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Ebden~SPARTA~

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Posts posted by Ebden~SPARTA~

  1. If we included artillery into the server it would only be used as indirect fire support, no one would allow anyone to just fire it into a town. It'd have to be coordinated with a spotter, and he'd tell the Artillery guys when and where to fire, and how many rounds to fire. It'd only be used sparingly. Although for Tac Dom nights I can see what you're talking about, all infantry and no vehicles of any sort, possibly including Artillery pieces. Honestly in my humble opinion artillery is one of the most powerful parts of the game if used correctly.

     

    Also yeah, Artillery does work sometimes, just not all the time. I thought the indirect fire aiming was broken for me, however it was just a temporary thing that I've worked around.

     

    I agree for indirect support, but it'll be fun, just once, to drive the MLRS to a city and level the lot of it. At present, the in-game arty officers work, and the D-30s work. I don't think anything else will.

     

    About all the problems, See Xeno's post, #21, at http://forums.bistudio.com/showthread.php?...ery#post1320485.

     

    The gist is that the arty module is part of the game, but it isn't linked or built properly. The arty used by the artillery operators is Xeno's own creation.

     

    Crow notes a fix here, post #233

    http://forums.bistudio.com/showthread.php?...ery#post1398683

     

     

    Also a fix noted in post #325

    http://forums.bistudio.com/showthread.php?...ery#post1420053

     

    Anyone know how to install those fixes, or if they're even any good?

  2. Still sorting out all the various attributes for each character type (you can set down an MG nest as the autorifleman?), but my prior experience dictates I do much better out of the thick of the firefight. I've never had the right 'twitch' for CQB, but ARMA 2 (BF2 to an extent), permitted support roles for those up front. I'm attracted to the artillery officer and engineer roles, playing for the decisive actions which permit others' clearing a town. This also means optics are a must.

     

    The M16A4 ACOG seems to end up in my loadout regularly, as do a couple satchels (but I also look for the Spetz operators to snag satchels). I've never bothered much with the M203 attachment, mostly due to space limitations.

     

    A SMAW is superbly helpful with DP rounds, and I'll sling one of 'em as well as space permits. The AA round is of such limited use against armor, since the AI will bail on the first hit of a DP round, then finish 'em off with small arms.

     

    Also, w/o fail, the silenced M9.

     

    Now that I know how to use the backback from comments in this thread, I'll likely add an iron-sight something to the pack for the invevitable CQB. If it fits, I'd stuff a javelin or AA in there instead, all toward the purpose of allowing skilled players to do their thing.

     

    All that said, I'm a little dissapointed in the true artillery impact. I'd expect anything stuck in that cone of death would come out dead. even light armor seems to roll out battle ready from underneath a salvo of HE.

     

    Sooo...engineer and support/helo is the next experimental role. Other than ineptly flying right over a hot city last night, I can get those blackbirds anywhere on the map, and I'm decent for p/u vehicles to transport. I'll be a fine pilot in helo or fixed-wing, but that's only versus AI. In true MP, forget it, back to ground-pounding support. (which is my role in the AGW tournament).

     

    Oh, I'll take a tank any day. That part's easy.

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