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Kurtz

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Posts 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. Quite surprising when it happens. :D

    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.

  3. A comparision of the hover vehicles, emphasis is mine:

    H1 Hover Tank - Generation A (Tempest)

    Most Liveships have already lost the ability to construct military-grade hover craft, but a few have retained enough knowledge to build at least the simpler specimens, such as the lightly armed Tempest. This light attack craft compensates for low armor with high mobility, and is armed with a 10mm ion gun - a pale imitation of the large caliber "Hellbore" ion beam weapons that used to serve as the mainstay for fighting forces in The Rim. The Tempest's hover propulsion system is nearly as advanced as its higher-tech predecessors'; it uses fine particles of anti-matter for repulsion against any underlying surface, allowing it to operate equally well in atmosphere or vacuum.

    However, its control of this process is crude compared with its ancestors so steep slopes and rough ground can often obstruct the Tempest.

    H2 Hover Tank - Generation D (Hurricane)

    The H2 works on similar principles as the H1 described above. The H2 was evolved for a direct support role, its hover propulsion and heavy armor allowing it to keep pace with front-line troops and bring its high explosive, direct-fire artillery rounds to bear on the enemy. The Hurricane is traditionally used against dug-in infantry or enemy structures and fortifications.

    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).

  4. 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.

  5. Originally posted by poesel71:

    Since we have a human crew in a crippled vehicle: why should they suicide at all?

    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.

  6. Originally posted by aittam:

    i got the impression that defenders would always win 'cause they can limit too much the enemy DZs, either slowing them down by forcing them to take out all the turrets ehither forcing them in narrow way points where they can throw all their fire, so basically wouldn't be better to limit the DZ for the defendets during deployment only close to the base?

    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.

  7. 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.

  8. Originally posted by Drusus:

    Hermes can't shoot while it is inside the dropship¸ and anyways I have bad experiences from shooting down plasma mortar shots.

    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..?
  9. 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. ;)

  10. Originally posted by aittam:

    what about set a resupply point on the map that will pop up on the tactical screen? FARPs (fuel and rearmy point) are commonly used in advaced operations and this could involve some counter manouvers and therefore defence of the FARP point

    this way several players could resupply at once but this will limit the attack direction

    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.
  11. 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.

  12. Originally posted by MouseBert:

    the good news about this that XP malware can’t screw up your Mac partition. The bad news is you cannot share files like MS Word files without some effort, like having it on a USB memory stick formatted in FAT.

    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.

  13. Just wondering if you have considered releasing another demo scenario in future beta versions?

    Pretty please with sugar on top? smile.gif

    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? :D

    But maybe I'm playing too much.. ;)

  14. The opposing team is just glad to have players like that. It makes their job easier. :rolleyes:

    But we're not sure how the other human players on our team voted...? I switched team for the next scenario to avoid him.

  15. 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. ;)

  16. 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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