LiamNL wrote:I can remember a video by Afterdune showing off the Dutch version of mobile artillery for area attack, here's a link https://www.youtube.com/watch?v=GJZUq41W2jo. Would be cool to see vehicles at main go off as you are about to strike.
That would be super cool. It might get the group hanging around back at main motivated to get out there.
I would like to add my name to those that miss the JDAM strike. That thing was bitchin'.
sgtsev3n wrote:if you would add them as drivable vehicles (like the USI mod that has these artillery vehicles), would it affect gameplay in a bad way ?
Yes, on maps with a lot of assets such as kashan this would take even more people out of infantry squads. Also if somebody was an idiot and drove it in to the middle of the map (which is stupid already as most artillery guns have a range greater than most PR maps) then you would suddenly lose your ability to use area attack, pissing off your entire rest of the team, also some people want to feel really really special so they would instantly claim the vehicle only to leave it several minutes later because they can't do anything with it except drive.
from the PR websites header, who the hell are these guys? what factions is this?(guessing british) was this ever a kit? it seems out of place compared to PR's gameplay nowdays, i've only been playing since 2013 so i don't know if this was ever a thing before 2013. anyways shoudn't it be updated? i feel like it gives realitymod.com a spec ops winter warfare vibe, especially with the colour pallette !
Yes they are the old British forces, there already are suggestions going around about updating the website to current models. And you have to remember that PR is quite old.
LiamNL wrote:Yes they are the old British forces, there already are suggestions going around about updating the website to current models. And you have to remember that PR is quite old.
My suggestion would be to have a squad dedicated to the ship including the pilot for the Lynx on the back, as that way the pilot can request the ship to sail straight for a easy landing and not have to bother trans commander to ship commander communications.
Didn't rhino already say that the ship takes up like half a squad? And if you would also have the scimitars included in that (if there are more than 2 of them) then you would need at least 2 squads anyway to operate all armour. Thus wouldn't it be more beneficial to have a seperate naval squad as they would function differently from the scimitars and scorpions anyway? (they can't help in a firefight that isn't near the coast and possibly with horrible accuracy due to the constant movement or death).
Their primary task would probably be air defence, coastal support (in some ways similar to mortars but movable) and being a pain in the *** for enemy CAS and a juicy target at that. And ofcourse it would be a supply station for the lynx that spawns at the back, which would need good coordination with the ship crew to land on the ship (at least if it would use the ship to rearm instead of the cargo ship which is stationary)
Didn't rhino already say that the ship takes up like half a squad? And if you would also have the scimitars included in that (if there are more than 2 of them) then you would need at least 2 squads anyway to operate all armour. Thus wouldn't it be more beneficial to have a seperate naval squad as they would function differently from the scimitars and scorpions anyway? (they can't help in a firefight that isn't near the coast and possibly with horrible accuracy due to the constant movement or death).
Their primary task would probably be air defence, coastal support (in some ways similar to mortars but movable) and being a pain in the *** for enemy CAS and a juicy target at that. And ofcourse it would be a supply station for the lynx that spawns at the back, which would need good coordination with the ship crew to land on the ship (at least if it would use the ship to rearm instead of the cargo ship which is stationary)