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#31 |
![]() Join Date: Mar 2011
Posts: 1,191
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Building and terrain penetration and lack of stand-off ability hamper the APCs enough not to seem realistic in my uneducated opinion.
I.e if an infanty unit was pinned down in dead ground behind some dunes and had a LAT, in real life I would presume the APC would just fire THROUGH the dune/berm/ditch and obliterate them. From 1500m away. Same for a squad of infantry trapped in a building complex, just level the complex with them in it. DieVoorJe, please stay around, you can give excellent insight into this issue. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. If you've been in my squad or have any comments, suggestions or feedback regarding my squad leading or playing please PM me and I will take it on board and try and improve or accommodate them. |
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#32 | ||
![]() Join Date: Apr 2009
Posts: 46
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But in my opinion on of the great things about a IFV's is there versatility in combat. And as off a few months ago they are our armies main strike force cause of budget cuts, all our tanks have been taking out of service. So why are trying to let our IFV's maneuver a bit more like tanks. | ||
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. CV9035 NL The best a man can get!
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#33 |
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DieVoorJe, one important aspect you left out is, which type of combat is it that you're talking about? Counter-insurgency ie. Afghanistan, or Open Warfare against capable armies?
Because I think in PR the way APCs work in Insurgency is rather nice and most of the time like you describe, staying in the background providing long range support and mostly minding their own business. That's not really where the problem lies IMO. They however lack effectiveness (in teamwork) in AAS. I would like to know how you'd operate in a full scale war (that AAS represents). |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. *NwA* SanderI93I |
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#34 |
![]() Join Date: Apr 2009
Posts: 46
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The way of fighting i talked about is that we call in holland, groen optreden, or in english conventinal warfare with 2 or more regular armies fighting each other in non urban battlefields.
But the methods we use in reallife cant be implemented in PR unless 4 squads or more are working thightly together as a platoon. Only then you can achieve the manner of fighting with 2 or more IFV's supported with inf. For as the way IFV's are operating now on insurgency is the best way IMO. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. CV9035 NL The best a man can get!
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#35 | |
![]() Join Date: Jan 2010
Posts: 20
Location: Halifax
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The maps are simply too big for 64 players. Once everyone has claimed their assets, and sniper squads, you're left with around 18 people to fill the role of inf, usually split into more than 3 squads, 1 squad defending a flag, the others attacking, so generally speaking the attacking force on a 4km map pretty much comes down to 12 blokes and an APC going up against a force anticipating the attack, with an extreme chance of having some form of AT, and often with CAS on call, an example of this would be any of the flags outside of the Bunkers on Kashan, the armor can be heard, and spotted from such distances, that they're pretty much exposed any where they go. | |
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#36 | |
![]() Join Date: Aug 2011
Posts: 1,047
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With 20 infantry armed with rifles, 2 30mm cannons, and a 14.5, along with carious machine guns we were quite a secure attacking force, infantry was easy picking for the APCs, an spg or HAT was easy picking for infantry. And then i crashed to desktop ESsentially, APCs must always be together and not in front of infantry to be successful which doesnt fair to well with small servers | |
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#37 |
![]() Join Date: Apr 2009
Posts: 1,545
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If LATs are limited to a 400m range or so before they explode that would likely fix most of the issues. HATs IRL have around 2500m range so there's no getting around that.
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#38 |
![]() Join Date: Mar 2007
Posts: 1,183
Location: The Land of ... err...
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Unless their effective range in game is scaled for the view distance, but that's a pretty drastic measure.
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This signature is here due to lack of imagination.
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#39 | |
![]() Join Date: Jun 2008
Posts: 573
Location: Nova Scotia
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