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Everything posted by Tungsten
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Moved to Opening Post
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So after having a play with the Dynamic Loadouts, as disappointing as it is we cant just overload the CAS with GBUs im going to put my support behind differentiating the Wipeout and Neo by making the Wipeout the Bomb orientated CAS and the Neo the Rocket CAS, i already have a interesting (and perfectly balanced) loadout for it: Sahr-3, Tratnyr HE x2, Tratnyr AP x2, Skyfires x2, 2x LOM 250G: this gives it 2 Rockets per trigger pull for the Tratnyrs and the Skyfires let you let off a small rocket burst without the downtime of the Tratnyrs for better area saturation and accuracy
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Moved to Opening Post @Fitz @InfamousNova what do you think?
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already working on something
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So just read the new OPREP explaining the sensor changes, might be worth looking into the current usage of UAVs since they have added infantry tracking, might give them a more Intel gathering centric role, focusing more on Darters and Falcons then Grey hawks and Sentinels, especially with the data link feature, i might also have to do a review on the FSG changes i put forward, this might have gave me a more noticeable and interesting change for FSG. @Fitz @InfamousNova
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Just had a few ideas that could go either way after watching a few videos from the Dev Build: Let the CAS and AA Jets have a Sniper/Spotter kind of relationship EG: Infantry Calls in a Target, AA Jet gets eyes and feeds info on the target back to the CAS jet, CAS rolls in and does what it usually does. At the same time, we could possibly reduce the active Greyhawk UAV's to just 1 rather then having 2, that way the UAV Op can focus less on the Greyhawks and more on the other UAV's due to the Targeting pods doing a similar job. Also @Fitz, watching these videos gives merit to the idea of the Carrier as auxiliary airbase, the new Nato Jet and UCAV are carrier landing capable and from what i could see, more then enough space on the deck for Helos
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Probably wont go inside the actual bay due to the increased load it would put on the server and on peoples clients, especially if the AO spawns next to the main base
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@FitzThe only place i can think of it being helpful though is the entrance of Pyrgos gulf between Skopos and Selakano and around Negades bay if its an actual Aircraft Carrier, since their are no easily accessible airstrips in those areas for jets, but if its a Helicopter Carrier or an Amphibious Assault Ship then there will be more options
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maybe as a FOB or Auxiliary Airbase for VTOL/STOL Aircraft if it does not cause many issues. I'm also hoping that's the case with the loadouts, also hoping that add more weapons to use with different types of guidance, Laser guided Missiles or GPS guided bombs would be great on I&A
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So Those that read the news feed on the launcher may have seen this, but in addition to sensor changes there is another noteworthy change with the upcoming jets DLC DYNAMIC LOADOUTS As you read it, your probably thinking the same thing i am, GOODBYE YOU USELESS ATGMS, AND HELLO MOAR BOMBS AND ROCKETS HELLO CAP NEOPHRON
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Just a further Ironing out and Clarification of Option 3 mainly, but i have not given up on my Option 4 (We all need dreams so some ironing and clarity for that too) but i cant Edit my original post so new wall of text Moved to Opening Post As for Option 4, as i mentioned in my original post, i see this as the option that would make FSG shine the most, but it is also going to be a problem when abused. But as for why i still support it, where as Option 3 is the more suited for I&A but as i also said in my original it could potentially cause many issues , Option 4 is also the backup as it more just an Add on compared to Option 3's overhaul that requires playing with common scripts to add in the feature that can potentially cause issues. But on top of that, it gives more interaction with other roles due to the mobile nature of the FSG in this option, it requires more then just the Scorcher, it requires a team to not only operate the scorcher, but to operate the ammo HEMT or bobcat to not only resupply the artillery but also carry the gear for the static Titan AA/AT to protect the team and provide more then just Artillery support, but Direct AA and AT as well. A happy side effect of this is being able to act as a forward supply point for any vehicles operating in the AO and the ability for FSG to more actively participate in the AO via direct means or provide the much needed support during a Defense Mission. That said i understand that if someone decides to abuse this power it will be very messy indeed but i also see it as more viable then Option 1 and 2 as backups. but i do not expect a fully mobile scorcher to be without chains, the main thing i can think of to reduce the amount of abuse is to put it on a long respawn time much like the T100 Ironside gets and it goes without saying that the shells available to the scorcher will be similar to the option 3 loadout, everything but the clusters usable, Cluster HE is debatable but NO CLUSTER MINES as for balancing the power of limitless artillery ammo via conventional resupply for Option 4, im still working on ideas
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Artillery already has rules on ROE similar to CAS, its just barely anyone else does the role so it gets easily forgotten that they even exist
