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Old 10-02-2008, 08:36 AM   #81
IronTaxi
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Default Re: [Map] Siege at Ochamachira

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Originally Posted by Psykogundam View Post
Do you think you'll give the militia the advantage against NATO? Maybe some interesting selctions of vehicles and mounted guns. If i was considering making a defence map, mounted MGs would defenitly be one of the things i would consider. If they were spread throughout the defence locations pointing down specific pathways, it would keep people behind cover bigtime.

I like where your going with this map. Your maps have always been thrilling.
yeah....one of the things id like to do is have the defence base bristling with emplaced MGs.... and just let the defenders pile lead out into the forest...to really keep the attackers heads down... alot of overlapping fire avenues so that each part is covered be 2 or more MGs is what I'd like to aim for...


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Old 10-02-2008, 08:44 AM   #82
Rudd
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Default Re: [Map] Siege at Ochamachira

have you had a think about what area attack(s) will be available?


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Old 10-02-2008, 11:44 AM   #83
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Default Re: [Map] Siege at Ochamachira

Arty wise = Militia: Heavy arty, or possibly mortars
British: JDAM? or possibly heavy arty (like off shore fire perhaps?)

Also will the militia get tanks? because if it is a forest map with no hills overlooking the base i think it would play our good, the British will have plenty to defend with (Mines, H-AT, etc). I could see giving the British jeeps mounted with TOWs tho.



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Old 10-02-2008, 12:22 PM   #84
Rudd
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Default Re: [Map] Siege at Ochamachira

It would have to me the MILAN to be realistic iirc, don't think thats modelled at all


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Old 10-02-2008, 12:59 PM   #85
IronTaxi
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Default Re: [Map] Siege at Ochamachira

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Originally Posted by Dr2B Rudd View Post
have you had a think about what area attack(s) will be available?
not yet but good that you guys are thinking ahead...

I could see the defenders having some sort of arty like the jdam on a long respawn.. althoug i dont think it would be too effective in the forests where the enemy would be spread out...

the militia could have alot of fun with mobile mortars if we get them.. would be nice to be able to soften an attack route before the rush...

we will have to wait and see when we get to gameplay...


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Old 10-02-2008, 02:10 PM   #86
Rudd
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Default Re: [Map] Siege at Ochamachira

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...mobile mortars if we get them.. ...
oooo, are you guys thinking about having mortars on the map rather than offmap support?


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Old 10-02-2008, 02:55 PM   #87
Psykogundam
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Default Re: [Map] Siege at Ochamachira

moving away from mortars that i think havnt even been designed yet...have you considered air assets? not talking about transport. im talking just somthing to pound the living daylights out of infantry.


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Old 10-02-2008, 02:57 PM   #88
IronTaxi
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Default Re: [Map] Siege at Ochamachira

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moving away from mortars that i think havnt even been designed yet...


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Old 10-02-2008, 03:36 PM   #89
Psykogundam
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Default Re: [Map] Siege at Ochamachira

bah!


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Old 10-02-2008, 05:13 PM   #90
[R-DEV]AFsoccer
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Default Re: [Map] Siege at Ochamachira

Thanks for the Dev Journal update IronTaxi! It's cool to see how the map process starts.



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