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Javelin back to Stryker?


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Originally posted by seba0412:

1. How can i give back Javelin to Stryker? Is it possible?

2. I wonder if amount of ammo and Javelins have any impact on tiring of my units?

1. No

2. Yes they do have an effect - Javelins are pretty heavy - teams carrying all three tire very quickly.

Weight:

11.8 kg (26.0 lb) missile.

6.4 kg (14.1 lb) CLU.

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Letting enemy troops take heavy equipment off your corpses seems to be a strictly inferior choice to letting enemy troops take heavy equipment from the location you just vacated.

It's especially inferior if the equipment isn't as useful because it's out of ammo (ex. heavy AT-14 launcher, no missiles) or because you also set demo charges or called in 155mm before you left. There are options.

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Originally posted by LT Mike:

You would NEVER drop equipment and run. Especially a Javelin AT system. Thats one big sensative item right there.

Interesting section in Ambush Alley - The Marine is desparate not to lose the CLU - especially as the optics are so useful - even without missiles.
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Originally posted by Mud:

Letting enemy troops take heavy equipment off your corpses seems to be a strictly inferior choice to letting enemy troops take heavy equipment from the location you just vacated.

Well, when that very advanced weapon system costs more to replace than you do, guess what the Army is going to say about leaving it for the enemy? Not, as Martha Stewart might say, "a Good Thing."

Sure, you might be able to preserve yourself by throwing away the CLU or the missiles and running, but you would be leaving your buddies up **** Creek without the proverbial paddle if they came up against more armor and didn't have the equipment to deal with it. That would be like throwing away your rifle, except worse, because rifles cost beans and can't kill tanks!

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I think that is a very smart solution, but even so, only one guy in the whole squad is going to suffer from carrying the CLU. As was mentioned earlier, in a situation like that it might actually be better to keep the CLU for the optics.

Which makes me wonder, how far can the Javelin troops see in CM:SF?

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Originally posted by gibsonm:

How about you plan BEFORE you get out and only take what you need ????

WTF take a Javelin if you are clearing a building ????

You can pick up to 3 in an Acquire. Once picked up, you can't drop them.

If you don't know how many it's going to take to destroy a particular target that you expect to be fairly tough (ex. SF HQ in Mission 2... or a vehicle that you might actually *miss*), you have a few choices.

-Pick up one at a time, making multiple trips in and out of the vehicle. This seems slightly silly, and is probably inefficient in WEGO.

-Have multiple squads each pick up a CLU and Javelin, and likely burden some squads with an unused missile -- but at least it'll be only one.

-Pick up multiple, and risk having to carry around 'extra' missiles until you either need to expend them, or until the scenario ends.

-Magically guess the exact number you'll need to use.

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There is a simple solution to this. Have the Stryker vehicle have its own "Acquire" command. If there are troops on board, the Stryker can acquire their Javelin launcher, Javelin missiles, and even their 5.56mm and 7.62mm ammo in 500 round chunks, just as the troops acquire stuff from the vehicle. No changes needed to the interface or new commands other than to enable the acquire button for the Stryker and modify the game code to treat gear held by troops as acquirable by a vehicle. The only complication is that several units may occupy a vehicle, so the vehicle would have to take the equipment from the unit that had the most first. In practice the player would probably just acquire everything and then switch back to the unit to acquire back from the vehicle what the unit needed.

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Originally posted by Cpl Steiner:

There is a simple solution to this. Have the Stryker vehicle have its own "Acquire" command. If there are troops on board, the Stryker can acquire their Javelin launcher, Javelin missiles, and even their 5.56mm and 7.62mm ammo in 500 round chunks, just as the troops acquire stuff from the vehicle. No changes needed to the interface or new commands other than to enable the acquire button for the Stryker and modify the game code to treat gear held by troops as acquirable by a vehicle. The only complication is that several units may occupy a vehicle, so the vehicle would have to take the equipment from the unit that had the most first. In practice the player would probably just acquire everything and then switch back to the unit to acquire back from the vehicle what the unit needed.

That sounds good to me!

smile.gif

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Should work, provided there's no ambiguity -- theoretically, you could give Javelins to two teams which would both fit in one vehicle, I believe. Obvious non-UI-workaround is to move in one team at a time. *shrug*

That leaves the case of ditching gear to live -- eg. not taking the time to pack up a currently-deployed machine gun or ATGM launcher system if bothering to pack it means you'll die, judging from the AH-64 that's currently strafing in your direction or the heavy spotting rounds landing right near by, or so forth.

If I understand correctly, non-deployed heavy weapons systems aren't directly a problem when fleeing, because they don't reduce max speed -- just increased fatigue rates -- and dropping the system won't help fleeing unless you have to run far enough that the fatigue kicks in. A deployed system, however, reduces speed to zero while re-packing, which is a bit more immediately dangerous.

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