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Infantry


ClaytoniousRex

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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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Infantry is more enjoyable than I thought smile.gif

Just had a nice shootout with bones. Some thoughts:

- freshly dropped infantry should go immediatly prone. You need some time to get over the first confusion.

- enemy infantry should look different from friendly

- dead inf looks quite similar to prone (and even has the name of the player on it). This is in one way good, but the bots always know whos dead ore alive so I can only foil one out of five by playing dead :(

- the 'camera jumps on building' annoyance happens also on the ice map with the mountains when you go close to the main tower from the south

And another non infantry related wish: could we have a 'drop (near) here' for the bots?

I noticed that as soon as the bot runs out of the vehicle type it is supposed to drop in, it starts to drop somewhere on itself. Sometimes it would be better if you could just specify (roughly) where, but not what.

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Originally posted by poesel71:

- enemy infantry should look different from friendly

They aren't space vikings without horns. It's definitely the lack of horns that's the problem here.

(horns)

I think this could be made part of the proposal. Perhaps even give one side's infantry 14mm single-fire rifles instead of the rapid 10mm.

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prone men and dead men should look alike, the skins (body armour and insigna, small detail if possible even on vehicles) should be different somehow for the two teams, not so differents so that fog of war will still cause some blue on blue, to keep trigger happy people quiet

i would take away names, only on the tac map one should be able to see who's in the frindly vehicle close to you and only friendly forces should be identified by name

poesel's right when he says that bots seem to know who's dead and who's prone..........

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I would like to see a way to "Customize" your squad. Like in the Drop Request Screen you select Infantry and then another screen where you can select who you bring. Of course you need some restrictions like requirements of 1 leader, 1-2 riflemen and 2-3 specialists that you can pick. This could come in a future release with 20mm, ATGM dudes etc. Maybe that way and ion specialist with 1-2 men protecting could distract an AFV while ATG or 20mm dudes close to exploit the distraction and weaker armor.

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Could the squad leader be made to have a bit more value to him?. Like some way to designate targets for the rest of his squad or some such. Something to make him worth the name squad leader. Maybe even something simple like take a leaf from heinlein and give him more powerful jump jets. I think it would be nice if you could get your squad into positions and then trigger an ambush by designating a target.

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Good idea! but it only sounds plausible to me from DT tech if the squad is at least 10ish man and slow to carry so much gear. But wifi and laptops make it sound very reasonable so I hope we try it and see if its fun. Maybe something they must deploy to recieve enemy locs from all friendlies if gamely warrents.

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Command squad is a great idea! The specialist in this squad might be equipped with a comms package instead of a heavy weapon.

Giving the squad leader some perks makes great sense, too. Let's start with the low hanging fruit (more jets as you suggested or something along those lines). Target designation is a good idea but takes a little more work to implement, so we can do that a little later.

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Squad leader with more juice it's great but the spotter role should go to the specialist and it would be great if that'd come with the ability to paint targets for nearby hidden atgm carrier, may be once some kind of alert and countermeasure are avaiable for the other side

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Think about this, especially if the designating infantry is not required to be extremely close to the atgm carrier. The carrier simply drives around in a covered position fast enough to be almost immune to indirect fire. The infantry doing the designating can in stall themselves somewhere with a great deal of cover and draw no attention to themselves whatsoever. That would be very difficult to counter. Imagine the designating infantry on one side of the objective and the atgms being delivered from somewhere far to the other side.

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counter measures would be the key to implementing an atgm painting squad.

it would require afv's to incorporate some or all of the below elements to retain play balance:

1). laser-painting detectors (to indicate both when they are being painted and roughly where the laser is coming from...left side of tank, right side of tank etc.)

2). chaff dispensers

3). close range active atgm defenses (claymore-type?)

4). active laser jamming

5). passive laser refracting/ confusing surfaces

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  • 2 weeks later...

Bump!

Had some great infantry battles last night. That two hills map. Squads of infantry at close range in trenches that had been dug by a Cutter earlier.

It was good because I could actually see something. Usually if I'm infantry in the grass I'm flailing around blind. I know some people turn off foliage for performance issues. In order that they don't have an unfair advantage I propose the following:

Get an old pair of spectacles and glue some grass clippings to the outside of the lenses. Alternatively keep a potted plant handy near the computer. When controlling infantry in cover place the plant in front of the monitor. Hey Presto! The foliage effect without the performance hit!

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