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Messages - DaChief99
1
« on: August 25, 2010, 12:39:46 AM »
alright, i have a lot more specifics now.
1) The reduced range is the range of the brit's mortar emplacement (non supercharged). 2) Only Piat sappers cause this. Regular and advanced repair sappers have regular range. 3) with piat sappers manning the gun, if one is killed (2 on the gun) the range is reverted to the normal range. 4) if a squad of 2 piat sappers mans the gun, it has normal range.
I hope this helps.
2
« on: August 24, 2010, 11:32:54 PM »
I was playing last night and i lost the crew of a firebase. My brit teammate remanned it with piat sappers and it had the fire range of british mortars.
This only happened with the sappers. he remanned with an infy squad earlier in the round and it had regular range.
Edit: I havn't had a chance to retry this, but i will post if i get the chance to try again.
3
« on: February 04, 2010, 11:45:22 PM »
alright. thanks for the reply
4
« on: February 04, 2010, 11:43:26 PM »
good point.
5
« on: February 04, 2010, 10:07:02 PM »
yea, but 3 can take out any of the infy you send towards them, since they usually come out before vehicles that can approch them.
6
« on: February 04, 2010, 10:00:46 PM »
Were u guys planning on releasing any of these maps in future patches so eveyone has them?
7
« on: February 04, 2010, 09:54:55 PM »
i was just thinking about this, and would like some input on it.
Since the mortar is just a mobile arty piece, wouldn't it be better to make it cost a bit of fuel, since almost all arty costs fuel (not priest). maybe just 20 to prevent the massive spam of them.
Generally when i play soviets by the time i get the support building built, i am sitting on at least 1500 mp, my friends say the same thing too, so it makes them easy to spam.
Just wondering what u guys think.
8
« on: February 04, 2010, 09:47:35 PM »
i din't think tank gaurds could be supressed. Except the KCS worked rather well as long as you keep them in cover which can be a pain because they always want to run right into the enemy.
9
« on: February 04, 2010, 08:43:49 PM »
um hello... russians dont use munitions for traps, mines, grenades, ect.
10
« on: February 04, 2010, 06:33:47 PM »
And it used to be possible to build the support center at the start if playing with high starting resources. It would be nice to bring back this ability. A fair and simple fix for the recrew issue would be to have some sort of explosive the ingenery unit could place only on heavy weapons (that soviets cant recrew) it would be on a time delay after it was placed then it would blow up, destroying the weapon so the germans coulent have it
be even more awsome if you could set traps on it, so when someone attempts to recrew, it detonates. Same explosives as the point traps that the partisans have would be nice, since it could probably take out the 1/2 infy left standing by the crewed weapon.
11
« on: February 04, 2010, 06:30:57 PM »
i havn't tried the arty because it is sooo darn inaccurate, plus it costs to much to blow up one bridge. kindof wish the igenery had demo charges instead of satchel. Patrisans can have satchel instead
12
« on: February 03, 2010, 11:10:53 PM »
it would be nice to know. i have only been able to do it with 2 snipers.
13
« on: February 03, 2010, 03:30:19 AM »
Good long range at with them. mgs to prevent infy from owning it. that could work well if you had 2. 1 by mg, 1 off to the side a bit to hit side armor of advancing tanks.
14
« on: February 03, 2010, 03:25:42 AM »
what do soviets have to blow bridges? i still havn't figured it out
15
« on: February 03, 2010, 02:59:57 AM »
Good lord, i think i may have found the most common sense on these forums in a long time. At first i couldn't play against soviets, but now i am having no (minimal) issues.
And i dont remember who said it, but the AI does need to be toned down a bit. I used to face easy comp to test things, but now i have to constantly focus to try and stand a chance against them.
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