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schmolywar

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About schmolywar

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  1. Question: 1. Will I be able to use indirect fire with my units as Zeus? E.g drag a line from my BMPs to fire at a chosen location? 2. Will there be an option to "scout" the enemy players when im Zeus as opposed to seeing them from the get go? 3. How large minefields will I be able to put down?
  2. schmolywar

    How easy is it to take out ppl in a pillbox?

    Thats a good workaround. I remember in the fdf mod they had these coastal forts that were pretty much invincible except to satchel charges. Do you know if anyone ever considered modding these for infantry pillboxes? In the CTI WW2 FDF mod they also had ingame placeable tank turrets. A very cool implementation. AI couldnt use them though. I find it odd that no one saw the potential here.
  3. http://www.liveleak.com/view?i=7c7_1223869622 Defensive positions anyone? What we have now in self proclaimed realistic modern shoothers like arma and other fps (all of them actually) is pretty stale when it comes to this. There is the standard sandbags plus heavy calibre MG position. Are these ever defensive? Have they ever been defensive? One can easily see the upright gunner from just about anywhere. He is usually the first to go down in any game environment Having watched countless engagements against AI in cooperative multiplayer games (arma, ofp...etc), it simply seems like an exercise in gunning down static or confused AI manning an outpost somewhere; the very visible sandbags, the poor AI manning the 12 calibre, upright soldiers who cant really hide their bodies behind anything. Maybe throw in a roaming APC. Patrolling squads nicely lined up. Easily beaten. Rinse and repeat a few times and you got your standard missions in these games. Im arguing for proper defensive positions as I think this would change the dynamics of fps games. Is if this is possible without some abstraction. Why isnt this more widespread in wargames? Thing is, the dynamics of playing the game would be changed just by adding realistic MG positions. Youd maybe have to add a suppression meter to the pillbox (you cant hit the gunner trough the small slit because of bullet ballistics, so youd have to bring up support weapons to suppress it - youd have to flank it - add a second pillbox to cover dead angles.... you got an interesting tactical debacle. Only game ive seen this attempted was in the Brothers in Arms series, which was a corridor shooter, we want the open sandbox games to implement this as well. Add the suppression meter of the Brothers in Arms games, minefields and overlapping fields of fire, you got a decent challenge on your hands. Youd need engineers to clear the minefield, smoke to cover them, loads of fire to suppress the bunkers and maybe a whole load of anti tank missile fire on them because they are difficult to hit because of their low profile in the terrain. You cant accurately shoot trough the slits because of their small size (not unless you got near 100 percent flat bullet trajectory) Thoughts?
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