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152mmDumbRocket

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Everything posted by 152mmDumbRocket

  1. If you don't see this in time, Clay, could you mix Clavain's Watch into this Wednesday? It would be interesting to see how myself and the other vets handle this rarely seen map. I've played it once before and can give the rest of you a briefing. It's a map where Blood has to defend an objective on a crashed 300-year old Mu Arae starship. Little gravity and almost no atmosphere. The objective is on a steep hill in a mountainous area, so infantry will be vital for both Water and Blood. Maybe the date of the starship can give us a clue about the time in which DropTeam takes place. If faster than light drive was invented in 2100, and colonization took 250 years, that would put the beginning of the first Integration Expedition in 2350. Knowing that the HS Sabre is 300 years old as of today, that would put the events in DropTeam in the year 2650. Sound plausible?
  2. Well, if Clay is willing to cooperate, could we have some battles today on maps not often played, just for a challenge? Like Clavain's Watch?
  3. If you had shown up on Wednesday, it would have been even, since Ruaanith showed up.
  4. In the event you do do voiced-over video capture, you could try S-Video outing the raw footage to a DVR, or the performance (and quality) challenged Fraps. But in either case, you must either set resolution to 800x600 before recording, or it will be recorded that way. Must haves for best players commentary: Jung jby Phonan Myself Stonewall (Requested by Jung) Imperial Grunt (Almost forgot) Also, with Clay's cooperation, we could play some uncommonly played maps, such as Clavain's Watch, for a challenge. And you could cover that as well. [ April 26, 2008, 08:50 AM: Message edited by: 152mmDumbRocket ]
  5. That sounds great, and is just what I had had in mind. It also might bring more attention to the game, and thus bring more players. Go for it!
  6. Another ver 0.9.98 server turned up today. Its name was 'my mods come and join", but with a ping at 171, I knew better. Looked like another n00b player fresh from Halo 3/CoD4/RS:V2 has made its way to us. Let's hope it doesn't become a pattern (Could we call the new phenomenon" fresh from 1337 servers"?). And Jung, nice job on Ice Field today. I thought I had you locked out, but I was wrong. P.S. Phonan, you'd better put Ruaanith on your list. [ April 23, 2008, 09:14 PM: Message edited by: 152mmDumbRocket ]
  7. You're welcome, you all. You forgot to mention if your ammo goes, the turret will either explode or everything in it will go red within a few seconds. And if your fuel goes red, the entire tank is going bye-bye. :eek:
  8. They represent driver, engine, fuel, ammo, ballistics computer, and gunner, in descending order. The second from the bottom is the ballistics computer, which will calculate elevation, windage, and other things vital to gunnery from the environment sensors and the laser rangefinder (right click). Other units, like the Hermes, have an additional ammo icon for the point defense/short range AA and an additional computer for the jammer. Feel free to ask any more questions, and join us tomorrow starting between 7:30PM and 8 PM EST, and on Sundays starting at 3PM EST.
  9. Yeah, those were some good games yesterday. At Sea Cliffs I got 53 kills, I had a lot of fun, and I agree with both of you. The all infantry all around is only manageable if there are a lot of human players. Dead Gulch was another great game, where I got off some great shots on just about everyone else on the opposing side. If only we had had more people...
  10. Are you kidding? I can't, with all my gunnery skills, hit a target with a 10mm assault rifle anywhere beyond 800 meters! Though I did kill an Apollo by shooting through its rear armor at 550 meters with a 10mm assault rifle once... At least that's staying the same. Caseck, I don't think minguns or auto grenade launchers would work with heavy infantry. Too much ammo to carry even by soldiers in cybernetic suits. But light/medium machine guns are a good idea, and I've already proposed a 14mm LMG with improved grenade launcher underslung. How about we make a 17mm high velocity medium machine gun to replace the 20mm HMG man? And/or an airburst grenade launcher for the same purpose? The airburst grenades would fly to the target, and then explode with a hail of AP projectiles down onto the thin top armor of enemy vehicles. Or explode down on enemy infantry.
  11. It's great to meet you, SquidLord! If you show up one Sunday or Wednesday (Sunday still has more players), try to get some video capture of the games so you can have a vodcast about us. Maybe even make it a weekly feature, so everyone can see the battles of Jung, jby, Phonan, myself, and others.
  12. Hehheh, given he was running a server at version 0.9.98, I'd say he was a complete beginner. Still, it'll be fun to take him in and show him how it's done.
  13. Well, what's the time for fighting tonight?
  14. I agree. Despite my lack of modding knowledge, I know it doesn't take a rocket scientist to realize textures on a blank box are easy to produce.
  15. Yee haw! These were some awesome games today. 3-on-3 action, and it was nice to see Kim2 again. I wasn't around for all of them, but the Ice Field and Forsaken rounds rocked! :cool: I haven't found Kim2 in the members directory, so I can only hope he (or she) is looking at the forums from the outside in.
