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aittam

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Everything posted by aittam

  1. would be nice to control the radius....... for infantry too, place them and give them a radius to engage, just to be sure that they start to fire when they can kill not when they can only be killed but the same it's true for any afv
  2. yep got the demo, i'm not really willing to put money into this untill i don't get at least a map working, 'ill give a try to the other too; thanks! edit: ok i can do the 513 no problem! what i really do not understand too well are submask, i can create child layers w/o problem but: 1) how do I spread them, I mean how do I decide where they should fall? 2) how do I create the detailed terrains tha tiles the first rough layer? edit2: bumpiness is up to my right? sun position too? 'cause i'm working on a scenario where shadows casting could play a role in hiding vehicles [ August 17, 2006, 01:03 AM: Message edited by: aittam ]
  3. Ice how did you get to go further up than 512? that's my buiggest dim avaiable....
  4. edit: i thought was in the larger hatch but that the gunner mhhhhhhhhhhhh, in the mk3 there a hole on the to p in the drawing....... i can't find a blueprint........
  5. the light mortar is in the turret: http://www.israeli-weapons.com/weapons/vehicles/tanks/merkava/MerkavaMk3.html here you can see a bigger hatch: http://www.israeli-weapons.com/weapons/vehicles/tanks/merkava/MerkavaMk4.html last pic
  6. aittam

    AAD

    anyways if it wouldn't target them you couldn't roll it back
  7. welcome on board! (no that you're here next release will be in 2007 )
  8. fair enough, i wasn't looking too much into logical design but rather in game play
  9. Ok Ice I'm reading the manual and it seems clear enough, gotta place tree ect but this will come later, I've to figure out how to place submasks even if i have a rough idea
  10. got to design beautiful things with Terragen but then? Do I understand correctly that is just the mask that has to go on top of something else? created with what? (mac compatible) and after how do I place trees and structure?
  11. invert ammo and battery and give ammo 75% they are in a sheltered compartment afterall and players need to develop recognition skills otherwise people would start to shoot in the low middle section of everything.... [ August 16, 2006, 10:42 AM: Message edited by: aittam ]
  12. yep infantry should only be an implement to afv and again place them in the good spot and the enemy will walk on you but also on an open terrain map like the one with the bridge that has to be taken you can walk up to the defenders at the bridge and bust them w/o being seen if you don't use jets unless a specific class i thinks jets' juice is fine coming from open grounds you cannot jump directly on an enemy from too far away not to be seen-> gives a fair possibility to the coax if you are too impulsive
  13. ammo or another component at the back, by the way the two guys seat it'better to get in from the top-> this would bring the 14mm(?) fwd giving it more close combat capability battery is huge compared to a thor unless it's an ecologically friendly trees huggers vehicle EXCELLENT!
  14. well almost all your points are being considered and some exist unless you are taliking about implement them: smoke->from liveships but you need a command vehicle, other options are discussed like chaffs/flares detectability->hermes' cover also others vehicles that stay close enough, to give every vehicle such ability won't encourage team play reinforcement point-> added in 1.1.3 soon to be relased infantry burners-> a light infantry with scouting/painting roles is currently discussed as well as heavy infantry and others grunts devices (claymore/mines) mines are discussed in relation to the cutter role free tip: keep atgm carriers far away and use hills and ridges and pop out just the launcher
  15. aittam

    Heil the cutter

    deploy mines with artillery should be more a medium mortar role if it's possible to implement such kind of ammo, otherwise may be mines should come down very fast in drop pods (still i would like the option to be able to decide in between a large short strip or a long narrow one) but this probably should be mora a post 1.1.3 discussion the option to have in on a cutter is still very attracting, may be to close some obvious attack direction before dig an artillery base for himself plus a mortar
  16. when tanks will start to blow up because of infatry with panzerfausts in chocke points tank raiders will be back in full swing
  17. solutions are born where they are required if you have to drop under enemy aa you make sure that who ever gets on the ground dispose of aa first, than you create a bridge head and manouver from there, now reinforcement area would work exactly as bridge head on a landing; here with dropping there's the possibility to palce them everywhere tactically sane or partially sane if you are willing to take heavy losses in the proceedings
  18. aittam

    Heil the cutter

    Well there are a couple of flaws in my idea, extraction on top of all followed close by the fact that at least one player would be out of the game for longer than schuttle/extraction procedures Power up wouldn't be immediate, just take its time like during a capture op Still the cutter or another vehicle could bring extra ammo, I'd like to develop the concept of forward resupply in heavly saturated aa enviroments
  19. aittam

    Heil the cutter

    yep that was one of the cons I was thinking about
  20. Here I found some hammer slammer models and I noticed that infantry do have a medic, now being a BF1942 freak, I started to think about a medic that is useless but a medic for vehicles is an engineer. Not being to keen to add another vehicle that would be quite ingnored in this role only I thought that the cutter, being already an engineer vehicle could provide also mech assistance in the same way it works to capture buildings. The alternative could be a specialized infantry team but this wouldn't be able to resupply ammo. With a limited number of DS and reinforcement zones incoming the protection of the formers by digging defenses nearby and the necessity to avoid too many drops in hot zones a forward repair armament area would be very usefull. Ok these're my two cents now fire:
  21. not if you call in aad once you understand their are painting you and mind i said once an alert is avaiable and countermeasures
  22. a more urgent issue is that if anybody's online some users won't join a server, it'd be great to have a part of this board just to post msg like:"I'll be there from x to y" or "i'm ready to join if somebodyelse around" o yes and some chat time postmatch
  23. west coast should be -9h comared to you poesel, you are in standerd european time right? east coast -6h uk -1h i don't know the aussies, I think there should be a couple, ok quick check something between +4 and +6 depending which part of oz awe are considering o btw fine idea
  24. i would like more a minute or so chat at the end of the game, doubt I'm gonna download it
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