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CrimsonDestiny

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Everything posted by CrimsonDestiny

  1. Would it be possible to implement an ability for dropships to drop off a crate of ammo on call? Hell, give the crate an umbilical, but limited ammunition, and you got a sick resupply. Not to mention you'd have to be careful where you drop it, lest you lose the DS.
  2. I love you. We're going to be best friends. Come to Arizona and I'll buy you a drink, good sir.
  3. Are you saying that when in the gunner's view, that maybe a wireframe outline of the vehicle pops up through the foliage or something along those lines?
  4. The only problem with that is that the spread of the mines is already greater than 30 meters. The only way to get lucky and avoid the "Minefield-on-your-head" drops is if it randomly got dropped on the very edge of the random 30 meters. I'm up for just leaving things how they are going to be in 1.1.4. If they start showing up on the tac map and if other caliber rounds can take the things out, most of the problems would be solved. You guys need to chill. We should all just go put on some Grateful Dead, drop some acid, and love eachother. Immature arguing is rather counter-productive.
  5. Aye. I was worried every time that I would kill yurch's tires since he was giving me some escort. I don't really mind it much, but the bots get raped. It would be nice if they stopped dead when they got nailed with mines and fire some HE. Speaking of HE, 76mm and the 20mm need to be able to cut a path through the mines, and the 14mm needs HE or a General Purpose round that can cut a path through mines, albeit a narrow one. The 120mm HE shouldn't be able to magically kill the whole field, just the mines in the blast radius.
  6. ...or you could turn off foliage, too.
  7. The only problem making the flight paths more shallow is that it makes the Drop Ships more likely to stray into jammed AA or a Hermes's engagement zone. What the drop ships seem to do currently is come in steep, overshoot the spot you pick, then backtrack to a spot they think is better. It might be better to have it undershoot the drop point by 800m and then find a decent spot near the LZ picked.
  8. Is there any particular point of ingress or egress , do they just fly to/from the nearest edge of the map, or is their trajectory still fairly vertical?
  9. I'm off work tonight. I am prepared. By your command.
  10. I'd go as far to say to get rid of the whole "roll-over-and-mines-suddenly-disappear" thing that is current and do what Squidy said.
  11. I have to agree with making infantry quicker. Maybe not their standard walk, but maybe a sprint key which disallows any shooting while it's pressed.
  12. An official mentality! Named after me! Sick. :cool: Replace "EMP" with "Fire Mission", attacker loses his Galaxy, you land yours just outside of his ion tower range, set a base of fire, flank with infantry, black wins.
  13. You had the choice to counter the action I took, but you chose not to. Most of all, you could have done it on your own. Ahem: This is in addition to the other counters I put down. You may hate the thing, you may think it's cheap/lame, but it's part of the game, not to mention effective. We could bicker on till Satan rises out of hell, but the fact remains there are tactical options for situations with AAD, you just refuse to use them. It's understandable that you don't want to lower yourself to the level of a lamer such as I, but as of now it's the nature of the beast. Until there's another way to reload my ammo, I'm using the Galaxy. I think we all need to have a group hug.
  14. I assume this is in reference to the Galaxy, and the wonderous usages of it. I can understand being frustrated, angry, pissed off, and tired of people using AAD to their twisted advantages, but what have you been doing, tactically, to stop it? For instance, earlier, when your anger at AAD spiked in game. My ATGM Paladin showed goose egg (0) on my round count, so I reloaded with the galaxy and started attacking you and your team. You responded by firing 120mm rounds from your MBT in my direction. I killed your MBT with an ATGM. Did you hop in a CMD and bombard my position with a fire mission or EMP? Did you hop in a Hermes and completely eliminate me and my Galaxy? Did you organize with your team to put down a massive amount of fire on my position? Did you drop a Galaxy of your own to protect yourself? Did you wait behind cover for the Galaxy to leave and then blast me? You did not. You got another MBT and moved down the exact same line of advance and got blasted by another ATGM. Bigweez went with the last option and showed me he was the Supreme Being/The Boss/An Instant Badass with the 76mm (I mean it, dude, you got me totally off guard :cool: ). We hear what you're saying, but you're not listening to us. These tactics that you preach are relevant and good, but you have to develop new ones to counter what your foes chuck at you.
  15. It was. I finally got killed by someone else with infantry. I agree with upping the amount of wheels, yet it depends on which two wheels are out that makes the Paladin useless. With both back wheels or a back and a front on different sides, the thing is still combat effective. With the front wheels gone, it's useless. With two wheels on the same side gone, they only seem to want to turn when not accelerating, making for some... creative driving.
  16. We need horns... Frank Frazetta's Death Dealer comes to mind.
  17. Your rounds fail because Space Viking Valhalla does not favor you.
  18. The cutter needs nothing. It's tough destroy with all its empty space. AP does little and it holds its own against HEAT and ATGs. The Mercury isn't a fist-fighter. It's meant to stay away from the action and call in support and deployables. The front armor shrugs off 120mm AP at distance with its slope, and you can usually see HEAT rounds coming in time to scoot out of the way. The 20mm suits it, since it's real threats are only those it can't outrun: Shrikes, Paladins, and Infantry. All of which die more effciently with the 20mm.
  19. I was thinking of something like this, except more like a modern day airstrike. A target area is selected and the liveship sends down some sort of strike fighter to blast a decent landing zone. Give it a ten-minute rollover and the ability to the defending team to destroy the fighter, albeit a low chance with AA turrets. Maybe give it a high enough speed that the AA plasma can't hit with enough frequency to bring it down, but make sure the hermes can take it out.
  20. WHile I was tooling around in Standalone, I found that using the same setup on Twin Peaks produces a similar slaughter.
  21. As some may have noted, this map may become absolutely ridiculous for the attacker. Here's what I've been doing when I defend on the map First, I set up jammers where I'm going to put my AA turrets. Next, I put down the AA turrets near the jammers, and add ground turrets in a pattern to make a decent kill zone. Then I throw in some mines around the base of the objective hill. Next I jump in a hermes anywhere there might be a weak zone in the AA network. The result is clear. ______________________ My suggestion for the attacker is to spam a portion of the map with bots in light units, with any human players dropping in a command track and ion units to take out the turrets.
  22. The trick with infantry AT grenades is to stay in cover until your target is close enough that you can make onto his side or rear with one jumpjet burn. Then you get point blank with that side armor and let loose. This generally works the best when working with another human player with his own infantry squad. Attacking at the same moment from two angles works magnificently.
  23. Don't be too hard on yourself, dan. You manage to butcher me on every attempt. CTF's cool and all, but objective is preferrable
  24. The other must-do on that map is get a Hermes on to the objective hill ASAP, and that goes for both teams.
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