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January 7th, 2009, 09:58 PM
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National Security Advisor
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Re: Naval Gun on Land Map
Quote:
Originally Posted by Marek_Tucan
How will the crews be treated? Like "ordinary" or like "para-qualified"?
I assume the vehicles themselves would take into account "airborne-or-not", right?
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I have no idea, quite frankly. The main point of the code was to make it less easy for some "gamey" MBT tactics of dropping an M1A2 on the objective and have them ready to go. Airborne APC for example already have less chance of damage on impact. All crews are the same class - the game has no idea where they came from - so are likely to be ordinary grunts for paradropping.
Cheers
Andy
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January 7th, 2009, 10:34 PM
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First Lieutenant
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Re: Naval Gun on Land Map
Quote:
Originally Posted by Mobhack
Quote:
Originally Posted by Marek_Tucan
How will the crews be treated? Like "ordinary" or like "para-qualified"?
I assume the vehicles themselves would take into account "airborne-or-not", right?
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I have no idea, quite frankly. The main point of the code was to make it less easy for some "gamey" MBT tactics of dropping an M1A2 on the objective and have them ready to go. Airborne APC for example already have less chance of damage on impact. All crews are the same class - the game has no idea where they came from - so are likely to be ordinary grunts for paradropping.
Cheers
Andy
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so we should expect heavyer casualities than with paras?what about the vehicle, it can get destroyed/rendered ineffective?(just noticed, airborne light tank is now at some advantage compared to normal MBTs, may be worth the points)
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January 7th, 2009, 11:09 PM
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National Security Advisor
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Join Date: Mar 2005
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Re: Naval Gun on Land Map
Quote:
Originally Posted by iCaMpWiThAWP
Quote:
Originally Posted by Mobhack
Quote:
Originally Posted by Marek_Tucan
How will the crews be treated? Like "ordinary" or like "para-qualified"?
I assume the vehicles themselves would take into account "airborne-or-not", right?
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I have no idea, quite frankly. The main point of the code was to make it less easy for some "gamey" MBT tactics of dropping an M1A2 on the objective and have them ready to go. Airborne APC for example already have less chance of damage on impact. All crews are the same class - the game has no idea where they came from - so are likely to be ordinary grunts for paradropping.
Cheers
Andy
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so we should expect heavyer casualities than with paras?what about the vehicle, it can get destroyed/rendered ineffective?(just noticed, airborne light tank is now at some advantage compared to normal MBTs, may be worth the points)
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dropping support weapons and vehicles on silk hankies will result in a high attrition rate.
Vehicle can have a destroyed, or track damage result all on its own, so even if the crew survives then it may be dead or an immobile pillbox.
But not a lot of real armies drop anything other than light infantry out of cargo planes these days. Only the Soviets really would have done so, and the high numbers they would drop would offset the attrition. Everyone else that parachutes will only drop some infantry to take an airfield etc, and then freight the heavy stuff in.
And if it stops silly beggars dropping an MBT platoon into your rear zone as a coup-de main in a PBEM, then fine. Fine too if they do so, my HQ and his APC and any armed ammo carriers and SP-mortars etc in the back zone can then have fun chasing down the crews, too  .
Andy
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January 8th, 2009, 03:14 AM
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Sergeant
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Re: Naval Gun on Land Map
Quote:
Originally Posted by Mobhack
And if it stops silly beggars dropping an MBT platoon into your rear zone as a coup-de main in a PBEM, then fine. Fine too if they do so, my HQ and his APC and any armed ammo carriers and SP-mortars etc in the back zone can then have fun chasing down the crews, too  .
Andy
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I only did it once!
I wonder if we can still chuck Ammo Dumps and such out the back of a Herc, as a Ghetto bomber (sorry been playing Supreme Commander too much recently).
Hang on, that raises a thought. Possibly more of an issue for WW2 though. What about ammo containers? Many of the scenario's I've seen with German Para's (on all sorts of games) have them running about looking for ammo containers to bomb up their weapons. That just adds a level of delay that will slow the para's down to a terrible level.
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January 8th, 2009, 12:13 PM
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Captain
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Re: Naval Gun on Land Map
Quote:
Originally Posted by Listy
I wonder if we can still chuck Ammo Dumps and such out the back of a Herc, as a Ghetto bomber (sorry been playing Supreme Commander too much recently).
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I think this further creates the need for a special "bomb" unit for this work. Its already been pretty inconstant with crewed ammo carriers, but now the unit would just be immobilized rather than being potentially damaged.
Do the immobilized vehicles take damage on landing without their crew? Or is it just crew casualties that affect immediate effectiveness after drop?
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January 8th, 2009, 08:10 PM
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National Security Advisor
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Re: Naval Gun on Land Map
Quote:
Originally Posted by thatguy96
Quote:
Originally Posted by Listy
I wonder if we can still chuck Ammo Dumps and such out the back of a Herc, as a Ghetto bomber (sorry been playing Supreme Commander too much recently).
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I think this further creates the need for a special "bomb" unit for this work. Its already been pretty inconstant with crewed ammo carriers, but now the unit would just be immobilized rather than being potentially damaged.
Do the immobilized vehicles take damage on landing without their crew? Or is it just crew casualties that affect immediate effectiveness after drop?
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Why not actually read my post above?
Quote:
Vehicle can have a destroyed, or track damage result all on its own, so even if the crew survives then it may be dead or an immobile pillbox.
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Vehicle can be destroyed all on its own. Destroyed ammo vehicles should do their usual thing, but if it stops silly things like parachuted ammo containers being used as impromptu bombs, then I am not in the slightest bit worried. (There is a level bomber class to dump explosives with).
Andy
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January 9th, 2009, 01:36 PM
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Captain
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Re: Naval Gun on Land Map
Quote:
Originally Posted by Mobhack
Why not actually read my post above?
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Umm...likewise?
Quote:
Do the immobilized vehicles take damage on landing without their crew? Or is it just crew casualties that affect immediate effectiveness after drop?
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So vehicles can either be immobilized or destroyed, this was clear, and pretty much always been the case even before the split drop IIRC. My question was effectively, are 100%, destroyed, or immobilized the only status options for a vehicle on drop? Do they take damage (including weapon knock outs) without being immobilized or is this linked to the number of crew that survive landing. I don't think this was the case in the past, but I was curious since there had been this other fiddling around with how vehicle drops work.
I guess I can pretty much answer that question for myself (and I'm pretty sure now I'm remembering things wrong, but I haven't dropped a vehicle in a game in a long time), since to achieve the destruction or immobilization the vehicle has to take some damage, so the drop likely increases the probability of one of these events rather than minor damage. Those instances are likely quite rare. Does the drop potentially knock out weapons though? I would assume so.
As to the specialized "bomb" unit with crew set to 0 (which registers as destroyed), it should still allow for converting ammo carrier units into improvised bombs for those of us who wish to do so. Even before the split the detonation without this was inconsistent at best, which I've already noted. The split should have no effect on such purpose built units, and no effect on the previous inconsistency when using crewed ammo carrier units to try and achieve this.
Last edited by thatguy96; January 9th, 2009 at 01:46 PM..
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