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Bond_Villian

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  • Content count

    274
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About Bond_Villian

  • Rank
    Junior Member
  • Birthday 03/13/1980

Personal Information

  • Location
    Perth WA Aus
  • Interests
    Cycling, PC games
  • Occupation
    Pushbike Courier

Recent Profile Visitors

1,021 profile views
  1. Thanks for the heads up
  2. I assumed the double negative and emphasis was for purposes of sarcasm/ hilarity. Take note ASH.
  3. So if there wont not be a draft... there WILL be a draft?
  4. Thanks for the upload Cav
  5. A question regarding this weeks TGIF scenario; do the UN become hostile to all parties when fired on, or only to the partie/s that fired on them? Cheers
  6. Yet this isnt true of the gunner/commanders position? I agree the way it is now is a bit strange, but i still think it is reasonable to expect crew to move to the drivers position, perhaps after a delay. Also, moving crew from the gunner/commanders position reduces the combat effectiveness of the vehicle, so its not a 'get out of jail free' card. @52:00 does happen a lot to drivers too!
  7. The ability to have a gunner/commander move to drivers position if the driver is killed.
  8. This Scenario is UNplayable?
  9. Champ!
  10. They look great mate! Sorry to hear about your dog, truly mans best friend.
  11. Is your PC going to catch fire again? Ill bring marshmallows.
  12. Ive made a plan for Blue in case nobody wants to CO.
  13. Per the WIKI; Hold While no enemies are seen, assume a turret-down position facing the specified direction concentrating on the are of interest (the dot in the BP line of fire arc). Temporarily move from position to avoid ICM artillery attack. Do NOT move from position to engage enemies that cannot be seen, or to avoid HE artillery attacks. If unit is infantry, move into the nearest building or fighting position near the waypoint. PCs will dismount infantry (unless the owning user is present in the platoon in any position, in which case the unit will not dismount infantry unless the owning user specifically tells the unit to do so with the "U" key). Defend While no enemies are detected, assume a turret down position facing a specified direction. Temporarily move from position to avoid ICM artillery attack, or to avoid HE artillery attack if not engaging an enemy. Can move a few hundred meters from position to engage enemies on front flanks that cannot currently be seen. Embark on the first attached, non-conditioned route if moderate losses are sustained. If unit is infantry, move into the nearest building or fighting position near the waypoint. PCs will dismount infantry (unless the owning user is present in the platoon in any position, in which case the unit will not dismount infantry unless the owning user specifically tells the unit to do so with the "U" key). Guard While no enemies are detected, assume a turret down position facing a specified direction. Temporarily move from position to avoid ICM artillery attack, or to avoid HE artillery attack if not engaging an enemy. Can move a few hundred meters from position to engage enemies on front flanks that cannot currently be seen. Embark on the first attached, non-conditioned route if under fire. If unit is infantry, do not enter nearby buildings but will take cover. PCs will NOT dismount infantry. Stay The unit will sit in place and will not move regardless of the tactical situation or enemy presence. The unit will not move to avoid artillery. PCs will NOT dismount infantry. None The None tactic, or rather the lack of a tactic, allows a unit to seamlessly continue onward to another route, if any, provided that any embark conditions on the next route are met. When None is given to a waypoint at the end of a route, you are authorizing the AI to move around on it's own, and it may gradually move towards know enemy contacts on the map. If you do not want you units to drift around like this then you should give them another, or rather, an actual tactic. PCs will NOT dismount infantry. Suppress Similar to Stay tactic, the unit will just sit and not move regardless of the tactical situation and enemy presence except that the unit will suppress the assigned area (either LOS dot from the map or 3D view designation). Suppressing fire will be intense when first given but will gradually become less frequent to conserve ammo. To increase the intensity the order must be given again. Units on the receiving end of suppression will go prone (infantry) or duck down in the vehicle (AFV) and stop firing for a while while they are pinned. This is especially useful for enemy troops located inside buildings and bunkers. PCs will NOT dismount infantry. --------------------------- Its worth noting that you can customise how infantry will behave in regards to buildings, in the option toolbar at top of screen ingame. Also, the WIKI isnt entirely accurate/relevant, particularly in regards to infantry mount/dismount behaviour. Cheers
  14. until

    You can learn a lot in multiplayer (like what not to do)