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#41
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I know what you're thinkin'. "Did he eject six heat sinks or only five?" Well, to tell you the truth, in all this excitement I kinda lost track myself. Last edited by Oldih; 01-23-2011 at 11:14 AM. |
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#42
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I just wanted to see the KT in RO. It should have been in. It's really cool that it made it into DH, I like that. Hopefully if they make some sort of kursk expansion, or some other later war scenario, they model more than just a tiger.
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Rally behind the Virginians! |
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#43
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The tiger tank was a complete failure strategically wise. Most of the breakdowns required it to be returned to the factory, the weight made the retrieval and even changing of tracks a hard task. It was designed as a heavy assault tank yet was used mostly to shut armor dangerous areas around the front. which was something hard to do which such a heavy machine that needed a long time to be deployed on a train( had to change the tracks for this). Not to mention that Germany lacked Volfram and other metals that were used in composits which negatively affected the quality of German armor and the amount of available APCR ammunition. I suggest on reading "Tigers In Mud" By Otto Carius to get the idea of what it was like to operate a tiger on the eastern front.
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#44
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the next, logical thing to implement would be
the Panzer IV H. http://www.achtungpanzer.com/images/iv.jpg the most largely produced panzer four variant... with thicker armor and schürzen, which made it practically impossible to penetrate with anti tank rifles. and the T34/85 http://www.geocities.jp/saimitsutoge...4-85-ba_13.jpg logical choice. really. and easy on the resources of the team. |
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#45
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PZ IV H was entered on production in April 1943 and T-34/85 entered in serious production in january 1944. So they wouldnīt fit in the time perspective of Battle of Stalingrad. Like said by many, assault guns like StuG and SU76 might be the next step, but itīs just guessing. Those you suggested, would fit in if there ever was some sort of late war expansion or something.
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Tak Tak Last edited by RedGuardist; 01-23-2011 at 01:48 PM. Reason: typo |
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#46
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But for the most part, I really prefer the lighter armored vehicles for the size of the battles we're dealing with in RO. The SdKfz. 221 and 222 have always been favorites of mine. Along with all of the variants of the SdKfz. 250 and 251 of course. For the Russians there's the BA-10 and BA-64. |
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#47
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Tak Tak |
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#48
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The proletarians have nothing to lose but their chains.They have a world to win(and the is2). The Communist Manifesto, Karl Marx & Friedrich Engels |
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#49
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Tak Tak |
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#50
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I feel they'd be very welcome additions to the game. |
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#51
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sure some maps still are better with a higher playcount but that is where the soul of RO lies imho.
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![]() Hail and Kill |
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#52
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It just crossed my mind, but I wonder if it would be possible to make maps, where you first have reconnaissance vehicles and after contact is made tankers would spawn (after a reasonable delay) in actual battle vehicles? Well, that sort of map would also have to be very large. |
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#53
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But what would the recon vehicles be looking for?
If the tanks dont spawn until later, their would be no contact,apart from enemy recon vehicles,and besides everybody knows where the spawn points are,you don't need to go looking for them.
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#54
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The spawn points should be randomed etc. so my idea would need all kind of nerfing. And I donīt actually even think it as a good idea, it might be too complicated to bring anything new.
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#55
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No, there's some community history there that you are probably not aware of, and trust me, you don't want to get involved..
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#56
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What this game should aim towards is realism in terms of the characteristics of the weapons & vehicles featured, with balance being achieved through distribution of numbers and starting positions. For example, if the battle of Kursk ever is to be recreated in the game, then the Russians should naturally be much less penalized for each tank (& infantryman) lost than the Germans in terms of the percentage of reinforcement figure lost. Additionally the Germans should have to advance and take a certain amount of points on the map to win. This will balance out the obvious advantage the Germans will have in equipment during long range engagements, and keep them from just sitting still in one spot and popping Russian tanks at long range. They will have to advance and take the points to win, and in doing so they will expose their weaker flanks. Also there should be plenty of craters, small bushes etc etc present for Russian infantry to hide in and launch ambushes on German tanks. Just as it happened when the real battle was raging, with the Germans initially enjoying a lot of success because their tanks were much superior in the long range combat that initially occured. But then gradually the fighting diminished into closer and closer range engagements, and the Germans soon found themselves on a level playing field with the Russians as the ranges closed to within 300 meters, with well hidden Russian infantry launching successful ambushes on German tanks, using mines, satchel charges, AT guns & rifles, smoke and artillery to take a heavy toll on the German panzers. |
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#57
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red guardist you gave me an idea.
randomised objectives on very large maps. The objective can be represented by a tent with some crates, a partisan safe house etc. One side ("the Scouts") has to find these objectives to win. The other side is stronger and has to intercept the Scouts. The scouts are given rough intelligence on suspected positions of the objectives and enemy force. |
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