__Yossarian0815[jby]
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Posts posted by __Yossarian0815[jby]
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As the turret positioner I´m flattered, merciOriginally posted by Toby Haynes:Nice defensive positioning for those turrets made a huge difference - they were not easily seen and they had a great view of the side of my tank as it rolled passed.
Sea cliffs is the one level where the "new" turrets can be used to great effect due to those rocks where they are not only hard to see, but can fire at point blank range since the enemy can´t get into LOS without being very close due to the terrain.
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shiver me timbers, thats 21:00 here in EUrope :eek:Originally posted by Junglist:3pm sounds good to me. It'll give me a chance to do some stuff around the house and appease the wife a bit before exiting reality.
in case backup is needed, i´m standing by
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ingame name: jby
playtime: 10-12pm GMT +1 (MEZ) (random due to real life)
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same hereOriginally posted by Spanish Bombs:[QB] The biggest problem with the game is that I don't find enough time to play it.
I hope the ww2 addon will add just enough players that DT gets critical mass(the north korean kind, no big bang, but enough to get everybody excited )If I have any complaint its that I log on the network at times I wish the servers were full of players, and find them empty, and they remain so even if I stick around for an hour or so.
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Good idea!Originally posted by Alexander SquidLord Williams:[QB] I think in this case, the simplest answer that works might be the best answer.
To that end, I'd suggest that as long as you have a CMD on the field, every element can see anything on the mini/tac that any other element can see, the CMD providing a battlefield net hub things can route through, scrub for bad info, and redeploy. The advantage of having a CMD is, thus, obvious, and it applies equally well to both sides. The advantage of taking out the enemy's CMD is likewise obvious, and its clear that its balanced in both directions.
Afterthought: bot-Mercury should not be allowed hmm, i dunno if it is allowed now btw...
or the "see all" would only work if the Mercury is crewed by a team commander
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Good job on 116! not a single CTD and the accelerated apollo rocks! finally you can use the 120mm apollo to shoot&scoot.
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Hmmm, realism this, realism that. from a game fun point of view it´s important that an objective can be taken and retaken inside half an hour. (I havent´t played v116 yet so this isn´t meant to be criticism!)
@victory conditions: would it be possible for the scenario deginger to define exactly what territory needs to be occupied? (and this would be cleartly visible in the tac map) i.e in the level with the ridge in the middle, the designer could say its important to hold the northern slope only or somefink.
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:cool: :cool: :cool:Originally posted by ClaytoniousRex:"Hold ALL drops" and "Allow ALL drops" buttons for the entire team, etc.)
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I tried that, but I´ll try it again nowOriginally posted by yllamana:You can read them in any text editor. There are probably some better programs for it that someone could point you to, but I just open them in Xcode. Anything that can read text should be fine.
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thanks, but, um, :blush:Originally posted by poesel71:Look in the data directory for the .physicalobjectgroup files for the respective vehicle. The armour values are there.
what program can read .physicalobjectgroup files?
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Speaking of armor, I´ve seen people quote armor values here. Where can I find them? Theyre not in the manual I believe.
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I dig this. </font>Originally posted by CrimsonDestiny:</font><blockquote>quote:</font><hr />Originally posted by Alexander SquidLord Williams:
I was suggesting something simpler, actually, that no foliage is drawn in gunner's view under 500m. Everything after is according to graphics settings. Less processing necessary, so its a fast impliment.
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That would only make sense if the defenders had ample time to prepare the terrain (not the current 5min).Originally posted by Dark_au:The business with mine pods needs to get fixed. Preferably don't allow them in pods.
What I don´t understand is why the bots can´t see the mines. Theyre meant to be visible according to the manual.
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thats the best solution, though the current mines can be avoided by "blinding" the defender (destroying his sensors and using sensor jammers)Originally posted by ClaytoniousRex:Dead pods no longer deploy mines in 1.1.4.
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The pods are very cool, thank you. It makes active deployment of turrets mines etc. doable. Had some wonderful fun putting minefields in the path of the advancing enemy yersterday
Minor (and preventable by the player) "bug":
I noticed that if you drop a pod on a building your troops can´t deploy, requiring a diconnect/connect to get back into the game.
The new dropship routine is very nice to look at and an improvement. minor quip: the dropships sometimes put my tanks on an incline, causing them to topple over as soon as they are released. you´d think those hotshot pilots that can do evasive flying can spot a patch of flat land
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My first post here, so let me say : GREAT GAME
the new patch has really improved the infantry.
jby
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*puts new offerings around battlefront shrine*
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hehe, nice AAR!
i felt a bit like that when one of my PzIIIs (regular) attacked 3 Marm Herrs at 100-150m in a recent battle and didn´t even manage to scratch one of their hulls in three minutes.
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I´m currently playing the operation " death ride of the panzers". a t34 is dug in from the start so it is possible. maybe ask the guys who created that op.Originally posted by Peterk:I'm working on a little campaign that will cover the initial days of the German attack on Stalingrad. The Russians had appx 60 tanks available to defend the city early on but most of them were in such bad shape they were dug in and used as static defense.
Is there any way in the scenario editor to define the tank in such a way that it must begin dug-in wherever the player decides to place it??? I've tried a few experiments and haven't found anything. If I dig-in without padlocking on the map-editor, the player still gets the movement orders for those tanks when the game starts.
I may end up replacing these damaged T-34's with pillboxes to simulate it.
p.
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hehe, i just read about this in " n army at dawn", but i think the author claimed that the explosive turds were an amercan invention.Originally posted by Firefly:As I type this, I'm listening to a radio chat show where an author is talking about his book on the activities of mad boffins in WW2. It appears that German tankers in N. Africa, believed that driving through piles of camel dung was lucky and the British started producing fake, booby trapped, camel dung in response. Naturally this resulted in the Germans being more circumspect with regard to camel droppings, so the British went one better - fake, booby-tapped camel dung with tire tracks through it!
I can't find any of this stuff in the CMAK purchase screen. BFC fix or sumfink!
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yes, that would be good.Originally posted by Pheasant Plucker:Seconded. A status report would be much appreciated.
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Cool!
Now I can learn spanish while playing CMAK!
Saludos
Yossarian0815
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Cool!
Now I can learn spanish while playing CMAK!
Saludos
Yossarian0815
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Cool!
Now I can learn spanish while playing CMAK!
Saludos
Yossarian0815
Upstarts AAR
in DropTeam
Posted
Next Poesel was annoying us with an ATGM Paladin, so I decided to land with some inf and give him a little surprise. Slowly I snuck up ro his paladin, when, just as I was getting into range, he drove off. So I followed Poesel across what seemed like half the map never being able to get near enough.
Finally, I decided to get some action waded into the water, only to notice that inf causes huge splashes like vehicles (pls fix, I´ve added it to the wishlist), So much for sneaking..., Sabots cutter then put an end to this inglorious attempt in assymetric warfare.