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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1306 |
Seasoned Skipper
![]() Join Date: Jun 2009
Location: In your ocean, sinking your ships
Posts: 721
Downloads: 96
Uploads: 0
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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? ![]()
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#1307 | |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
Uploads: 0
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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. |
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#1308 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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#1309 |
Lucky Jack
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Aye, looks good.
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#1310 |
Seasoned Skipper
![]() Join Date: Jun 2009
Location: In your ocean, sinking your ships
Posts: 721
Downloads: 96
Uploads: 0
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Are we going back to the modern warfare, or stick to Invasion 44?
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#1311 |
Lucky Jack
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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? |
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#1312 |
Seasoned Skipper
![]() Join Date: Jun 2009
Location: In your ocean, sinking your ships
Posts: 721
Downloads: 96
Uploads: 0
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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. ![]()
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#1313 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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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! |
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#1314 |
Lucky Jack
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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. ![]() |
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#1315 |
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
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Night sounds like a plan, allows for a bit more freedom in tactics, engaging on your own terms and all that.
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Contritium praecedit superbia. |
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#1316 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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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.
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#1317 | |
Lucky Jack
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![]() And yeah, what Arc said. Night gives a second option to just going in as far as we can before spotted and opening up. ![]() |
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#1318 |
Lucky Jack
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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? |
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#1319 |
Lucky Jack
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#1320 |
Navy Seal
![]() Join Date: Jul 2007
Location: Stavka
Posts: 8,211
Downloads: 13
Uploads: 0
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Tying me to a tree does not actually limit my ability to call in artillery, you know?
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Current Eastern Front status: Probable Victory |
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