers should not be disarmed! At least not entirely. Maybe 3 rifles (1 the SL), 1 "breacher" with a demo kit/line charge launcher, and 1 guy with the computer equipment to capture things.
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