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jdevlin

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Everything posted by jdevlin

  1. Heres an idea for a superheavy. Its main turret ( same one i used in my other design, widened and scaled up ) holds a 120mm and a large caliber autocannon ( 57mm? 76mm? ) or an ion beam. variants mount some combination of ATGM, ECM, Automatic Point Defense turrets or an AA launcher. Its kind of blocky - it relies on shear armor thickness for protection rather than sloping. Ideally, the only way to kill it is to hit it point blank from behind with 120mm, or heavy ion fire. Note: I don't believe that this is an "Ogre" class tank - those are supposed to be even bigger with even more weaponry, up to nuclear. [ September 10, 2006, 06:44 AM: Message edited by: jdevlin ]
  2. Hi- I was thinking about land battleships, or superheavies. I may take a crack at designing one because I love them so, for all of their impracticality. Of course, this brought me to a couple of questions: 1> Can a vehicle have multiple turrets? I know that the Bacchus and the Hermes both have multiple turrets, but thats not quite what I had in mind - rather than one player controlled turret and one automated turret, what about two player controlled turrets? Of course, this brings up the issue of control... 2> Are there any plans for vehicles with multiple human crew? I can't imagine that it would be very easy to do - there is no persistent human avatar per player like in Battlefield 2. One option is to allow the player to switch between player controlled weapons as we do normally now, using the r key - for example, the act of switching between weapons has the effect of disabling one turret and activating another. This would have the effect of making a single-crew, multi-turreted vehicle far less dangerous than the multi-crewed, multi-turreted vehicle, so maybe it isnt a preferable solution. -Joe
  3. Is there a key combination or command line setting that allows the user to display their current framerate? I'm curious about how my machine has been handling Drop Team. Thanks- -Joe
  4. Hi- I've oput some more time into my as of yet unnamed design. Here are some screeenshots of the design. Notable changes include support for the turret and an elongated "nose" intended to deflect headon shots from hitting the body or the turret. Feedback/Advice is always welcome! Thanks, Joe
  5. well i always miss it, then - heh. how about more!?!? -Joe
  6. how about lunar maps? i'd love to see a raging battle resolve itself in total silence, and its just so cool to fight on the surface of a moon. great level in the standalone! -Joe
  7. did you mean something more along these lines? Still working on the turret...
  8. Thanks for the feedback! If I get a chance, I'll mess around with the model tonight and post the results. Thanks- -Joe
  9. Maybe I'm being dense ( billiards never were my strong suit ) but could you mark up one of those pictures and show me exactly where you mean?
  10. Hi folks- heres a tank idea I came up with. i believe in an industrial, simple approach so the hull is of a very simple design and shape - sloping is what it is. the design's most notable feature is the oddly shaped turret, located as far forward in the hull as possible. the weapon is remote controlled, with pilot and gunner sitting in the center of the tank underneath a fairly well armored but rather broad deck/rear. The turret has limited rotation. The idea was to create something of a mix between the low profiles of a tank destroyer and the functionality of a tank. The turret shape is still under consideration, and will probably change in future iterations. Armaments were intended to consist of primary ( 120mm, 76mm, Ion etc ) and an automatic point defense weapon on the rear deck on some variants to protect against infantry.
  11. Hi- Great game! I'm interested in working on vehicles, so I'm definitely interested in object import. I have some drawings I'd love to see moving around on a battlefield. -Joe
  12. Forgive me if I'm missing the point somewhere - I've been reading these groups for about a week but havent seen anything detailing the modding process ( not even the wiki! ). Is this something that will be the result of a future update? Thanks! -Joe
  13. Hi- My name in game is YSND. I'm a fairly long time fan of combat mission, bf2 ( though i grew sick of it ) and other shooters. I usually check a couple of times a night and join whoever is on. -Joe
  14. hah! i just may have to do that. I too figured that it had something to do with protecting the integrity of a password protected game. thanks for the responses! -joe
  15. hi- Sorry if this is in an FAQ. I've done multiple web and forum searches on this and have found nothing. I suppose that the fact that I have found no answer should tell me something, but I may as well ask. Is there any way to extract a map from a quick battle, or change a quick battle into an editable scenario? Ive had the random map generator come up with some really interesting ones, far more interesting than the ones that have been generated at my request, and would like the opportunity to save them for later. Thanks- Joe
  16. hi - thanks for the response. i know it sounds like an elementary question. im just convinced im doing something wrong. perhaps what im getting in is the proper way to go about reconnaisance. ive played grafenwohr, and thats set up rather nicely for infantry operations. now, my experiences with quickbattles havent always been so pretty. often times im given very little cover to work with. one of the most common situations ive seen is clumps of trees, maybe 40x40m, or 4 20m clumps arranged in a t, seperated by 60m or more of open space, or lesser cover. since stealth is key, i tend to keep to the woods. say you ran into a map like this and cover was limited to scattered groups like these small clumps of trees - would you pack your platoon into the woods, or would you try and find another way? would a more spread out advance be in order? ive heard stories of some people using one squad as recon as far as 100m ahead of the main body. edit : as far as contacts go, does anyone know if close grouped infantry is more easily detected? -joe [ November 19, 2002, 09:17 PM: Message edited by: jdevlin ]
  17. hi- not sure if this should be under tips and tricks, but since ive been playing cmbo rather than cmbb for the time being, thought id ask it here. so ive been playing for a couple of months now and im kind of disgusted by the way i use infantry. ive settled into a rut and id like to get out of it. my major question is regarding command range. ive become obsessed with keeping my infantry within range of their platoon hq, which i understand is advisable for many situations. what this results in though is a rather large target for mortar fire, and when something goes wrong, it usually goes pretty horribly wrong. so im wondering - how often do most of you keep your squads in command range? what sort of formations do you use, if at all? do you allow terrain to dictate such things? thanks- joe
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