SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Sub/Naval + Other Games > Sub/Naval & General Games Discussion
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-11-12, 03:00 PM   #1306
SgtPotato
Seasoned Skipper
 
Join Date: Jun 2009
Location: In your ocean, sinking your ships
Posts: 721
Downloads: 96
Uploads: 0
Default

Shooting at the M4 Sherman with King Tiger's 88 and it seems that Sherman capable to absorb every shot we did.

I kind of agreed with you about the AI, but SLX mod will make any difference than the original ArmA version?
__________________
[SIGPIC][/SIGPIC]
SgtPotato is offline   Reply With Quote
Old 03-11-12, 06:17 PM   #1307
Fincuan
Admiral
 
Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
Uploads: 0
Default

Quote:
Originally Posted by SgtPotato View Post
I kind of agreed with you about the AI, but SLX mod will make any difference than the original ArmA version?

SLX used to be a pretty fast server-killer back in the days, two or so years ago, and afaik hasn't developed much since that. Using only the AI portion of it might work though.

Buggy or not I really enjoyed the 3d scopes of I44. Good for gameplay.
Fincuan is offline   Reply With Quote
Old 03-16-12, 01:21 PM   #1308
0rpheus
Grey Wolf
 
Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
Default

http://www.rockpapershotgun.com/2012...44-out-in-may/

Instabuy!!
0rpheus is offline   Reply With Quote
Old 03-16-12, 01:29 PM   #1309
Dowly
Lucky Jack
 
Join Date: Apr 2005
Location: Finland
Posts: 25,056
Downloads: 32
Uploads: 0


Default

Aye, looks good.
Dowly is offline   Reply With Quote
Old 03-17-12, 10:44 AM   #1310
SgtPotato
Seasoned Skipper
 
Join Date: Jun 2009
Location: In your ocean, sinking your ships
Posts: 721
Downloads: 96
Uploads: 0
Default

Are we going back to the modern warfare, or stick to Invasion 44?
__________________
[SIGPIC][/SIGPIC]
SgtPotato is offline   Reply With Quote
Old 03-17-12, 10:55 AM   #1311
Dowly
Lucky Jack
 
Join Date: Apr 2005
Location: Finland
Posts: 25,056
Downloads: 32
Uploads: 0


Default

Without asking, I'm going to assume back to modern.

Was just about to come and blabber about what we should do? Domi is kinda getting
stale, I don't mind playing it, we tend to make even the simplest of task interesting,
but coops would be nice every now and then.

Maybe try the Chernarus Apocalypse zombie stuff too at some point?
Dowly is offline   Reply With Quote
Old 03-17-12, 11:10 AM   #1312
SgtPotato
Seasoned Skipper
 
Join Date: Jun 2009
Location: In your ocean, sinking your ships
Posts: 721
Downloads: 96
Uploads: 0
Default

I would like to try Chernarus Apocalypse, as long as you guys don't make me as a zombie bait!

I noticed that Chernarus Apocalypse have three parts.
__________________
[SIGPIC][/SIGPIC]
SgtPotato is offline   Reply With Quote
Old 03-17-12, 12:45 PM   #1313
0rpheus
Grey Wolf
 
Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
Default

Quote:
Originally Posted by SgtPotato View Post
I would like to try Chernarus Apocalypse, as long as you guys don't make me as a zombie bait!

I noticed that Chernarus Apocalypse have three parts.
I'd be up for that, as well as smaller co-op stuff. Never gotten on well with Domi, but I have a fair collection of 4-10 player co-op missions for Combined Ops.

Chernarus Apocalypse is three parts, but they're all brilliant and really quite hard to boot. The last part is particularly good. You do need a fair group of players though, at least 5 to beat each one, but the more the better!
0rpheus is offline   Reply With Quote
Old 03-17-12, 01:00 PM   #1314
Dowly
Lucky Jack
 
Join Date: Apr 2005
Location: Finland
Posts: 25,056
Downloads: 32
Uploads: 0


Default

Domi is "OK" when we do just the side missions, when we hit the main it goes
titties up (unless it's night).

Which actually brings me to a suggestion: How about a night domi tonight?

Arclight and I have 2-3 times blown the tower without ever being noticed.
Could bring some Commandos stuff to it.

As for CA, isn't that for 6 players? (too lazy to check)But at any rate, think we need at least 9 classes just to be sure in case we get surprise players, so
that might be a go for next weekend if Arc can be arsed to edit the missions.
(he's having quality time with his bed again )

EDIT: Oh wait, he is awake! Halleluja coffee!! You be blessed.
Dowly is offline   Reply With Quote
Old 03-17-12, 01:21 PM   #1315
Arclight
Navy Seal
 
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
Default

Night sounds like a plan, allows for a bit more freedom in tactics, engaging on your own terms and all that.
__________________

Contritium praecedit superbia.
Arclight is offline   Reply With Quote
Old 03-17-12, 01:42 PM   #1316
0rpheus
Grey Wolf
 
Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
Default

Quote:
Originally Posted by Dowly View Post
As for CA, isn't that for 6 players? (too lazy to check)But at any rate, think we need at least 9 classes just to be sure in case we get surprise players, so
that might be a go for next weekend if Arc can be arsed to edit the missions.
CA has a five or six-ish minimum yeah, I forget too exactly how many, but each one has a max of ten slots so there's plenty of room for extras without Arc needing to tweak anything. I've got all 3, but should probably check for the latest versions as it's been a while since I played it. I'll check next week.
0rpheus is offline   Reply With Quote
Old 03-17-12, 01:47 PM   #1317
Dowly
Lucky Jack
 
Join Date: Apr 2005
Location: Finland
Posts: 25,056
Downloads: 32
Uploads: 0


Default

Quote:
Originally Posted by 0rpheus View Post
CA has a five or six-ish minimum yeah, I forget too exactly how many, but each one has a max of ten slots so there's plenty of room for extras without Arc needing to tweak anything. I've got all 3, but should probably check for the latest versions as it's been a while since I played it. I'll check next week.
Ah, rgr that.

And yeah, what Arc said. Night gives a second option to just going in as far as
we can before spotted and opening up.
Dowly is offline   Reply With Quote
Old 03-17-12, 01:53 PM   #1318
Oberon
Lucky Jack
 
Join Date: Jul 2002
Posts: 25,976
Downloads: 61
Uploads: 20


Default

I have only one request if we're looking to do this Commando op style...


Can we tie Raptor to a tree?


On the other side of the island?
Oberon is offline   Reply With Quote
Old 03-17-12, 02:18 PM   #1319
Dowly
Lucky Jack
 
Join Date: Apr 2005
Location: Finland
Posts: 25,056
Downloads: 32
Uploads: 0


Default

Quote:
Originally Posted by Oberon View Post
I have only one request if we're looking to do this Commando op style...


Can we tie Raptor to a tree?


On the other side of the island?
**** you, Oberon.

Jesus, you know how I hate spilling alcohol!?

Well played, sir, well played.
Dowly is offline   Reply With Quote
Old 03-17-12, 02:24 PM   #1320
Raptor1
Navy Seal
 
Join Date: Jul 2007
Location: Stavka
Posts: 8,211
Downloads: 13
Uploads: 0
Default

Tying me to a tree does not actually limit my ability to call in artillery, you know?
__________________
Current Eastern Front status: Probable Victory
Raptor1 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:14 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.