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 Post subject: Re: Suggestions
PostPosted: Thu 9 Aug 2012 15:34 
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Conman50 wrote:
My friend came up with this idea to have flares but not the way most people think of.


"So I've noticed in my few weeks playing wargame that helicopters are destroyed much too easily. Often when I play I send my helicopter to attack a unit, go micro some tanks across the map and come back to find my helicopter dead in a split second. The amount of micro managing that the helicopters demand in wargame is just overwhelming. The heli gets no second chance when there is AA present.

second. The amount of micro managing that the helicopters demand in wargame is just overwhelming. The heli gets no second chance when there is AA present. I suggest a flare mechanism where when the helicopter gets locked by missile AA, flares pop and essentially veers off heatseekers temporarily. When this happens, the siren goes off alerting the player that their helicopters are in danger and are being targeted by enemy AA. This allows the player to react and bring the helicopters to safety. The catch is that this flare mechanism only works once per resupply. If the helicopter remains where it is, it will not keeping popping flares. This is just a general idea/concept.Specifics regarding balancing and effects could be worked out later. I just think the helicopters arenerfed way too much in this game"


it's a cool idea, but already has been suggested even i think is in the first post as accepted suggestion. ;)

edit:

Quote:
UNIT CONTROLS
Provide 'facing' ability for units
Have the ability to spread out a platoon but retain the group (as opposed to splitting and doing it manually)
Allow first-person control of any vehicle (move, fire, etc.) and the rest of the units in the squad will follow target and act in support like they normally do
An indication of where a unit (own and allied) is going to go when you mouse over it (light arrow)
The ability to set basic formations for units (wedge, line, column, box)
Ability to set a unit's weapons to more than just On/Off (return-fire, fire at 50% range)
The ability to force a group of units to travel at the same speed
A better way to select specific units from a bunch of units
Better Helo controls (land, hover-low, hover-high) so they actually do what you ask them to do
Have a simple slow-medium-fast speed control for units
Fast-roping ability for Special Forces (faster unload speed)
Increase load/unload speeds for higher ranked units
Smoke rounds for arty and smoke generators for MBTs and some vehicles
Flares/illumination rounds (if a night mode is introduced)
Add the swim ability to units that could do this in the real world
Recon units (or all units) have a field of view hotkey
Infantry can "fortify" and quickly dig a basic trench/foxhole
A way to select the size of an arty salvo (maybe by percentage?)
Heavy-lift choppers can sling light/med vehicles
Add in paratroopers that can actually parachute (would require planes though)
High-value choppers should have countermeasures



BTW any one can tell me why sometimes when im just editing the post, I duplicate it? :?

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Last edited by Torrisco on Thu 9 Aug 2012 15:38, edited 1 time in total.

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 Post subject: Re: Suggestions
PostPosted: Thu 9 Aug 2012 15:35 
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Of course it's a cool idea... I can see already those glorious heli spams... :roll:

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 Post subject: Re: Suggestions
PostPosted: Fri 10 Aug 2012 06:21 
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Something to fix...

Well i have noticed that in every MG and Autocannon the real ammo is much less than we think, we see 1000rounds on FAV for example but while it shoot 2-3 rounds the ammo decreases 10 rounds same with autocannons decreasing 5 by 5 when they really shoot 2 or 3 times. Even i think also happens with infantry rifles.
Now i understand why MG's and autocannons run out of ammo soon. :cry:

Btw, some helos freezes the aiming circle while they are reloading the next bullets burst and nothing happens, it doesn't fire and unless you disable the weapon or move, it hold and keep facing the enemy doing nothing.

Sometimes helos go rolling along the map when you just order it to "come here".

Plz a real water effects, when a shell falls into water it explodes like in ground, helos crash like in ground.

SAMs hits ground units if they cross on the missile way but missile is above them so... why? 2D path?
I know that sometimes if you have infantry or light vehilces under helos, when SAMs hits the helo those units also die but i didn't know that they can kill on the way to the helo like a hyper fast ATGM.
i had 2 chaparral, on the north there were a whole enemy army at 3000m but i bit more further there were 2 hinds, the chaparrals started to fire their missiles but none of them arrived to the target, about 6 missiles hit ground units placed in straight line between the chaparrals and the hinds, they killed 3 T-62 obr1975 and some recons, the other 2 missiles just missed.

Why Vetted units by XP in combat give points to enemy if destroyed, like if you would have purchased it vetted?
i noticed when i had a AMX10RC which i paid for it 60, got Vet lvl 2 and when the enemy killed it was 75pts
i have seen many times when i destroy enemy stuff that i don't get the basic points they cost, i thought that was because they purchased them vetted but... who purchase vetted mlrs, i killed one which gave me about 215pts(i dont remember the exact amount of points)and should be 4 vet. is a disadvantage for good players who get vetted units in combat

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[EUG]MadMat wrote:
Well, anything requiring development is a no-go at this stage ...
"If i had a dollar every time i read this....."
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 Post subject: Re: Suggestions
PostPosted: Sun 12 Aug 2012 03:01 
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Joined: Tue 24 Apr 2012 22:50
Posts: 114
Hey

So my idea is this. switch off weapon for all and for groups of unites.

