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Old 08-27-2009, 02:56 PM   #51
Psyrus
Default Re: Add Apache to Operation Archer

As someone who is an avid pilot but also loathes the flyboy mentality, I saw the thread and figured it'd be good for a couple of laughs and then I could go back to grumbling about how everyone is silly except me :P Sadly I was mistaken

I don't agree with an Apache or A10 in Archer, but thinking about it, the previous suggestion of a CAS huey could be just what the doctor ordered. I personally wouldn't fly it, because I love the ground fighting on Archer, and it's one of the few that I enjoy playing as Taliban on. With the inclusion of a HydraHuey, I'd advocate a couple more technicals, but to be honest, in the several times that two caches have spawned in that center city, the USMC have had a heck of a time, and as far as I know, realistically they'd just drop mortars or use CAS on it, however the 30 minute wait is not so useful on our server's 1.5hour limit. Sure if there was a 4 hour limit it might be doable, but the US guys generally run out of tickets before that anyway.

To put it in short: I'd support the addition of a CAS huey to archer, and this is from someone with a staunch disagreement with the addition of unnecessary air assets to maps (I believe it detracts from overall teamplay for the most part)


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Old 08-27-2009, 04:32 PM   #52
snooggums
Default Re: Add Apache to Operation Archer

The air asset's ability to kill a cache from the air is what makes it not needed on a cache based map. If you had an attack chopper and a general idea of the mark you could spam missiles till it exploded without having to secure the area and denies the insurgents the reward of cache defense (not unlike area attacks do, but a chopper would be able to do it faster).

The littlebird on Ramiel is annoying enough, for game play reasons the only air assets on cache maps should be transports.

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Old 08-27-2009, 07:25 PM   #53
SkaterCrush

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Default Re: Add Apache to Operation Archer

Quote:
Originally Posted by snooggums View Post
The air asset's ability to kill a cache from the air is what makes it not needed on a cache based map. If you had an attack chopper and a general idea of the mark you could spam missiles till it exploded without having to secure the area and denies the insurgents the reward of cache defense (not unlike area attacks do, but a chopper would be able to do it faster).

The littlebird on Ramiel is annoying enough, for game play reasons the only air assets on cache maps should be transports.
Yet over all caches spawn indoors? Don't say that you can shoot missiles into a building to destroy it, because that won't work, trust me I've tried it more than a few times. I'm all for a Gryphon or an American Apache when the Canadians get put in.


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Old 08-27-2009, 07:48 PM   #54
dominator200
Default Re: Add Apache to Operation Archer

I dont think a apache would suit this map as the caches are in open ground witha few buildings so all the US would have to do is lase buildings and boom cache gone, so the insurgents wouldnt really have it fair, maybe if there was a huey with miniguns on the map and or rockets then this would be good but apache is a no no for me.
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Old 08-27-2009, 07:49 PM   #55
Alex6714

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Default Re: Add Apache to Operation Archer

Quote:
Originally Posted by snooggums View Post
The air asset's ability to kill a cache from the air is what makes it not needed on a cache based map. If you had an attack chopper and a general idea of the mark you could spam missiles till it exploded without having to secure the area and denies the insurgents the reward of cache defense (not unlike area attacks do, but a chopper would be able to do it faster).

The littlebird on Ramiel is annoying enough, for game play reasons the only air assets on cache maps should be transports.
You are going to hate sangin then.

"And in the PR world ALL nations signed the treaty, now there "
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


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oh, they're fire and forget all right...they're fired then they forget where the target is
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Old 08-27-2009, 07:52 PM   #56
SkaterCrush

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Default Re: Add Apache to Operation Archer

Quote:
Originally Posted by dominator200 View Post
I dont think a apache would suit this map as the caches are in open ground witha few buildings so all the US would have to do is lase buildings and boom cache gone, so the insurgents wouldnt really have it fair, maybe if there was a huey with miniguns on the map and or rockets then this would be good but apache is a no no for me.
But when you think about it, if the JTAC (sniper, officer) confirms there are no non-combatants in the area, why not?


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Old 08-28-2009, 01:04 PM   #57
dominator200
Default Re: Add Apache to Operation Archer

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Originally Posted by SkaterCrush View Post
But when you think about it, if the JTAC (sniper, officer) confirms there are no non-combatants in the area, why not?
Because on karbala with the apache it was so easy to take out a cache in a building if you had compotent pilot as the hellfire does alot of damage (splash) to the surrounding area so you just need a rough area of were the cache is and unlesh the power which would be good to watch however the round wouldnt last very long.
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Old 08-28-2009, 01:31 PM   #58
snooggums
Default Re: Add Apache to Operation Archer

Quote:
Originally Posted by Alex6714 View Post
You are going to hate sangin then.
Hopefully they will have multiple layers without the chopper should it prove too useful in destroying caches in the open.

Quote:
Originally Posted by skatercrush
Yet over all caches spawn indoors? Don't say that you can shoot missiles into a building to destroy it, because that won't work, trust me I've tried it more than a few times. I'm all for a Gryphon or an American Apache when the Canadians get put in.
Most indoor caches spawn near openings like windows and doorways, so the blast radius of a missile could have a decent chance. But no, caches are generally open enough for an air attack to hit them.

I had once suggested having the caches only destroyable by incendiaries or even c4 (to represent both the destruction and the confirmation of destruction) and that would also solve the chopper issues. Basically when a cache is destroyed by artillery rounds or missiles from a range there is no confirmation of the destruction other than the map markers magically telling the blufor it was destroyed. Without confirmation the blufor would not move on from the cache in reality, and it would improve gameplay.

Either that or have a method to confirm the cache's destruction. I think I'll write something up after lunch.

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Old 08-28-2009, 01:39 PM   #59
sakils2
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Default Re: Add Apache to Operation Archer

[R-DEV]Dr Rank stated that Hellfires won't be able to destroy caches which are located in houses.
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Old 08-28-2009, 01:39 PM   #60
Squeezee

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Default Re: Add Apache to Operation Archer

I was reading this, and like others, think a Huey gunship would be a good solution. Not as much firepower as the Cobra or Apache, but still can be deadly if the Taliban expose themselves to it. Even better, make an actual Huey gunship with M134s or M2s in each door, like this one:

Quote:
And this one:

Quote:
Wouldn't be too hard to make, just model the gun mount, slide the doors back, and then add two gunner seats.
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