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Redcon-5

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Posts posted by Redcon-5

  1. Originally posted by Imperial Grunt:

    The combat engineer/sapper squad should be able to set a charge and get away in any fashion they see fit. I think that their demo charge will be launched in some way anyways, maybe with a range of 100m or something. We have to wait to see what Redcon comes up with.

    The DEMO charge has an Effecticve range of 35m and you don't need too jump away. You can drop one at your feet and it won't kill you. Kind of gamey yes I know but it was the best I could do for now. (man making me give away all my supprises for the weekend :D )

    If anyone should get longer jumps, it should be the standard light infantry squad that is only equipped with rifles. All of the other squads (or teams) are carrying heavier equipment but wearing the same light powered armor and using the same propulsion system. So the standard light infantry squad should have the most mobility.

    Here,here, I agree.

    The radio operator (RO) [Army uses RTO for radio telephone operator] is not a FAC. A FAC is a forward air controller and there is no air to control in DT. The RO/RTO does however act as a FO (forward observer) to call for fire and he can drop in deployables and give orders like a commander.

    Thanks IG that was irking me to but I was trying too be nice and not say anything. smile.gif I think I renamed him to Scout, genaric but effective.

    But you have a point, the sniper/RO combo as it is now does not make sense, because the RO is not just a FO because he has full command and control capability. Maybe the sniper team should be made separate (3 man team, 2 snipers and a scout with a 10mm rifle?) and the RO be made into a command/headquarters team (3 marines with 10mm rifles, including the RO).

    Just one question "What are you going to kill with a 10mm that a Sniper rifle can't?"

    (It would be cool if they could put some black captain bars and 1stSgt stripes on the shoulder armor of a couple of the marines in the headquarters team!)

    Redcon and others, what are your thoughts?

    DO you do nothin' but gripe? I give and I give but all I heard is "gee sum rank would be nice". :D

    Sorry had too do that. I suck at texture right now so it will be awhile. Besides I cant open any of the LightArmor.CAF .CMF .CSF in any of my programs to mod them.

  2. OK so if I get the general drift.

    Sniper team is OK, but give the bullet a smoke trail.

    Reduce ammo and range on AGTM squad, say 10 round total (same as any other ATGM) and 2500m?

    Sapper Squad needs 1 Squad Leader with capture gear, 2 Sappers with demo charges/mine clearing and 10mm rilfe no ATG, and 2 Security Rifleman.

  3. Originally posted by Phonan:

    </font><blockquote>quote:</font><hr />An engineering unit (1 ENG, 2 Rifle) would be great. Equipped with takeover electronics and an anti-structure demolition weapon (the way you proposed) would be great.

    Are you going to make it?

    I could make it, but Redcon seems to be our infantry specialist. </font>
  4. OK after heering a few reviews of my troops here is the full scoop.

    Sniper: yes it is a high speed HE round with a 120 base penetration. I tried using a AP to start with but it would never kill a Shrike. I pumped 60 rounds into one no effect. Also the AP round would penetrate Thor side flank armor which I thought was unreasonable (because a lucky hit would kill). I set the rilfe up to ONLY Penetrate Thor Rear Turret Armor and only from a low delfection angle. To use the rifle effectively you MUST fire flank shots(let me know if any front kills are done, other then a Shrike). I didnt fire at a Ariel, dont know how well it work?. IG: I'll look for a more powerful sound smile.gif

    RTO: glad he's working out. wont have to fire him. OH be careful when calling in arty from the gunner veiw, twice I miskeyed something and dropped it on myself, OWCH!

    ATGM Squad: confession time I sent posel the wrong file. I was mucking about with their jumppacks for testing so you'll notice that the squad leader j-p is a bit more powerful then the starndard issue. other then that I'll work on limiting the range of the standard rockets. But the ones named MPAT were bulit to be more of AAA then tank killer's. I'll tweak those a bit more this week and get new ones out. And I'll try to work in a new model for the launcher.

    Sorry for the long post.

    Now for my comments. Please raise the hover height of the Ariel My driver is looking at ground between his feet from the amount of times I've scrapped bottom. Quad Palidain fun but, maybe a slow 90mm or twin 76mm Palidain and Quad Appollo?

  5. Originally posted by Imperial Grunt:

    1)the 3 man heavy infantry squad

    WORKING ON IT

    3)Combat Engineer light infantry squad with AT mines/mine field breaching line charges/capping capability

    WORKING ON IT

    6) A few dense urban maps, a crystal map (ala Total Annihilation), alien world looking map, a water map with several islands and rough terrain/deep trenches preventing underwater movement

    NOT MY ECHELON

    8) Dragon's teeth and other obstacles (all can be breached by cutters/Combat engineer squads)

    WORKING ON IT SEE ITEM 3

    MY wish list A Hurricain Troop transport with 20mm and maybe even a vulcan (alla Hermes but no jamming)

    [ February 22, 2007, 06:43 AM: Message edited by: Redcon-5 ]

  6. 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>

  7. OK guys for some reason I cant get a screen shot but what i have is a 2 man team 20mm Hyper-Velocity sniper rile (with new model and cool sound, still working on texture) it will kill a shrike, from the flank it will damage a paladin and apollo. It will only penetrate the rear turret armor on a Thor from directly behind.

    I will email it the work in progress to anybody, just let me know if you want it.

    Cheers and good hunting

  8. OK that line was just suppose to be teaser for a prpject i've got in works, (can somebody remind me how to do screenshots).

    My idea for Sniper team was based on this weapon http://www.remtek.com/arms/steyr/amr/amr.htm but this weapon is closer to what I have modded http://www.securityarms.com/20010315/galleryfiles/1200/1272.htm

    more later.

    Side note; No I did not look for a componet "subsystem" that might control the target lock, good idea.

    [ February 17, 2007, 11:21 AM: Message edited by: Redcon-5 ]

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