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Glider issue
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Topic: Glider issue (Read 3778 times)
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scrapking
EIR Veteran
Posts: 924
Glider issue
«
on:
February 24, 2009, 01:55:28 am »
This isn't a huge deal, but its an issue nonetheless.
Can it be changed so that Commando gliders are not targetted once unloaded? Can they be automatically removed?
Even though other enemy units will get targetting priority over the glider, units will turn their weapons to face the glider if that all they see, and it can be an annoyance at best. Or leave your tank's weapons facing the wrong way for incoming armor at worst. Or force your local mortars to fire on it, thus exposing their position.
If not for the Tetrarch aspect, it would really be best if Commandos simply paradropped in like Airborne, because of the above.
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DeadlyShoe
EIR Veteran
Posts: 470
Re: Glider issue
«
Reply #1 on:
February 24, 2009, 02:19:02 am »
You mean... they self destruct once the commandos are out?
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This may be the most offensive thing I've read. At least, today.
scrapking
EIR Veteran
Posts: 924
Re: Glider issue
«
Reply #2 on:
February 24, 2009, 02:50:31 am »
Quote from: DeadlyShoe on February 24, 2009, 02:19:02 am
You mean... they self destruct once the commandos are out?
I mean that they should, yes.
As it is they continue to remain, even though no more units are coming out of them, and compel enemy units to target them automatically, as they are hostile units.
They also show up on the minimap as vehicle triangles.
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salan
Synergies TL2 mod!
Posts: 6290
Re: Glider issue
«
Reply #3 on:
February 24, 2009, 02:53:30 am »
i believe they also give line of sight.
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MistenTH
EIR Veteran
Posts: 199
Re: Glider issue
«
Reply #4 on:
February 24, 2009, 04:13:04 am »
Quote from: salan on February 24, 2009, 02:53:30 am
i believe they also give line of sight.
They do.
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scrapking
EIR Veteran
Posts: 924
Re: Glider issue
«
Reply #5 on:
February 24, 2009, 04:48:10 am »
Quote from: MistenTH on February 24, 2009, 04:13:04 am
Quote from: salan on February 24, 2009, 02:53:30 am
i believe they also give line of sight.
They do.
Yeah that's sort of bullshit.
They need to self destruct upon landing. Or Commando drops need to come in parashoots.
I'd prefer to suspend my disbelief for Tetrarchs using parashoots over having gliders continue behaving in this way. That they give LOS is really broken.
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Khorney
EIR Veteran
Posts: 221
Re: Glider issue
«
Reply #6 on:
February 24, 2009, 10:32:47 am »
i think it's pretty awesome, i mean, they get exploded by any rifle squad in a couple of seconds anyway, the LOS has never been an issue as players are always quick to clean up after the drop has moved on/been destroyed. i dunno, this has never really occurred to me as an issue as a brit player, or been brought up as an issue by my opponents. what's much more annoying is loosing my vet commandos to an invisible PAK shot on the glider *grumble grumble*
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EscforrealityTLS
EIR Veteran
Posts: 593
Re: Glider issue
«
Reply #7 on:
February 24, 2009, 10:37:04 am »
A better and "more realistic" change might be to make the glider neutral once the commando, tet, Mg has deployed.
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Pwanawan baby!
Two
EIR Veteran
Posts: 2079
Re: Glider issue
«
Reply #8 on:
February 24, 2009, 11:11:22 am »
should have the glider as a free ability for units you hve to purchase, id much rather have a mg/mortar walk on the map
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Khorney
EIR Veteran
Posts: 221
Re: Glider issue
«
Reply #9 on:
February 24, 2009, 11:31:16 am »
you can put them in other call-ins then they walk on...just add some sappers or something to it, or a captain
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stumpster
Honoured Member
Posts: 2197
Re: Glider issue
«
Reply #10 on:
February 24, 2009, 03:55:01 pm »
For a little while in testing Gliders were exploding after deploying troops, but they were temperamental with it, so it was tossed out for release. That is something that we would like to do though.
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Two
EIR Veteran
Posts: 2079
Re: Glider issue
«
Reply #11 on:
February 24, 2009, 04:16:43 pm »
Quote from: Khorney on February 24, 2009, 11:31:16 am
you can put them in other call-ins then they walk on...just add some sappers or something to it, or a captain
why would i want a captain or sappers if i need a mortar or mg
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Glider issue
«
Reply #12 on:
February 25, 2009, 03:34:35 am »
Quote
why would i want a captain or sappers if i need a mortar or mg Undecided
Nearly wet myself reading that line. Too true. Theres gotta be some way to decide if you want gliders or not isn't there? I mean if your Call in timer is only at 8 or 15 seconds having to wait 30 for needed support weapons is pretty killer.
That and for the brief time i used the british(1 game) I called in commando's near my spawn point and the glider suicided itself. killing the guys inside, not sure what it hit but if i lost an MG or mortar team i would have been more pissed.
Maybe having Commando infantry parachute is a better solution? only AA weapons can hit parachutes, where as everything from AT guns, AA weapons, Tank traps, pretty much anything with a gun can kill the guys inside before anything escapes.
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He thinks Tactics is a breath mint
Quote from: Unkn0wn on July 31, 2012, 03:50:15 am
Wow I think that was the nicest thing brn ever posted!
Quote from: Bear on June 19, 2013, 01:24:59 pm
the pussy of a prostitute is not tight enough for destroy a condom
Unkn0wn
No longer retired
Posts: 18379
Re: Glider issue
«
Reply #13 on:
February 25, 2009, 05:53:13 am »
Quote from: Two on February 24, 2009, 04:16:43 pm
Quote from: Khorney on February 24, 2009, 11:31:16 am
you can put them in other call-ins then they walk on...just add some sappers or something to it, or a captain
why would i want a captain or sappers if i need a mortar or mg
Because usually you combine that MG or mortar with another unit for a +- 8 pop platoon anyway?
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