Switch off only for ATGM
(again for all and for group)

Ability to switch off the guns or ATGM on several unites of same type but not in 1 big group.

Add weapons off icon on screen to switch it on faster.

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 Post subject: Re: Suggestions
PostPosted: Sun 12 Aug 2012 03:17 
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Joined: Tue 24 Apr 2012 22:50
Posts: 114
Torrisco wrote:
Something to fix...

Well i have noticed that in every MG and Autocannon the real ammo is much less than we think, we see 1000rounds on FAV for example but while it shoot 2-3 rounds the ammo decreases 10 rounds same with autocannons decreasing 5 by 5 when they really shoot 2 or 3 times. Even i think also happens with infantry rifles.
Now i understand why MG's and autocannons run out of ammo soon. :cry:

Btw, some helos freezes the aiming circle while they are reloading the next bullets burst and nothing happens, it doesn't fire and unless you disable the weapon or move, it hold and keep facing the enemy doing nothing.

Sometimes helos go rolling along the map when you just order it to "come here".

Plz a real water effects, when a shell falls into water it explodes like in ground, helos crash like in ground.

SAMs hits ground units if they cross on the missile way but missile is above them so... why? 2D path?
I know that sometimes if you have infantry or light vehilces under helos, when SAMs hits the helo those units also die but i didn't know that they can kill on the way to the helo like a hyper fast ATGM.
i had 2 chaparral, on the north there were a whole enemy army at 3000m but i bit more further there were 2 hinds, the chaparrals started to fire their missiles but none of them arrived to the target, about 6 missiles hit ground units placed in straight line between the chaparrals and the hinds, they killed 3 T-62 obr1975 and some recons, the other 2 missiles just missed.

Why Vetted units by XP in combat give points to enemy if destroyed, like if you would have purchased it vetted?
i noticed when i had a AMX10RC which i paid for it 60, got Vet lvl 2 and when the enemy killed it was 75pts
i have seen many times when i destroy enemy stuff that i don't get the basic points they cost, i thought that was because they purchased them vetted but... who purchase vetted mlrs, i killed one which gave me about 215pts(i dont remember the exact amount of points)and should be 4 vet. is a disadvantage for good players who get vetted units in combat



Sorry man but SAM are different then ATGM just go read a little about how different rockets work and what there pounding pay load delivers.

ATGM \ AT - a missile or rocket self propelled grande that works with a fuse that ignite on impact which shot electric back into the missile ass (not all the time) by that igniting the charge which is TNT or any other small blowing charge which melts a compounded and send a jet of streaming hot lava like liquid that burns at 3000 degrees forward into were the fuses been hit.


Sam - Rockets work differently alot of time have high speed and can hit targets that above certain altitude and no higher then. and on top of that there no high jet to pen trait armor.

Not all the info on top correct and my spelling is even worst but in the end SAM missile not good vs Tanks and cant hit ground unites.

That why in WEE SAM missile have HE dmg and not AP.

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 Post subject: Re: Suggestions
PostPosted: Sun 12 Aug 2012 05:59 
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Joined: Sat 11 Aug 2012 22:48
Posts: 113
Problem:

With infantry you get the infantry plus the vehicle they arrive in.

Personally I love speed over armor, so I tend to use Aircav. if you call in a black hawk with rifleman, after dropping off the rifle man, you have a helicopter that's clogging up the map.

normally to do aircav susses-fully you need about 10 birds. witch is a good amount of room on the map. Specially since the Nato transport helicopters don't have any guns on them.

What I'm going to suggest is for this issue but I think it could be stretched out a lot farther.

Suggestion/Solution:

Give units a RTB feature.
After ordering the Unit to RTB, it will leave the battlefield via the closes entry zone

•This will put the unit back in to your deck and repair/refuel/rearm it.
•You will be refunded half of the price of the unit. Say you send a Abrams(100 points) back to base, you will get 50
points. Giving the player a way to get points faster in the case of an emergency. You prepare for a tank battle but find your self facing Mi24s. You can RTB your units and buy AA.
•There will be a count down for when that specific unit can be called back in.

so you can't just send a Abrams out of the battle threw Charlie and then call it back in immediately threw Bravo.

e.g.

If you have 1 Abrams in the battle, and 0 in your deck. Once the Abrams RTB it can't be called back in for 30 sec or so.

If you have 1 Abrams in the battle and 1 in your deck, Then you send that Abrams that is in the battle back to base, you can still call another Abrams in since you do have 2nd one in your deck.


