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 Post subject: Re: Suggestions
PostPosted: Thu 23 Feb 2012 21:22 
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Corporal

Joined: Thu 23 Feb 2012 20:46
Posts: 45
I'd like for the MP XP gain to be easily quintupled (5x), perhaps even multiplied up to 7.5x. This would render it not nearly as ravenous as MP was in the beta, which was roughly 10x what it is now, but it would make it so that a player could play only MP, and would be EQUAL to a player who played Campaign beforehand.

Or, another solution.

Perhaps, it should be that Campaign should reward XP, instead of just stars. That would make it so that the MP level isn't useless anymore for estimating opponent strength.


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 Post subject: Re: Suggestions
PostPosted: Thu 23 Feb 2012 22:45 
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Sergeant Major
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Joined: Fri 10 Feb 2012 13:59
Posts: 294
UH-1M Gunship cost 40, same as 1st Cobra, but cobra is way way stronger than the UH-1M Gunship.


can you please take a look at it

thx


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 Post subject: Re: Suggestions
PostPosted: Fri 24 Feb 2012 00:36 
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Sergeant

Joined: Tue 21 Feb 2012 21:32
Posts: 72
A hold fire button would be great to have.


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 Post subject: Re: Suggestions
PostPosted: Fri 24 Feb 2012 00:47 
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Sergeant

Joined: Sat 11 Feb 2012 11:49
Posts: 54
Hero wrote:
A hold fire button would be great to have.


When you click the unit you can click on the weapons to stop specific weapons or all the weapons firing. I tend todo this on recon that can make a mess of themselves by trying to take on too many things when they are meant to be hidden :)


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 Post subject: Re: Suggestions
PostPosted: Fri 24 Feb 2012 00:52 
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Chief Warrant Officer
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Joined: Sun 12 Feb 2012 10:24
Posts: 527
Location: UK
tals wrote:
Hero wrote:
A hold fire button would be great to have.


When you click the unit you can click on the weapons to stop specific weapons or all the weapons firing. I tend todo this on recon that can make a mess of themselves by trying to take on too many things when they are meant to be hidden :)


Yeah but there was a thread about this - the problem is to get your units to hold fire by the activation/de-activation method there are two major problems:

1. You have to go through each squad individually and disable every weapon in each of them. Fiddly, time-consuming and ineffective given by the time you're done doing one or two squads, the other 3 have probably fired a salvo off. A hold-fire button would allow one to toggle all fire off for an entire group of selected squads of units.

2. Disabling the weapons currently resets their aim and reload. For ambushes, people have voiced the wish to be able to instruct/allow their units to load and steady their aim on target and hold fire until a certain range before giving the order to open fire. As it stands, your units have to re-load and re-aim their weapons from scratch when you re-enable them, which is less-than-practical for ambushes.


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 Post subject: Re: Suggestions
PostPosted: Fri 24 Feb 2012 02:38 
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Corporal

Joined: Mon 13 Feb 2012 18:29
Posts: 23
Bug report basically. Peace Talks mission, received Strela-2 unit in reinforcement wave.

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 Post subject: Re: Suggestions
PostPosted: Fri 24 Feb 2012 09:04 
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Major-General
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Joined: Thu 30 Jun 2011 12:31
Posts: 3845
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Staines wrote:
Bug report basically. Peace Talks mission, received Strela-2 unit in reinforcement wave.

Defectors may be? ;)
We're looking at that ...

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 Post subject: Re: Suggestions
PostPosted: Fri 24 Feb 2012 10:46 
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Chief Warrant Officer
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[EUG]MadMat wrote:
Staines wrote:
Bug report basically. Peace Talks mission, received Strela-2 unit in reinforcement wave.

Defectors may be? ;)
We're looking at that ...


Mad, I've got some more feedback on that. The reinforcing units seem to be variable (you'd know better than me) - in the first two times I tried (and failed) to do this mission by simply defending with static ATGMs and tanks around the perimeter, I received a reinforcement pack including 2 Scorpions, some Dragon ATGMs and transports (often not loaded) and 3 units of Strela. Presumably it's just a code error that spawns you the wrong units and the intention was to send Blowpipes, Redeyes or Stingers.

Interestingly the third time round when I took the fight to the enemy and wiped out half of their Command Vehicles with fast heli strikes so they couldn't rush-overwhelm me (and won eventually), my reinforcements consisted of 4 Gazelle HOT helicopters - this particular reinforcement scenario doesn't have any Strelas associated with it, happily.


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 Post subject: Re: Suggestions
PostPosted: Fri 24 Feb 2012 12:38 
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Staff Sergeant
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Joined: Fri 24 Feb 2012 12:02
Posts: 89
29 pages of suggestions is a lot to go through so I'm just making some of my own anyway.


I would like an option that will keep the reinforcement screen open.
After calling in a unit or set of units the menu closes.

I would like to be able to mix different ranks of the same unit type.
For instance I have 8 lvl 0, 2 lvl 2, 3 lvl 3 and 1 lvl 4 Leopard 1A4 but I can't put them in the same group.
This combined with my issue in my 1st suggestion makes calling in units a big hassle

I would like to see a "Hold Fire" option for my recon units atleast.

I would like to be able to turn my vehicles manually (they don't have different armour vallues for nothing...)

I would like to see a "Direct Fast Move" action which doesn't seek the fastest but the shortest route.
Now my vehicles move in all kinds of directions I don't want them to (most of the time they move into LOS of the enemy when I want to just make a fast move, but undetected)

An indicator for helo's that clearly shows high or low altitude.

A selectable amount of salvo's for arty. They just keep firing which makes a supply mess.

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 Post subject: Re: Suggestions
PostPosted: Fri 24 Feb 2012 12:54 
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Lieutenant Colonel
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Joined: Sat 14 Jan 2012 22:34
Posts: 2024
You have option... click on "show production menu" on options...

You can by "regroup" them after buying...

You can turn off weapon.. click on the weapon image on the units panel...


RIght click is the shorter way...

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