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For newer pilots and even for some of the more experienced ones, judging "E" states remains one of the hardest things to get right. The simple fact is there is no formula or process for doing this AND being right all the time, it's something you have to evaluate as it happens by analysing the clues available when observing the enemy as he approaches and conducts his aspects of the fight.  It requires you to continually adjust your approach and how you conduct your aspects of the fight to counter your opponent, be it defense or offense.

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After we reconfigured the host for the start of Campaign 57 on Monday morning, a small error crept in that was caught in the next few hours and rectified. This error changed the despawn timer from the usual 10 seconds to 15 seconds. We changed it back but it did bring up a point worth considering. I’ll try and illustrate this so that you can give it some thought.

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DOC: This subject comes up quite frequently in the Barracks and Motor Pool, and, frequently, assumptions are made about how it works that are not quite accurate. I'd like to give you all a brief overview of how High Explosive rounds work in our game in comparison to real life (not according to Hollywood).

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A question from Gigerman, Barracks lurker: "I'm familiar enough with game-programming to know some of the "illusion" work that typically occurs in situations like this. When I, as a spawned infantryman, "ride" a rideable vehicle (FREX a truck), what exactly happens behind-the-scenes/under-the-hood to make it work? That is, what happens to the infantry avatar I was using, and where does the new vehicle-based avatar come from?"

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Edelman's question in the Motor Pool: "I dont seem to learn this. Whats the gamerules for this? If my tank loses, say the gunner, but the driver is alive and i return to base. Is that tank going directly to the spawnlist or is it lost and needs the 7 hour resupply time to get a new one? Is it the same for atgs and other multicrew equipment?"

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