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D34TH

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Everything posted by D34TH

  1. any help with this error, got it in takistan map in the editor running the enhanced modset pls?
  2. i would hate to have one of those in the video burning on the hood of the humvee or brdm i was in... yes smoke is useful, still ... " Due to improvements in modern tank armor, anti-tank hand grenades are generally considered obsolete. However, in the recent Iraq War, the RKG-3 anti-tank hand grenade has made a reappearance with Iraqi insurgents who used them primarily against U.S. Humvees, Strykers and MRAPs, which lack the heavier armor of tanks. This has in turn led the U.S. to adopt countermeasures such as modifications to MRAP and Stryker vehicles by the fitting of slat armor, which causes the anti-tank grenade to detonate before coming in contact with the vehicle "
  3. @Cebi hmm, you know your stuff don't you, you devil ... Well, maybe the quantity of filler in 1 incendiary wouldn't make it burn through the entire engine block and reach the cranckshaft and oil bath , but it would go through the engine block cover and do some engine disabling damage ( foul the oil and make it spill, reduce oil pressure to ATM pressure anyway, mess up the camshaft, bend some rods, burn some valves, melt one injector or even bend a cylinder head causing a rapid engine stall). As it is it would however disable a MBT main gun (or exhaust pipe) should a brave soul stick it up in there ... I agree it is not designed to be a wide area outdoor air heater, but I still wouldn't like to stand close to one of those while burning, given the "sparky" nature of the chem reaction going on in there... To make it a more efficient sort of AT throwing tool would require some stickiness which some good old neodimiums could provide, not to mention the already battle proven sticky field socks "mod" ... As it is, not even damaging a tire while placed right next to it maybe too much of an insult towards the tiny creature who inspired its filler's name. Whether or not tweaking the already existing incendiary grenade is a solution for the 0-30m range inf engagement with armor is, of course, debatable but the only other option i have seen is an AT grenade in the IFA 1944 mod and that only has an impact (1 will disable, 3 will destroy) on ww2 tanks ...
  4. As it is in the game atm the incendiary grenade (AN-M14 TH3) is of extremely limited use, while many times infantry teams find themselves surprised by BRDMs, BTRs, MBTs etc creeping up on them and getting at ranges 5-30m where there is no countermeasure : too close for LAT, too danger close for HAT/MAT or CAS ... I think that the incendiary grenade tweaked to mimic its real-life effects would be the perfect weapon for such rather frequent situations ... (atm throwing it even precisely at a wheel of a BRDM has no effect whatsoever even on that particular wheel, in spite of its thermate (even bitchier than thermite ) burning temperature which would normally weld steel or burn all the way through an entire engine block) .... https://fas.org/man/dod-101/sys/land/m14-th3.htm what say you my friends ?
  5. i tried to do exactly that a couple of days ago, while stuck in a bad tall grass position being pinned down from 2 directions because it seemed a logical thing to do... what happened is i got shot as soon as i started digging because you can't dig while prone... the thingy in the editor works instantly but a short animation while prone would be more realistic (like an entrenching tool quick sweep around a semi-circle or something) and would take far less time than digging even the small trench.. it would not solve the AI seeing through grass bug/limitation, but would give a realistically acceptable way to feel like you have a chance to deal with it ...
  6. @Miczils exactly on those instances i found it useful, because you can get in a position in a grassy area where you have very little if any chance against the AI seeing through the grass ... it also helps if you want to snipe from such a position and you wouldn't need to move back and forward to make the grass stay low for a couple of minutes (cause it gets back up again)
  7. can't go worse than when a kid's club gets into hat/mat or hammer though .....
  8. by this logic any rule can be broken and any role can be not properly played .... the assumption is that players are or can be made to respect the rules.... otherwise EU#3 makes no sense to begin with
