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Messages - Omnivore

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Artwork / Re: Armor model updates
« on: September 08, 2012, 02:47:35 pm »
Is there any way to use the 2.4 models with 2.5-dev?  Seriously the new models are not at all to my liking, also the lack of camo uniforms is a step backwards.

PS: I don't mean to offend anyone, just stating my personal opinion.

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Discussion / Re: How much Reaction Fire?
« on: May 20, 2012, 12:32:42 pm »
We currently have no mechanism for properly implementing a dedicated overwatch role. The same problem exists for our sniper rifles.

See that is where I am confused.  The earlier reaction fire model gave us overwatch.  Now with this improved realism reaction fire model we lose overwatch and gain...???  Sorry but I don't see the gain. 

3
Discussion / Re: How much Reaction Fire?
« on: May 20, 2012, 11:31:21 am »
In 2.4 reaction fire is calculated on a simple basis. If soldier A has enough TUs and reaction fire is set to ON, he will fire at an enemy he sees when that enemy has spent the same number of TUs, within view of the soldier, as the soldier's reaction firemode costs.

Please explain how overwatch with a MG (LMG/SAW) is supposed to work with this.  The firing costs are correctly set high so that the MG can't be used as a heavy assault rifle, but if I understand your explanation, that same high cost makes it useless for reaction fire. 

4
Tactics / Re: My battle strategy
« on: May 18, 2012, 01:26:54 am »
In 2.4 and earlier I used a full eight man setup with two fire teams each having a support weapon (GL/MG), a sniper rifle or bolter, and two assault rifles - all with medkits and grenades.

In 2.5-dev, with the MG/SR nerfs, I've switched to a six man setup:

1 with bolter, medkit, 3x frags, 2x smoke, 2x flash
1 with grenade launcher, machine pistol, medkit, 2x frags, 2x smoke, 2x flash
4 with assault rifle (later plasma rifle), stun stick, medkit, 2x frags, 2x smoke, 2x flash

Very early on, until the aliens start wearing armor, I might substitute a SMG for an AR depending upon skills.  I usually try to operate the six man unit as three closely cooperating two man teams, two teams with assault rifles, the other team as SWAT.

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Discussion / MG now worthless [2.5]
« on: May 18, 2012, 01:14:49 am »
Breaking this off into a new topic rather than continuing to derail the sniper rifle discussion.

The MG in 2.5-dev may now be more realistic, however it is now largely worthless.  The grenade launcher pretty much replaces the MG as the squad support weapon of choice early on since the much reduced crouched position accuracy of the MG removes any advantages it held.

I would propose that until such time as prone animations are added, that crouched position be considered as 'firing from cover in most stable position' rather than the physical depiction (which is inaccurate anyhow - firing position from cover is prone or kneeling not crouch).  Using that abstraction, restore the MG to its 2.4 settings so that it once again fits the squad automatic weapon role.

A good reference for considerations such as this are miniatures and board game rulesets such as Advanced Squad Leader, Striker, Grunt, etc.  In those, firing from cover position with LMG/SAW is almost always considered to be prone with bipod.

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