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Old 01-04-2009, 01:32 AM   #401
Copper.8

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Default Re: [Gameplay] Logistics

A good point was raised on the TG forums, if the ammo is faction specific, does that mean that you can pick up an enemy weapon and be resupplied from your own crates?

If possible, the ammo crates should be caliber specific, not faction. And things like bandages should be resupplyable from all ammo crates.

If you don't manage to kill an insurgent, don't go after him, he'll IED you.

If you don't manage to kill an insurgent, don't stay in the same place, he'll molotov you.
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Old 01-04-2009, 01:41 AM   #402
daranz

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Copper.8 View Post
A good point was raised on the TG forums, if the ammo is faction specific, does that mean that you can pick up an enemy weapon and be resupplied from your own crates?

If possible, the ammo crates should be caliber specific, not faction. And things like bandages should be resupplyable from all ammo crates.
They are faction specific. This question has been asked (and answered) several times, in this very thread. Read it.


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Old 01-04-2009, 03:21 AM   #403
00SoldierofFortune00

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Default Re: [Gameplay] Logistics

[youtube]The only places to request kits will be the new Supply Crates (faction specific), the APCs and the Vehicle Depots. You will be able to request all types of kits (except crewman and pilot) from these places.[/Quote]

Not sure if I like the sound of that. Wasn't it done before? And if I recall, it wasn't beneficial to the squad either. Might as well let them get it off of RPs with the kit request system being balanced and all.

"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
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Old 01-04-2009, 06:09 AM   #404
Psykogundam
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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by 00SoldierofFortune00 View Post
[youtube]The only places to request kits will be the new Supply Crates (faction specific), the APCs and the Vehicle Depots. You will be able to request all types of kits (except crewman and pilot) from these places.
Not sure if I like the sound of that. Wasn't it done before? And if I recall, it wasn't beneficial to the squad either. Might as well let them get it off of RPs with the kit request system being balanced and all.[/QUOTE]

the squads currently spend too much time arsing around and not being serious. having them focus due to nessesity will channel their mentality into being far more reliable, disiplined and cautous.


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Old 01-04-2009, 06:25 AM   #405
00SoldierofFortune00

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Psykogundam View Post
the squads currently spend too much time arsing around and not being serious. having them focus due to nessesity will channel their mentality into being far more reliable, disiplined and cautous.
How is forcing them to run all the way to a supply crate to get a weapon forcing them to work as a team lol? Especially when their chances of dying with that weapon within 5 minutes is around 50/50. My squads are always serious and they never fool around, but how is forcing a squad to run to a supply depot going to encourage teamwork? It will only encourage them to not grab Automatic Rifleman or LAT very often and those have become necessities for a squad. Take into account that you can't even always get one of those kits do to squad limitations, so now walking to a suply crate to request one could be all for nothing.

If this is true, then the game will return to 90% rifleman again. I could understand it for HAT, Spec Ops, and Snipers, but I hope this isn/t true for all the kits.

"Push the Envelope, Watch It Bend"

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Old 01-04-2009, 06:54 AM   #406
Psykogundam
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Default Re: [Gameplay] Logistics

imo they should be ready with the right weapon from the git go. not running over and back get light ATs and MGs and Grenadier kits and stuff. With this new way you assign yourself a short battleplan, you grea up, and you move with the intention of staying alive. in the long run it will improve gameplay by at least half.


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Old 01-04-2009, 07:06 AM   #407
daranz

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Psykogundam View Post
imo they should be ready with the right weapon from the git go. not running over and back get light ATs and MGs and Grenadier kits and stuff. With this new way you assign yourself a short battleplan, you grea up, and you move with the intention of staying alive. in the long run it will improve gameplay by at least half.
I think everyone has the intention of staying alive. That's one of the assumptions I see thrown around here a lot: you give someone an expensive toy and somehow they are going to make an effort not to die when they get shot in the face. I play with a spawn kit for the majority of the time, and I certainly don't like dying, whatever kit I have. As far as I'm concerned, limited kits mean that I only have 30 seconds to revive the poor dude when he inevitably goes down, which actually makes ME risk more. That's one of the problems with the new kit request limits. People will inevitably die, and when they do, they won't have the expensive toys that they lost on first death.

On the other hand, there is one big advantage to the new system: logistics mean something. A squad cut off from supplies won't have heavy weapons. So, for example, if you're besieging River Fort on Seven Gates, or Government Office on Qwai, and you don't let any resupplies in, the people you keep killing will eventually run out of fancy stuff to fight back with. This makes logistics very important, and makes them an important strategic factor in PR battles.


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Old 01-04-2009, 07:18 AM   #408
SuperTimo

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Default Re: [Gameplay] Logistics

all sqds should be able to get a grenadier, and autorifleman at all times.


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Old 01-04-2009, 08:00 AM   #409
Jonny

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by spacemanc View Post
Not only that, but Ive seen countless vids of infantry using LAT in Afghanistan etc, against insurgent foot soldiers ( even when the missiles cost £30 000 a time ) I know using LAT like that is frowned upon in PR, but it is realistic imo, plus its a one shot weapon, with a crappy sight so its not overpowering.
Quote:
Unit Replacement Cost: $1,480.64
M136 AT4

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
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Old 01-04-2009, 08:38 AM   #410
[FIN]-=Johnny=-

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Default Re: [Gameplay] Logistics

Awesome.
I have been wondering longtime where is this Logistic side of mod, and now we gonna have it.
Now ppl might see, what is the big picture of warfare.
Tank's are not gonna move in battlefield without fuel, that brings me idea of "could mod team add fuel meter on the vehicles" , oh well that might be impossible.
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