aittam
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Everything posted by aittam
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konstantine just park your squad (hold position start formation) somewhere with a cover near the enemy than sneak on them with one man per time, hard for the enemy to keep count and if you keep on changing the approaching direction (90° or so) you should find the enemy facing your previuos dead infantry man giving you time to fire a couple of AT 'nades
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I agree with Dan, missiles seem to leave with a near azimuth bearing that btw is how future atgm would be launched (cover and bla bla)
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New way to play capture the flag, sort of.
aittam replied to dan/california's topic in DropTeam Modding Forum
i'll start to practice -
forget the SP unless for target practice, there are plenty of topics mostly by yurch that explain very well where to aim and how to.....
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$$$$$$$$$$$$????????????????
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New way to play capture the flag, sort of.
aittam replied to dan/california's topic in DropTeam Modding Forum
i still think that a single mobile flag, one team chasing and the other defending is the best way to make CTF interesting vipers can be used to pick up the vehicle carring the flag already and still a poorly used technique -
not too difficult i'm sure yurch could do it, start to flatter him
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well and do not forget that crew could suffer inujuries of non penetrating hits, like broken legs for the driver etc
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Wellcome on board Iceman! the same from macologist? I runit on a 1,33 pb but i've got 768 ram, just disable of the particles effect Yesterday night we were 9/10 so MP is becoming more and more human, and hard as well
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looks nice, what about some foliage and or trees around the ship to get close encounter a little messier?
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well I do agree with everybody from Dark_au (we shared the same frustrating situation against aad) to dan, great idea to overload the aad system BUT is still think their range should be reduced and at list on the hermes ammo limited
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AAD umbrella should be smaller, even for towers, and forget about 10 and 20mm, bigger rounds when hit should anyways give a burst and detonate like an HE round
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infantry shouldn't be visible, a missile with a shaped charge won't cause any damage
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Why liveships' don't drop sensors directly instead to use a drop ship? that would be a greater implementation for recon activities and to create corridors for manouver or outmanouver the enemy. We were talking about pods for infantry but sensors should come first, just imagine a libeship like a kind of Orion P3 ASW
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1.1.2 is already n packaging phase I believe since I've seen a server running it. Rockets or multiple artillery: I do agree, especially for the saturating capability, the cons -> who's gonna use light mortars then? unless a clear cutting difference in ammo ranges is introduced along with the spotting capability for infantry those things will just accumulate spider(cosmic)-webs on the cargo bays of live ships Hurricane type of artillery should lack guidance, they are deadly enough, if you want to come closer than ctrl-m fire that's at your own risk; anyways they can saturated every corner of the map problem arising with rockets-> they may become, with a galaxy sitting nearby, an abusable thing so: long reload time, enough to let noobs think twice before throw a salvo just for the sake of it; limited availability, just a couple, a well organised team (two ppl are enough) to keep a deadly rotation between spotter and gunner-> one calls fire and extracts, the gunners saturate the area and extract; they invert their role; one dropping close to the combat zone the other going back with rocket launcher, a team of three could saturate the area w/o problems, especially if the spotter is on a command vehicle only two spotters: command vehicles and a dedicated light infantry class ammunition: light/medium mortars should be able to use sub ammo and mines ammo
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yes acording to clay in the general discussion area, just they want to make sure that a sufficient number of players get the new maps before put them into rotation
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got them already
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just go to the home page of the game and from there have a look at the hulls models, try to remember where the fuel cell is, dan/cal's right middle low, and try to put there your slugs, other good point are tires and tracks but this dependes on your own mobility and possibility to hide or put something between a disabled vehicle still firing and yourself yurch: well the lad is poisoning our minds with hidden spells, that why is good
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I was just thinking, since CTF is quite boring lately, is it possible to have a vehicle rapresenting your own flag? def team--> escort it from A to B or randomly across a huge map attack team --> look for the convoy and ambush it or attack it untill when they get the flag
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Adms are free to move the thread where they want may be in a dedicated area. Well I just finished a game on this map with the usual suspects (hi guys ) and I'd like to discuss a couple of tactics and here from your side. We were dropping on the central hill, I actually missed the deployment, but I'm pretty sure that we didn't use extensive mine fields -> pro: we had more mobility con: they came in russian style waves and with bones that kicked in a couple of well called supports (F+E) and eventually we were crushed so i was thinking what could have been the best way to play this one defensewise: 1) situation already described 2) set up an heavy perimeter: mines, turrets, jammers etc and defend it from outside->more mobility, improved capability to manuover
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ok a plain question: what about osx support for others battlefront incoming games?
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yep definitly they should stay down oh and i just saw again the video"close assault" and i'm even more convinced that those guys need a V and inverted V formation especially when scouting [ August 01, 2006, 12:55 PM: Message edited by: aittam ]
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well well heavy infantry.......... coaxial machine guns.......... but what about extra light infantry, since R.A.H. is well known here, some lighter armour (btw a burst from a fellow infantry man is enough to kill you already) but faster and with more juice in the jets? i was just thinking to some anti infantry role, drop and move fast to intercept some inbound enemy infantry......... i tried with a 20mm team but they are'nt fast enough (well same speed but the other guy was sneaking i was running) if the distance is too much
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ah btw there's a little bug in the infantry audio, sometimes the breathing get stuck and it's like to speak at the ophone with johnny maniac