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=VG= keed

VG Clan Member - Supporter-Lv3
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Posts posted by =VG= keed

  1. On the topic of  Yugoslavia's roster I found an interesting post on reddit. It features possible units with pics and a short explanation. Good stuff!

    But my dream would be a certain Israeli piece of equipment. Lads and Gents, let me introduce: the all mighty SEAD-tank!

    On an other note I am surprised by Finlands Redfor leaning. Didn't expected that. Someone with more historical knowledge than me hopefully offers his insight...

     

  2. ? I saw the Spec Ops (Mic) in action. Held their own while being cut off from Supplies and Reinforcements. Hero material. Should have made a screenshot... Or that one map with the huge slum-city between the objectives. We should give the AI the same Deck and see how it goes...?^_^?


  3. Hi,
    I am bored so let's start a wargame deck discussion thread!

    Rules are:
    1) Post a screenshot of the deck overview!

    2) Always include the export string for ez importing of your favorite spam deck!

    3) Use [AI], [PVP], [WTF], or all three as indicators for what game mode you tend to use your deck! (Cyan, Golden Rod, Violet)

    4) Lastly, give us some text to read! Why do you prefer the Marder1A2 over the Marder1A3 as a INF transport? How are you going to make the ANZAC work? Why the hell are you picking North Korea motorized?

    ------------------------------------------------------------------------------

    ?

    [AI] Norad Tank:

    In other words: Let's combine the power of 'mercian tank forces with Canadian substitutes.

    Deck overview

    Summary:

    This is my go-to AI killer. The combination of a huge selection of heavy?and super heavy US tanks, a few good cost effective Canadian tanks (Mexas, C2) as well as Cannon AA and the ADATS is the reason why this is my most played deck.

    Notable units:

    M2A2 Bradley?- Such a good weapons platform. Autocannon and precise ATGM combo are the only reason I bring this unit. Fire-support with a infantry bonus. Noice. Protip: Take the recon M3A2 Bradley CFV?as well for better ATGM and invisibility.

    AV-8B Harrier II?- "Why would you bring a 2 missile ATGM Harrier when you have access to the A10, keed?" . If you compare the stats?you'll notice the better ATGM accuracy and?range, ECM, speed, AIM9s, Air Detection. The A10 has 4 more missiles, armor and a [HEAT] minigun. The Harrier is simply more versatile while being just as deadly. The minigun won't rip tanks apart but might panic?them and is just as good as it's brother when dealing with infantry. It all boils down to how you use the units and for what. Need to stop a APC/Tank spam ??A10. Need to kill a specific unit fast and reliably ? Harrier. Now you can get a max of two A10 but three Harriers. Against a wave that means you have 8 vs 6 missiles. But the 6 are better and arrive faster in the AO. I chose the Harrier mainly because I value speed over standing power.?I call him the "Ghetto A10".

    M8 AGS?- This thing is the definition of a glass cannon. 3 frontal Armor wont even make Reservists flinch. But the gun. OMG so good. This tank will not be put into a defensive frontline formation. He a flank killer. He needs the first shot advantage to kill anything at all. For 55 points you'll get a mlg cannon, 65% accuracy, 60% while on the move, 17AP and 13r/m (!) are why this is your go-to T72 and friends killer. Put a pair?on your flanks and keep 'em on the move. And if you lose it... 55 points - no one cares.

    COMVAT?- Long range 45mm, 5AP autocannon support. Best for killing BMP1/2s for 30 bucks. No brainer...

    M113 ADATS - Canadian prototype sci-fi?rocket shitbox. Kills everything but infantry. Use with caution! It will make you poor! Ammo truck not included! Might contain small parts!?

    Conclusion:

    This deck is almost feature complete. Depending on the map I might take more INF with me or switch the Harriers with Fighter Jets or Interceptors (Tomcat <3). The tank sections is what makes this deck good but boring. Luckily the Canadians are here to spice things up. ;)

    Deck code:

    ZBhKtBOaPSHkRHJUgLjqSQqSI6AkBJYYuZpKTHUiIbT1p206adNPmILEIqiaENPmSiqJD5Bo7LVgFBSvprQYuo8EfvCEupj6MI17

    What do you think? Top or flop? Do you have a deck that is worth posting? Hit me up with suggestions and show us your creations. But really, don't pick North Korea Motorized...?

    keed

    • Upvote 3
  4. Alright. Since I am now officially not working that Saturday I hereby
    sing up for the SQL position of the mech-inf squad.
    Being the commander in the first event was a really enjoyable experience but this time I want to do the dirty work, not order it.

    Sign me up teddy!

    BTW: Don't be afraid of signing up as commander! YOU CAN DO IT. JUST DO IT!
  5. I always liked the way a round on the server played out. You have different squads; each with role and mission. You come on and see a Trans, Inf, Mortar, Tank, APC, and the inevitable Recon squad you just know teamwork is capitalized and it'll be a great round. While I know that this sounds like PR-utopia I always figured this is the way it was meant to be played.
    But ever since the update I noticed a couple of things that made me quit during rounds which I usually despise. ALTHOUGH I understand completely that this is the natural consequence of going standalone I have the urge to address a two points and possible solutions:

    1.) Too many unassigned players.
    Never saw it as a problem. If ya don't wanna have fun in a squad, I don't care. Lone wolves being just that. But with the server almost being full 24/7 these canines are becoming more like a pack of wolves. Requesting trans in team-chat, and generally playing their own objective. Essentially making the game micro-intensive for support squads. The chain of command exists for a reason. Solution: Join a squad or leave rule. I know a couple of deployment-servers have this rule and while I think it's not going deter lone-wolves it will hopefully minimize the amount of.

    2.) Lack of squad-leading and inter-squad-comms
    I know, I know... "Stop being too demanding, these are noobs, keed. What do you expect?" Well, it became worse. Logically. But how about putting an extra emphasis on Teamwork? (I am addressing the regulars here.)
    How about being role-models not just about manners and rules but also proper gameplay? Solution: (This is not a demand like the squad-rule, think of it like a suggestion.) Talk to squad-leaders who have been quiet and coordinate more. Say things like "I flank Lemur Eleven and you defend Obj. Bravo, roger?" Show them how it's done and if they are unwilling to cooperate talk to them on the chat. Not just the squadleader, the whole squad. Ask for players ready to lead the squad if needed.

    To sum it up: My first point is what I find a suitable addition to encourage squad-play in form a punishable rule to make new players clear that this is not a do what you desire kind of server. Like zero_tolerance said in a post: many appreciate the server because of just that. The objective is the mission, not the kill-count. A good round is when Armor or CAS doesn't even get the chance of reaching the 100+ kills. It's about the time a round lasts. But why am I telling you this. As an admin I'd usually want to restrict players in their playstyle as least as required but this is how far I would go. As a player I have no problems telling other inexperienced squadleaders what to do. In a polite tone and choice of words of course.

    What do you think?

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