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i will admit some of the options are powerful, but FSG is an important roll yet there is a very small amount of people who will actually do it, because the general population see's it as either useless in comparison to the Wipeout and Neophron, or too much effort for too little use or effect so there need to be some appeal to it Option 1 i had simplicity to implement and monitor in mind, but as you said, the unlimited ammo will be problematic esp if someone spams clusters which will lag out the server, that said the Time To Target might be painful but Guided and especially laser guided are pretty accurate, and it was also made leaning towards use for defense missions by use of area denial, although the extra load on the server will cause lag. Option 2 was the same frame of mind, but with the infantry side of things in mind, these kinds of FSG set ups are my bread and butter, however available fire support is heavily influenced by the terrain and at the same time would most likely cause less interest in the roll due to higher logistical requirements Option 3 was the option i knew would probably be the best, but also the trickiest to implement due to having to play with multiple scripts, meaning inevitable bugs, preferably i would like the option to resupply the scorcher, but not in the traditional manor, maybe via a script similar to when supplying the FOB, and ideally have more ammo options outside of standard HE, like smoke, and the Guided and Laser Guided which are HEAT, so they can actually damage armor, but the Cluster would be nice, but the Cluster Mine shells would be too problematic. Unlimited ammo would be too powerful if it was in the traditional manor, however the amount of ammo spent fluctuates heavily depending on who is on and where the AO is. the Woodland Mountainous and Urban areas are the best example as places ammo usage would spike, but in wide open areas it would decline due to CAS being the better option because of the response time. and to be honest Option 4 mainly Hopes and dreams in addition to effectiveness, even with the T100 Treatment it would be troublesome if someone decides to cause trouble intentionally or ignorantly, but at the same time, one of the few times you let me use the scorcher while you where on showed just how effective it was when stationed about 1 - 2km out of the AO, and people where actually calling it in often enough that i was rarely idle for more then 5 minutes, people where even choosing me over a Wipeout, but at the same time, there was real and present threats when reinforcements come in after you complete a sub objective or from enemy CAS, and it could encourage more people to take up the roll, especially when the recruitable AI are removed, because ideally the slots would be expanded to be more then just 3 people Pretty much all of these options are made under the assumption they will be adjusted to suit the server
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you just want access to T100s dont you
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After the suggestion i left in another thread i toyed around with the vanilla UCAVs that Apex added and i have found something interesting, the CSAT UAV that was added has laser guided missiles, they can be guided without a lock in the same fashion as ATGMs and dagrs but the fact they cant be abused like the standard ATGMs could be a possible reason to toy with the idea of adding them in. on the topic of the Falcon, in terms of scouting abilities it is a good upgrade to the Darter due to the speed at which it can move between AO's, but its armament of DARs needs to be considered too
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I dream of being able to drive a scorcher around and use it at ranges it would ACTUALLY be useful and above all ACCURATE (to a point) or use for direct fire support, just disable the artillery computer for everyone but FSG and increase the rearming time and it could possibly be balanced enough. Having the missile drones in would be nice if its possible to make them laser guided only cus sometimes GBUs are just over kill or not the right tool for the job ( i think the new CSAT Fixed wing UCAV added with Apex is armed with laser guided missiles, unsure though but the field manual mentioned it) being able to modify Jet loadouts would be nice too (a bit of a stretch, but any pilot that has flown CAS at some point has mumbles about the ATGMs under their wings that they cant use) an even further streach: DAISY CUTTERS i mean come on with these new VTOLs it should be slightly remotely possible? right?
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Sorry for the Revive after 4 months but i dont see the point in making a new topic that zombine has already covered most of. I think the Armored aspect of the server might need a look at; either allocated slots as zombine suggested or some rules applied, cus some people either take a tank with only one person to crew all of it and basically waste a perfectly good tank by using it as a 120mm sniper rifle or take an AI crew and drive straight in and just stomp entire AO's on a scale larger then CAS can ever do due to the HUGE decline in the threat AT infantry pose to tanks (no seriously the AI are so bad at aiming alamuts that they need to be point blank to actually cause concern) Another thing i have seen recently is people taking 2 or 3 tanks and/or APCs and all of the AI and basically crewing entire tank with AI and have it command them from a hunter or something
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I noticed that the FOBs have mortar pits, but one of them, the one north of Kavala blocks shots at lower elevations when shot to the east which is hazardous to a mortar team that sets up there Also the main issue with supplying FOBs is the medical pod, the pod only adds 4 tickets (1 per seat i think) but driving the Medical HEMMT can be just as tedious, might not be as bad with the new VTOLs if the HMMTs can be lifted