request smoke rounds!

ikalugin
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Re: Smoke screens?

Postby ikalugin » Wed 9 May 2012 16:33

I would suggest ability to set facing of units has higher priority.
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Re: Smoke screens?

Postby Graphic » Wed 9 May 2012 16:44

It's not like we have to settle for one or the other. Both are reasonable requests.
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Re: Smoke screens?

Postby Arnie » Wed 9 May 2012 18:47

Graphic wrote:
ikalugin wrote:
Graphic wrote:Unit abilities are definitely something missing from the game.

Some would say that it is necessarily to avoid the micro heavy games.


There still wouldn't be base building or resource gathering. This is the least micro-intensive game I've played. Even Total War requires more.

Just give some units 1 ability and make them all use the same key. I don't think that'll transform it into Dawn of War II.


Oh please no, unit abilities are one of the curses of the RTS genre.. only invented to make sure gamers have something to do with their time.
In a true RTS game you shouldnt have to use abilities to get ahead of your opponent.

Well, thats my opinion anyways. 8-)

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Re: Smoke screens?

Postby saber2243 » Wed 9 May 2012 19:20

certain units should just ahve passive abiliitys that take the place of a weapon aka
smoke when certain criteria are forfilled (atgm targeting) the unit would fire smoke out causing atgm to reset targeting and have reduced accuracy
could be turned off like any weapon
most would have ammo of some sort
would not require any interface changes
PLS SOMEBODY GET A DEV TO LOOK AT THIS

everyone should critque and i will add the final result to suggestions page
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Re: Smoke screens?

Postby Orange » Thu 10 May 2012 04:37

Thread hijacking much? Apart from real life infantry and tank use, in this game infantry is a support unit that needs to hide, tanks and vehicles are often the main force. In suburb areas, inside a big city, there the tanks are in a support role.
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Re: Smoke screens?

Postby Leon026 » Thu 10 May 2012 08:47

In urban warfare and in counter-insurgency yes, tanks take on a secondary role because that sort of environment is not where the tank excels. In that sort of environment (counter-insurgency / counter-guerilla) weapon systems like the AMX 10RC and ERC-90 proved incredibly well adapted to low intensity conflicts in Africa.

Now conventional warfare in the Fulda Gap for example should WWIII have broken out, tank battles akin to the Battle of 73 Eastings in Iraq and the would have no doubt occured.
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Re: Smoke screens?

Postby wekwek_noob » Thu 10 May 2012 09:06

Ill say that smoke is nice but will further weaken PACT tanks if that is to happen. NATO has no MBT's that carry ATGMS. And yes MBT-70 dosen't count. I consider this smoke idea but if you are to add them... Make ATGM's more deadly than before.
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ikalugin
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Re: Smoke screens?

Postby ikalugin » Thu 10 May 2012 09:57

Leon026 wrote:In urban warfare and in counter-insurgency yes, tanks take on a secondary role because that sort of environment is not where the tank excels. In that sort of environment (counter-insurgency / counter-guerilla) weapon systems like the AMX 10RC and ERC-90 proved incredibly well adapted to low intensity conflicts in Africa.

Now conventional warfare in the Fulda Gap for example should WWIII have broken out, tank battles akin to the Battle of 73 Eastings in Iraq and the would have no doubt occured.

Such battles would be unlikely, as soviets would attack in Northern German plane and they would not mass tanks on narrow tactical sectors (like you suggest).
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Re: Smoke screens?

Postby Orange » Thu 10 May 2012 10:25

I just had an idea today, If atgm would always hit, then temporary smoke screens could be the defense, it could also trigger automatically. So if your unit got smokeabillity the first atgm would miss it and because of the long reload time the next one would hit.

Currently I hate atgms, they are unreliable unpredictable and fail mostly for me. This would also eliminate atgm bugs, it shouldn't be too problematic making them an always hitter. I think it wouldn't be OP with this, since you still need to stand still and aim, stay still while the atgm travels, abort the aiming when getting shot at, enemy can run out of atgm range.

But yea... as if thats gonna happen.
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request smoke rounds!

Postby ajac » Sat 26 May 2012 06:10

Be awesome to limit line of sight in a pinch or in other tactical situations

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