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Old July 28th, 2014, 12:33 PM

sammy1339 sammy1339 is offline
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Default Re: Usmc oob

Clearly I overstated my position, and I didn't realize that there was a conscious decision to fudge dates for the sake of simplicity. Thanks for all the attention you guys have given this. I have to withdraw most of my complaints (although when I referred to instantaneous changes of weapons, I meant for specific units, not all units. But this is a minor point anyway.)

I'd still like to tweak the availability of the M202, pushing its introduction up to 1969 and allowing some of the flamethrower-equipped units to expire later. Even though it's a light weapon I don't think it's that minor a thing: my experience from playing these couple scenarios was that you could take a platoon of unit 382, which has twelve shots of the rockets, and just spray them blindly into the jungle with z-fire, causing extremely high suppression that often makes enemy infantry rout without you ever having seen them, and then still have enough left to bust spider holes and whatnot. It's a pretty enormous improvement over committing half your company to suppressive fire so that you can march a 4-shot flamethrower unit up to 50 meter range under smoke cover, and about a third of the time watch it die instantly (or vainly try to "assault" the hole instead of firing its weapon - but that's a different issue.)

Although it's not really important or a matter of accuracy I'd also like to suggest a small change to the M50 Ontos. The platoon should be divided into two sections, one with three and one with two (and there is already a two-member Ontos section in the OOB.) I'd also really like to see a CS version with more HE rounds, which would better reflect its (de facto) role in Vietnam.
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Old July 28th, 2014, 02:46 PM
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Suhiir Suhiir is offline
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Default Re: Usmc oob

Quote:
Originally Posted by sammy1339 View Post
...(although when I referred to instantaneous changes of weapons, I meant for specific units, not all units. But this is a minor point anyway.)
There is no way weapon changes for specific units can't be "instantaneous".
Each unit is assigned a "Unit Class", given weapons, and start/end dates (X1 and X2) when it's created. When date X1 comes up that unit, with those weapons becomes available, and on date X2 it ceases to exist.
If there happen to be multiple units, with different weapons, and the exact same "unit Class" and who's start/end date overlap X1 or X2 then you have a choice as to which weapons to use.

You seem to be under the impression weapons are given employment dates and units select the weapons they use. Sorry, it just doesn't work that way.
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