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Floydii

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About Floydii

  • Birthday 06/07/1984

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    Oz

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  1. Why Arabs lose wars: http://www.meforum.org/article/441 It is an opinion that all may not agree with, and may not be true 100% of the time. But it certainly explains some things about the fantastic ineffectiveness of their armies in conventional wars.
  2. So are we going to be able to modify in some way the forces given to the player in QBs?
  3. Rather than just moaning about the inability to select the units a player takes into a QB, I put some thought into a middle ground that would avoid excessive 'cherry picking' but would still allow the flexibility to shape your force. THE PROBLEM: The much vaunted Auto TO&E gave me 2 platoons of Abrams and what I assess to be an ENTIRE Marine TOW platoon.. and that was on 'mixed medium infantry'. Wow, combined arms to the max there guys. Another game gave me a company worth of dismounted infantry.. and a platoon of LAV ATGM... Brilliant! If the game, in its' wisdom, makes these decisions, it cannot be much worse than me choosing to have a core mech infantry company supported by some LAVs, a M777 Troop in support and a section of M1's. A POSSIBLE SOLUTION: What I propose is the ability to select a core sub unit (say an infantry company) and then have a certain amount of 'command points' to attach other assets (funnily enough like a real life combat team). If you choose to add more than one Platoon of extra stuff you have to trade out core units (maximum 25% of original units with no reimbursement points wise). This would keep it realistic while still allowing the player (ie, the person who bought the game), to have some tactical choice with units not being arbitrarily assigned. CONCLUSION: I hope this might forment some discussion over QB setup. I don't really care what CM: Normandy is going to do for quick battles as I'll be hard pressed to find an Abrams/T72/RPK or M16 in that. If whatever it is finds its' way into CM:SF however, I will be interested. Finally, I am highly impressed with the rest of the game since 1.10 was released, especially the support chatter (helpful) and the ability of weapon teams to set up in buildings (essential).
  4. Set up a quick battle the other night. I was Syrian dismounted infantry against about 1/2 company of M1's.. in open terrain. Of course I got absolutely destroyed, but something rather odd happened. A HMG team (NKST? russian heavy MG) got shredded in front of a Platoon HQ of mine. There were multiple casualties and I was scavenging RPGs from sqauds in the area. The HQ team moves over to the downed HMG guys and starts rendering first aid. My attention was drawn somewhere else until I heard the distinctive HMG firing. Thinking that they had commandeered the HMG I then noticed the tracer was going in a wild arc from horizontal to straight up.. One guy had picked up the HMG, without the bipod, and was using it like a RPK. Carried it around too until he got cut down by another Abrams. Is that supposed to happen? because either way it's pretty funny.
  5. If you want to be cheap, just BACK the apc/stryker up to the building, and it will clip into the structure. If you dismount the troops they will automatically jump in the building. no breach required. I consider this exploit fair trade for my retarded troops ignoring the gaping hole I blasted with an MGS, and trying to run out into the street to use the front door.
  6. It's not a rut! .. It's a delightfully muddy ditch that has no simulation of proper CAS, nighttime ops, shadows, suspensions or dynamic Company level AI. And I will play it 'til the days the treads fall off.
  7. I'll be there more than likely on the Friday. Will make a good alternative to Mooseheads.
  8. bump! Early 2006 judging from posts in other topics.. confirmed?
  9. Firstly, I have come across this game in the post-HDR screenshots period, So the Heavy Gear 2 style tanks are what caught my eye (brilliant). This looks exceptionally promising given the 'realistic' sci-fi warfare. I'd say that tech wise.. this game could comfortably associate with 'Ground Control' (by Massive Games), ie, slug throwers and tracks alongside plasma cannons and hover tanks. No instant megadeath-ray beams.. this is good. Right, questions. It has been alluded to that there will be infantry in this game. Some screens would be nice, but what really interests me is how will they be implemented? individually or squads? further more, will they be directly controllable (FPS style) and will they actually be able to hide in trees/long grass/built-up areas (ala 'Steelbeasts'.. good) or be picked off from 5km away (ala M1 Tank platoon 2.. bad). How extensive will the AI be? Will it be capable of controlling a whole team from command down to individual tanks? or will it have to rely on the mission designer setting up waypoints/triggers to give the allusion of Tactical command? Given the flag/objective based nature of the gameplay you have outlined, I am hoping for the former, as dialup doesn't do MP that well. Will Vehicles have the option of being put in Platoons/Troops (2-6 vehicles?) that actually work in mutual protection? Even if they just move around behind the lead tank with their turrets scanning a relevant arc would be good enough. Even better would be the ability to attach/detach vehicles ala 'Force21' by Redstorm Games. Those are my main questions. Again, I think that this game looks pretty sweet from both a visual and gameplay point of view, I'll be watching with great anticipation. Regards, Floydii.
  10. Is it not possible that the propulsion system of these missles (with Heat warheads) using a inifinitely small reserve of Antimatter as the fuel, could be calibirated to take into account Vaccum conditions. Delivering alot less thrust so as to leave the warhead within the correct parameters to detonate properly? However, they would still travel somewhat faster than in atmosphere. On the other hand, it would be cool to load out your units with ultra(hyper?)-sonic KE missile 'darts' which are only truly effective in Vaccum environments. In addition, 'overpenetration' could be modelled ala 'Steelbeasts', where the round may pass clean through light skinned vehicles, which just keep on rolling since it missed the critical systems.
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