Jump to content

Apocalypse 31

Members
  • Posts

    2,771
  • Joined

  • Last visited

  • Days Won

    66

Posts posted by Apocalypse 31

  1. On 3/21/2019 at 2:22 PM, Rotareneg said:

    You can can merge two roads of the same type, just select both by holding the ctrl key and then use the M key to merge the nearest ends. To cut a road, select the road you want to cut then hold alt and click where you want it cut at (doesn't need to be at a vertex.)

    Thanks!

  2. Is there a way to combine roads on the map editor?

     

    I'm working with a generated map that has several roadways that are split into about five dozen smaller roads - but in actuality, they are part of the same road. 

     

    I can select multiple roads when I hold CONTROL and select, but just wondering if there is a way to combine them. 

     

    Thank you

  3. One of the better PVE FPS out there. I ordered this pre-order but refunded when it looked like their release was pre-mature. Seriously considering picking this up. Had a blast with the last one

     

     

  4. 8 hours ago, Gibsonm said:

    "The East Wind 08 AUG 2035 by Apocalypse"

     

    Will all these platforms still be in service in 2035 (or a typo prerhaps). ;)

    It's based on the story line from ArmA III's East Wind campaign.

     

    Most of the vehicles featured in the ArmA III factions are unplayable or unavailable in SB, so we are using proxy. For example, the NATO faction uses the Merkava Mk IV as their MBT in ArmA III as well as the Patria AMV 40mm (also not in SB), while the AAF use the Leopard 2G, Warrior, Fennek, Weasel, and Pandur II CZ.

     

    But the task organization / order of battles are accurate and so are the objectives. 

     

    Edit: A lot of people scoff at ArmA III, and honestly, the plot is a little hard to swallow, but the operational art and design of the NATO campaign is awesome; NATO forces conduct two near-simultaneous amphibious landings as well as an air assault to seize key terrain and infrastructure. The developers did a good job in that aspect.

  5. 3 hours ago, Gibsonm said:

     

    They are embedded in the file, a bit like custom maps currently.

     

    However, be prepared for your scenario file size to increase.

    Thanks.

     

    I'm limiting the .wav files to 22khz, mono which keeps the files very low in size and quality - not an issue, as they are radio transmissions.

  6. 1. Would also be nice to have an option to turn off stamina. Would be good for situations where you want enemy forces to route. I find that even Elite-level sprites still get tired too quickly. 

     

    2. Would love to see the stamina system overhauled; I am by no means an elite athlete or part of an elite military organization, but I can jog at least three times further than our sprites with my kit and weapon. I generally find that stamina is not something takes a long time to 'regenerate' rather, you get quick bursts of energy and small rests to help you. 

     

  7. On 1/28/2019 at 12:57 PM, Grenny said:

    Thanks for playing everyone.

    I  know, that plan was shit. The tough was that I may be able to suprize OPFOR a bit by moving in from an unexpeted direction. I hoped this would outweight the risk by seperating the force and needed more coordination the get "barrels at the enemy".

    The moment E1 asked for support, and I realized, all units are commited in a way that I can't give any support...well, bugger

    I don't think it was a bad plan, just poorly executed. Rather, we failed to mass forces or control tempo (manage tactical pauses)

     

    I think there was a missed opportunity with E-1 being as engaged as it was, early in the scenario. E-1 drove directly into an enemy engagement area and paid the price with no other friendly attackers to carry the assault forward. We didn't use artillery against likely/suspected positions and our demise could've been anticipated by even the most junior LT that knows how to conduct a terrain analysis. 

     

    Perhaps we would've had more success if we attacked simultaneously along multiple axis, with E-2 and E-3 in the east while E-1 got beat up. At least we would've been able to penetrate with E-2 and cause the enemy to think about more than 1 problem at a time. 

     

    We did the same thing for the second attack, in which remnants of E-1 and E-4 attacked along a single axis while E-2 and E-3 resupplied. 

  8. 3 hours ago, Gibsonm said:

    Thanks Apocalypse, for taking my suggested "improves" on board.

    Thanks for the feedback - its very important to me.

     

    I normally sit through the AAR with two copies of SB running - one copy of the actual AAR and one copy with the mission editor running so i can make changes as people suggest them.

     

    Made a bunch of recommended changes, will post the sce to the page shortly. 

×
×
  • Create New...