Chopper415
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Everything posted by Chopper415
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When you sprint as a footsoldier after a while you start breathing really noisily and your aim begins to jump around more and more both from the hip and in ironsights view. I assume this also makes you more readily detectable by the nemeny becuase of the noise. However, is there a limit to your sprint distance or will the guy have a heart attack or what? Also, using the turbo in vehicles - is that unlimited or do you have a set number of seconds of turbo before it has no mroe effect? I can't tell the difference myself
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Excellent, thanks. I was afraid that as a soldier sprinting too long would eventually cause him to keel over and be unable to move for a few moments until he had caught his breath. Sprinting it is then
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Of course - if the few unarmed islanders had been well educated they would have been perfectly capable of resisting a large scale armed assault by Red Army units. Tit.
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Ugh, don't ask about AI chopper landings - as I've said elsewhere, the only way I'm able to get out of a chopper from the gunner's position involves a long drop at the end of a silk sheet
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Grenading should actually be pretty easy to any UT veterans - the flight model (i.e. range from elevation) is very similar to that of the flak cannon's secondary fire. I've become exceptionally good at firing those in accurate arcs, and the skills transfer easily to 203 launchers. I have to agree though, taking down choppers with LAWs is one of the more difficult experiences of the game - the rocket's flight is so slow that judging the distance from where the chopper WILL BE when it intersects is well nigh impossible unless it is flying right at you
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Well, if you want to throw us some specific problems then we'll do our best to answer them, but explaining the whole topic of OPF to a newbie could take longer than I have this morning The AvanLady has an excellent FAQ as well, if you want to browse through that. There are several links to it in this forum.
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A little help here plz - I've found the best way to get through chopper missions is to be the gunner and get the AI to pilot the thing around the target zone (frankly because I'm not a particularly superior pilot). However there are times when you need to land, and I can't find a way to get to the ground that doesn't involve parachutes and vertigo Any way to tell the AI pilot to land that I've missed?
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Oh yeah - in test #4 how do you kow that the impact point was 2.5 klicks away if there was nothing there except farmers reporting UFO's?
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LOL this is a man with a pyro problem In all of your experimenting have you ever discovered what the relative explosive strengths of mines vs. satchel charges are? I'd be interested to know which one has more killing power, and it might even lend some point to your explosive sense of fun
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Sure. I usually do very well in land based vehicles and even the A10's you get to burn around in before you eject into Guba's hands, but helicopters just gave me problems with lining up firing runs and landing accurately (ie. within 50-odd yards of the target). Back to practice missions then
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Ah - I just assumed that telling him to disembark would merely prompt the silly sod into leaping out of the pilots seat at 500ft, which would be in keeping with the average level of AI vehicle control...
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I'm trying to figure out wether or not it is worth trying to complete campaign missions with as many of your men alive at the end as possible - I assume that there are infinite reinforcements for alpha squad but will experienced soldiers get better? Or do you simply have to keep them alive long enough to do their jobs in the immediate mission?
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When using a rifle like the M16, I've found it's usually good to go into the 'iron-sights' view to reduce the random wobbling of the targeting. However, do you aim so that your traget is just above the top of the line or so that it is covered by it? I can't seem to tell exactly where the impact point is. I have this problem in real life too, makes CCF ranges a bit difficult
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Ugh, that reminds me of the last BMP I had to take out - I ended up throwing vast stocks of grenades at it, taken from nearby bodies. I killed its gunner but I had no LAW, so neither of us could really damage the other
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Thanks - now that you mention it, I do seem to recall seeing Bobby Bruning on more than one casualty list...
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... Well, you aren't going to have much luck if you run away from the extraction point... how can you finish the mission by running back up north?
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I've found that works, thanks. The aiming just below the feet idea worked the best - an entire squad of grunts felt my M60 in the Return to Eden mission thanks to that. I fired literally half a magazine on full automatic into a clumped group of them
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Everything above is true and will work, but I would suggest that as soon as the mission begins you gun down the first soldier running to your left along the edge of the woods, then nick ammo and a LAW launcher from the body of a dead friendly nearby. Run into the woods before the advancing squad spots you. Lose the squad in the woods (easy) and break out far south to the next set of woods when the local Hind isn't looking. Before the last stretch use the LAW on the scary BMP hanging around and break out for the woods south of the second RV point before getting captured and then liberated again. Basically, in the open stick to cover, run fast and if anyone opens up on you just zigzag until you get a few dozen yards into the nearest forest. If the chopper spots you then you're as good as dead, just restart. Hope that helps
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Everything above is true and will work, but I would suggest that as soon as the mission begins you gun down the first soldier running to your left along the edge of the woods, then nick ammo and a LAW launcher from the body of a dead friendly nearby. Run into the woods before the advancing squad spots you. Lose the squad in the woods (easy) and break out far south to the next set of woods when the local Hind isn't looking. Before the last stretch use the LAW on the scary BMP hanging around and break out for the woods south of the second RV point before getting captured and then liberated again. Basically, in the open stick to cover, run fast and if anyone opens up on you just zigzag until you get a few dozen yards into the nearest forest. If the chopper spots you then you're as good as dead, just restart. Hope that helps
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That's definitely true of the game - any round from a tank cannon will move extremely quickly - you don't hardly have to lead your target at all. A LAW or RPG will move slow enough to track and you have to lead a moving target by a long way.
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That was what I thought, but then often that results in impacts well above the target, particularly when using a machine-gun or anything on full automatic. Perhaps the aimpoint changes depending on the fire mode?