  16. Welcome to the club STONE_WALL! It's great to see you.
  17. I'm still trucking, last time I checked. I saw Ruaanith and Ithai last month too. Kim2 hasn't checked in since the Sunday when he or she joined in at my invitation. And I haven't seen RAT@$$ since the 10th of February. Clay will have to update the replay server so I can see. In fact, we all could stand the replay server being updated so we can see things like who's been on recently (specifically, Nexus6), and the stunt I did in my ATGM Paladin on Wednesday ( I still can't believe I ran out of control down a hill, hit a rock, did a weird half roll, half flip, and landed upright!).
  18. Well, Jung, my approach is half bot rushing and half thinking up a plan (the price I'm paying for practicing in standalone with mindless bots so often and my good aim). I sure wish I could get into the habit! My attacks usually come as fast as I can bring them, with maximum speed in what could be called a bot rush with a small amount of strategy. I'm always worried about losing Mercurys to AA and other sources, so I'm in another bad habit of being reluctant to use them. Wait, I think I did that in a Viper once! And by the way, I was talking about land vehicles when I was talking about records. I might be able to make that wish come true. I already have a camcorder with which I might be able to record footage using a S-video out jack (my copy of DT is on a PC laptop with cruddy stereo microphones [as you might have noticed ], and with no video editing software), then use my Mac's iLife suite to make the intro.
  19. I nearly forgot, at Sea Cliffs, I was getting my ATGM Paladin to the objective from the hill, and I was letting myself coast. I noticed that I was moving very fast and checked my speedometer. 162.5 meters per second!!! :eek: How was that even possible with a wheeled vehicle?! And as if that weren't incredible enough, I hit a rock, did a crazy half roll, half flip , and ended upright?!?! :eek: :confused: :eek: :eek: The fastest I've ever gone is 199.9 m/s on Ice FIeld in a Hurricane. But that's a hovercraft on a almost mirror flat surface. This was Sea Cliffs! Does anyone want to challenge my record?
  20. Wow, what games! 1st round: Slug Fest: After several failed attempts, I grabbed the flag and a running battle developed. I won on points alone. 2nd round: Sea Cliffs: Lag intervened, but Jung won anyway. 3rd round: The Dam: All I can say Jung is wow, how did you come up with a turret drop on the dam itself? Finally, from now on, Phonan, we don't go for the NE buildings until later. Even if Jung had had them, if we had held the dam, we have won by a margin of 200 points. But nice infantry action in the end, and we finished off the last of Jung's turrets. One last question, Jung: Did you get your idea of a tight defensive drop from our last round at Dead Gulch? I know I've influenced people somehow because I've often seen STONEWALL up on the hill N of the objective, a tactic I once used to devastating effect against him and jby once. In that game, I sat on top of the N hill with a Thor and brought the heat to jby and STONEWALL, raining down shells from my position, blowing up their Galaxy, and ruining the turret drop. Still, one has to be careful when using my "Dead Gulch Terminator" tactic, as you can be spotted (that happened to STOWEWALL in our last game, where I knocked him off at several kilometers).
  21. All right, I'll be on. Sorry I didn't make it last week, but schoolwork made me forget. :mad:
  22. I agree, and in my hands, I could probably push the range to 800m+! Again, I agree. Maybe heavy infantry can have vehicles meant just to haul them around. As you mentioned, heavy infantry can't jump as far as light infantry, so they might need something to get them around the map faster.
  23. Well, when I meant coding, I thought of having to write a entirely new segment of code, but now I know the truth. Still, I haven't learned how to rewrite text files yet, and we don't have a backup external hard drive if things go wrong. A few details about the bazooka missile: It should be modeled on the ATGM, either the ATGM on the Shrike, (which I've noticed takes a long time to reach its target but has an ugly wallop), or the ATGM found on the ATGM Paladin (smaller warhead, but gets to target much faster). Since the missile will be unguided (a dumb rocket), the lack of weight from guidance systems means it should move somewhat faster than the missile it's modeled after. But if neither does it for you, you and everyone else could always come up with a new missile design. Maybe base it on the missile design for the Bacchus (it's an AA missile that needs to cross several kilometers in a hurry). Still, carry on, and maybe Battlefront will be persuaded to save us the work.
  24. I would love to help, but I can't tell BASIC from C+. The 3-man heavy infantry squad has already been laid down, but what I want to know is what their loadout should be. Is my loadout a good one, or should we use another one?
  25. Since no one's had anything more to say, I'll pick up where I left off. Additions to what I laid out earlier: Armored cars will be allowed, as will field guns. Health packs can be thrown out, but once someone's killed, there is no reviving and they will have to respawn. Ammo can also be thrown out. And in a change from normal WWII games, the players can have their own maps ordered of other locations in which to fight. I know of some great maps from Steel Beasts that would look quite nice in DT WWII: Blended Boundaries, which brings me to another maps option: to fight on the same battlefields more than 60 years after the fact! In another dimension, aircraft will be allowed, but only for landing troops and supplies. This opens up some great possibilities, such as having the player spawn on a glider in the middle of D-Day or Arnhem, flying down with the glider and taking a random amount of damage when he lands. Finally, anti-aircraft guns are also allowed to counter the air transports and gliders. As a bonus, the players could also fly and land the Messerschmitt 323 Gigant for some real thrills!
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