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 Post subject: Re: Suggestions
PostPosted: Sun 12 Aug 2012 07:09 
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Joined: Tue 3 Jul 2012 00:02
Posts: 44
dimabernat wrote:
Torrisco wrote:
Something to fix...

Well i have noticed that in every MG and Autocannon the real ammo is much less than we think, we see 1000rounds on FAV for example but while it shoot 2-3 rounds the ammo decreases 10 rounds same with autocannons decreasing 5 by 5 when they really shoot 2 or 3 times. Even i think also happens with infantry rifles.
Now i understand why MG's and autocannons run out of ammo soon. :cry:

Btw, some helos freezes the aiming circle while they are reloading the next bullets burst and nothing happens, it doesn't fire and unless you disable the weapon or move, it hold and keep facing the enemy doing nothing.

Sometimes helos go rolling along the map when you just order it to "come here".

Plz a real water effects, when a shell falls into water it explodes like in ground, helos crash like in ground.

SAMs hits ground units if they cross on the missile way but missile is above them so... why? 2D path?
I know that sometimes if you have infantry or light vehilces under helos, when SAMs hits the helo those units also die but i didn't know that they can kill on the way to the helo like a hyper fast ATGM.
i had 2 chaparral, on the north there were a whole enemy army at 3000m but i bit more further there were 2 hinds, the chaparrals started to fire their missiles but none of them arrived to the target, about 6 missiles hit ground units placed in straight line between the chaparrals and the hinds, they killed 3 T-62 obr1975 and some recons, the other 2 missiles just missed.

Why Vetted units by XP in combat give points to enemy if destroyed, like if you would have purchased it vetted?
i noticed when i had a AMX10RC which i paid for it 60, got Vet lvl 2 and when the enemy killed it was 75pts
i have seen many times when i destroy enemy stuff that i don't get the basic points they cost, i thought that was because they purchased them vetted but... who purchase vetted mlrs, i killed one which gave me about 215pts(i dont remember the exact amount of points)and should be 4 vet. is a disadvantage for good players who get vetted units in combat



Sorry man but SAM are different then ATGM just go read a little about how different rockets work and what there pounding pay load delivers.

ATGM \ AT - a missile or rocket self propelled grande that works with a fuse that ignite on impact which shot electric back into the missile ass (not all the time) by that igniting the charge which is TNT or any other small blowing charge which melts a compounded and send a jet of streaming hot lava like liquid that burns at 3000 degrees forward into were the fuses been hit.


Sam - Rockets work differently alot of time have high speed and can hit targets that above certain altitude and no higher then. and on top of that there no high jet to pen trait armor.

Not all the info on top correct and my spelling is even worst but in the end SAM missile not good vs Tanks and cant hit ground unites.

That why in WEE SAM missile have HE dmg and not AP.



Hes reporting when the round misses and goes hay wire and smacks into the ground, ive noticed this too, lost an abrams to a retarded strela missile that lost its target

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 Post subject: Re: Suggestions
PostPosted: Sun 12 Aug 2012 19:29 
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Joined: Mon 23 Apr 2012 16:29
Posts: 6
please eugen, could you give us an useful chat-box, which shows previous messages

THANKS A LOT!


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 Post subject: Re: Suggestions
PostPosted: Mon 13 Aug 2012 08:25 
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Sergeant First-Class

Joined: Sat 12 Nov 2011 03:03
Posts: 146
both wrong- what he's saying is that anti-air missiles are guided along, coding-wise, a flat 2d path. height isn't modeled for the guidance of SAMs, so if you have a chopper, and there is a ground unit beneath it, in the path of the SAM, it will hit the ground unit instead of the chopper. the way you'll see it is the missile explodes directly above them and kills them.
this has happened WAY too much to me, once making me lose over 3 infantry squads in about 5 seconds, or a couple expensive tanks from a buk missile going airburst.


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 Post subject: Re: Suggestions
PostPosted: Tue 14 Aug 2012 00:56 
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Posts: 1182
GermanAAGun wrote:
both wrong- what he's saying is that anti-air missiles are guided along, coding-wise, a flat 2d path. height isn't modeled for the guidance of SAMs, so if you have a chopper, and there is a ground unit beneath it, in the path of the SAM, it will hit the ground unit instead of the chopper. the way you'll see it is the missile explodes directly above them and kills them.
this has happened WAY too much to me, once making me lose over 3 infantry squads in about 5 seconds, or a couple expensive tanks from a buk missile going airburst.


Right! it's a big problem, once, i almost loose a T80u, got hit by chaparral :shock:

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[EUG]MadMat wrote:
Well, anything requiring development is a no-go at this stage ...
"If i had a dollar every time i read this....."
Image
Spoiler : :
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