Jump to content

Redcon-5

Members
  • Posts

    203
  • Joined

  • Last visited

Posts posted by Redcon-5

  1. Originally posted by Junglist:

    Although, I would have to say (again) that I think the number of mines available should be cut back. Too many mines = too much frustration game slow down.

    The Number of mines is fine what is needed is a faster way to breach them. Had an idea (OK stole an idea)yesterday for that. XML unit is ready just need to cobble a model together for it (any takers its pretty easy). But this is for a different thread.
  2. I was with the First CAV Div in the late 90's Got to play one some of the first M1A2's

    What IG says is true just takes some trigger time. I fire up Call of Duty 2 some times just to get a little eye/mouse coordiantion in target rich enviroment. But even good old DOOM or quake will do it. Not Rainbow six it has autotargeting, yes you can turn it off but its just not the same.

  3. OK first off I got to ask WhiteOwl where did you learn a term like "Super Elevate"? You are talking like a tanker.

    Drop Team Thor Gunnery 101- Always watch the air density when the map loads, a lot of maps are 2.0 or higher. On these maps you are right, 2500m or less for Sabot(at 2.3 I'd even say 2000m), HEAT for all targets over 2500m even MBT's. HEAT will not punch through the front armor of a Thor so hold your fire.

    On Vaccume maps it SABOT paradise so, lase and blaze away.

    Appollo and Palidian have a sweet spot mid chassis and low (check out the sniper and inf forum I posted a picture of where to shoot the Appollo) One shot one kill most of the time. Still I would use HEAT for any side flank shots and save the Sabot for front or aft shots (going through 'em longwise)

    So far I have only found HE good for killing soft targets including the Shrike, AA Turrets, Inf, and sensor types.

  4. Originally posted by poesel71:

    Special note for IG: infantry has not changed from last release except for the inclusion of 3 engineer squads. Go bug redocn! ;)

    GO bug RedCon, indeed! Ok so I was busy trying to figure out texturing that I forgot to send on the XML files. Sorry. But we had quite the tango anyway, good fun today guys.
  5. Sorry I had ran out of time (my time nothingg to do with web page) after the Sniper. Yes I plan on including them and the Scout. Maybe even the Sapper and Command Heavy Squad.

    IG you might be interested in this, I was working up a penetration spreadsheet based off of the Ammo and Armour formulas. Its rough right now but I'll send it out if anyone wants it.

  6. Originally posted by ClaytoniousRex:

    [*]The entire AI system has been completely rewritten. Bots are now a little smarter than they were, but more importantly, the AI framework is now robust enough to allow the bots to improve dramatically in future releases.

    I now know the AI has been improved. Some of you vets aint going to believe this. I was just playing single player CZ4, tweeking the sniper rifle and AGTM , and what in my wandering scope did appear but Neville* in a twin 76mm Ariel charging full throtle down on me. A bot attacking with a hovercraft!?! Whats next bots flying Gunshps? ;)
  7. Ion Infantry can engage add kill (after some time) anything in line of sight, no matter the range. The bug is that while doing this at over 4000m (rough guess, the range finder doesn't work for Ion Spec.) Your target doesn't see you shooting him and will just, from his POV blow up.

  8. The range of the Frag Grenade woulg be about the same as the AT because it is not the round but the delivery system that mostly detremines that.

    I believe what the game uses is compareable to the venerable M203 (underslung M16 grenade luancher, for everyone who isnt IG :D ).

    I have not idea what the ECR for a 40mm Frag is IG might but I never dealt with them.

  9. Some big time improvements thanks.

    Bot AI is good,thumbs ups.

    Like the Engineers, (not mine So I don't want to here any gripes, you IG, that they're not armed well enough smile.gif )

    Now for the needs improvement.

    Tempest is slower then the Hurricain, and because of that it is still useless.

    Please cut back the dust when the Cutter is digging. I can't see what I doing.

    Also the "LOCKED" bar does not appear when the brakes are locked

    thanks for the update.

  10. When the problem with troops not being able to capture came up Clay said he would fix it in the next version. I just gave it number for GP, for all I know it could be 2.0.

    The idea of putting smoke on the Ariel was not for itself, but to use its speed like the old PT boats, run ahead of the formation laying smoke and conceal the approach of the destroyers.

    My vision was if you run an Ariel out dropping smoke and then bring your Thors, Hurrcains, Styx,Cutters in under a Hermes cover seems like a much more surriveable option (blind humans and bots).

  11. Originally posted by ThePhantom:

    RedCon, make the infantry capture buildings. That would make them much more useful. It would bring some Infantry to infantry contact that we all enjoy so much. The cutters are so slow and such a fat target. The crews must be scared to death when they get in that Lumpy thing.

    You'll have to dig around the infantry threads (I dont remember which one) but look for Sapper Squads. Any way there will be a Sapper (Engineer) Squad that can capture or blow up buldings but, it has to wait for DT ver1.2.3 there is a code issue that wont let infantry capture. But it is coming.
×
×
  • Create New...