  9. There is a small thingy i think is called grass cutter, and allows for the grass around a player to be instantly and permanently cut within a circle. I have seen it implemented somewhere (don't remember now) in the player menu and found it easy to use and very useful since AI can see through grass ... i do not know if it is an item you can carry or some other kind of wizardry but it is available in the editor (not sure if vanilla though). Is it available or can it be made available without a lot of work somehow in EU#3 ?
  10. nice guide, a set of written, clear and simple rules and/or "do not" to follow based on the guide would be useful i think ...
  11. experience is always a tough teacher ... yes
  12. haha, yes i do not know if the dimensions and/or the carrying capacity of that sub would allow for the practical mounting of a mortar on it ....
  13. i see your point but another pair of eyes from a different overwatch position is always useful even if Plat CMD is present, vortex can not do persistent scouting in all the missions if AA is present or if transport needs are intense and i am sure a max 2 men unit with a little bird or fast vehicle would get to the next mission long before the main force has gotten back to base and rearmed so they would not need to wait
  14. about submarines, given their slow speed and general limited use in reality in Arma, i had, some time ago, the idea to suggest to mod them to carry a fixed mortar , thus making them not only a stealthy insertion tool but also a mortar fire support asset. Even a fixed GMG to be used when at surface would bring new life to this asset ...
  15. no need to be, its the truth... Break contact and retreat would be the logically correct ROE given their mission, i agree. Just spotting and not shooting offers an exclusively intellectual pleasure and does not allow for the public display of the mouse skills and therefore yes, i don't think many would shoot at each other in TS for those slots, but, allowing for the use of an independent/ dedicated little bird for insertion and the fact that you would not need to wait for long periods at base for re-arming/planning and the other "stuff" could be an incentive for some ... Taking away 2 slots from Charlie i don't think would be a real issue 99.99% of the time
  16. I love those maps, the extent of the waterways allows for more use of boats and even, God forbid, submarines (underused assets in EU#3 imo), the bridges offer tactical challenges and opportunities and the eye-candy present in those maps could bring a refreshing boost to morale. I would like the water canals to be deep and unpassable by cars/armor so that the bridges would become truly vital. Nevertheless i would love to see those maps being played more ...
  17. I believe that probability of survival of any type of unit depends (excluding planning) mainly and in this order on: 1 timely intel 2 distance to the enemy forces 3 cover 4 equipment (armor thickness, helmet etc) 5 a great medic (stanhope for ex Therefore, taking into consideration the limited intel given in mission description and the fact that scouting role is now partially played by the hat/mat teams which have a different primary task ... i propose the designation of a max 2 men charlie team (Alpha 2-2 for ex) as a scout team. mission: 1 get first to an overwatch near AO or other area of interest 2 remain stealthy , gather intel and communicate over long and short range radio 3 stay at overwatch until mission completion at the AO and help with evac if needed or redeploy to another area of interest for overwatch (hostage delivery area etc) assets: 1 little bird (at their disposal for insertion/extraction, as an exception acting as "self-service" vortex for this purpose only) 2 any unarmed small vehicle restrictions: 1 strict only fire when fired upon rule of engagement 2 no sniper/marksman allowed, the mission is strictly intel gathering and not killing enemies perfect mission resolution: 1 reach AO overwatch before mission plan is defined (at least before other teams leave the base) 2 remain undetected over the entire span of the mission 3 gather and communicate timely/useful intel before alpha/bravo teams arrival to designated area of interest and during the mission 4 do not fire any bullets i look forward to your views on this idea ... thx
  18. Given recent events and the upcoming arrival of the tanks DLC (and especially in cases of lack of talent, lack of preparation being the mother of all f'ckups) i believe that a tank tactics topic is deeply needed .... Please feel free to post any useful material, organize hands-on training sessions on the topic etc ...... thx http://www.inetres.com/gp/military/cv/US_tank_doctrine.html http://www.combatsim.com/archive/htm/htm_arc1/arm_tactic2.htm http://www.baen.com/tanksfuture
  19. D34TH

    HAT....jpg

  20. @Cebi well, you should be able to change/charge the damn' battery on a darter but maybe not refuel at a gas station or fuel truck ... be happy
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