cawac wrote:UK:
Yes, they do have 1 Trans chopper spawning in at the begining - and that's about it. With clear Argentinian air superiority (2+3 vs 2 initially), we have 1 chopper. So, historicaly, the officers said:
"Yeah folks, we did now that the Argentinians will try to retake the island by force, but who cares? You got your rifle!"
Well, 10 minutes later spawns (Excuse me?) a Chinook, 1 Land Rover transport and 2 Logi Truck. No real chance of any stable defences (HMGs and stuff) before (remember, 1 - if any - chopper). And even after that, the logistic lines are so thin, that you will need to walk around the shores of the island (if not, you will be almost instantly defected by a sniper/CAS, and may God have mercy on your soul) - which makes a 500m distance between two flags an at least 1 km march.
You really should watch that documentary I posted.... On the 2nd of April, 1982, the Argentines did retake the Falklands by surprise, catching the Brits totally off guard:
1982 invasion of the Falkland Islands - Wikipedia, the free encyclopedia
It took the Brits almost two months to gather up a task force, sail it to the Falklands and land troops on the islands:
Falklands War - Wikipedia, the free encyclopedia
Anyways when the Brits landed, they had nothing at their disposal and all the choppers where busy unloading the ships in San Carlos, which is why there is a delay spawn for the Logi trucks etc. 2 Para marched to Goose Green with no support other than from a few choppers (the single Wessex that spawns at the start, not to mention 5mins later another one spawns once the first one has gone).
And 10mins in you will if your lucky just have captured and secured your first two flags, so timing is really just about right. Also its more like 7 mins btw since the 3min warmup time before you spawn in also counts down the spawn time.
And I never have such problems with snipers or CAS myself... If anything there is never enough CAS for when you want to pound it on the enemy.
cawac wrote:ARG:
Yes, they are a bit more advanced when it comes to mobility, but they still need an increment. The initial deployment can be pretty much done with 2 or 3 rounds of the chopper, if taking all other vehicles aswell - but after that, they are sitting ducks just as the Brits (parked vehicles get destroyed by enemy CAS in 5 minutes atmost, so you drop the crates, drive away, park it, build the FOB, and go to another location - maybe 1 of the 3 will not get noticed).
all those argie crates where from its UH-1H and Goose Green is by far the most open and hostile place to fly a chopper on the map.
cawac wrote:Those jets spawn every 5 minutes, and there are 7 of them!
Most of them don't have any bombs and the ones that do don't have any AA missiles, other than one.
cawac wrote:I may get an AA guy in my squad, he shoots - maybe even hits - but it will take at least 15 minutes to get supplies. At which time, we will be laying on the ground with 500 lbs bombs in our back.
I'm getting lots of reports from pilots and even ground troops of how over powered the handheld AA is
https://www.realitymod.com/forum/f562-p ... inger.html
I myself don't have any problems taking out jets from the ground either.
cawac wrote:(that one little Scimitar is almost as useful against CAS as a snail against a BTR).
That Scimitar is now a Scorpion as per here:
https://www.realitymod.com/forum/f196-p ... eased.html
and neither are meant for AA...
cawac wrote:After that we could even try to attack - and after winning the engagement, beg for ammo.
You keep on mentioning this but I've never had that big of an ammo problem on this map, no more compared to any other. Sounds like your teams logistics is just really poor... As Brits, you've got two logi trucks, a max of 5 choppers, 3 of them heavy lift ones carrying two crates each (Chinooks) + the landrover also carriers ammo drops and the Argies don't have much of a different story either other than no heavy lift choppers, but transport trucks which carry ammo drops too.
cawac wrote:- Too dangerous to take a ride
I never have a problem in a vehicle, in fact with the very poor AT on this map, hardly any counters other than CAS which is most of the time, not ready to bomb especially if their is a proper CAP overhead, and even then, you really need to be spotted by ground troops and them to call you in as a target for you to get bombed...
cawac wrote:- If you stay where you are the CAS will bomb you (ever tried to hide in bushes from bombs?)
The buildings right now actually protect you from bombs... Funny video somewhere of a guy in a building, you watch a 1000lb LGB drop on the roof and the guy comes walking out perfectly fine, but can't find it
There are also plenty of rocks, epically in the hills...
cawac wrote:- Don't even try to shoot long distance, you never get rearmed
Rifles are pretty accurate, especially with the new deviation, I can hit things from quite far away (with a normal L1A1 / FM FAL or FN MAG / GPMG) and as I've said, ammo hasn't been a problem for me...
cawac wrote:- Immediate spawning transport trucks and jeeps
Feedback I've had from people who understand the conflict like this and they "love the yomp to goose green" and I don't see a massive need to change this, at least not yet... Initial yomp is the least of the problems anyways.
cawac wrote:- Some bikes around captured flags (so I can send a guy back to base to get me a truck and I am not forced to shoot a friendly soldier in the head - reality ftw)
Would be very out of line with normal PR to have vehicles spawning on capped flags... Not to mention not realistic... Also bikes where not used, at least not commonly in the Falklands War. Got a pic of an Argie on a Bike in Stanley however
cawac wrote:- Boats, boats and boats (they may not took jeeps with them but sure as hell they did not swim to the island)
No, the beach landing was at San Carlos, where you spawn:
This is to simulate the landing already started when you spawn and still going on while you spawn (they where unloading the ships for days).
And no, these landing ships and their LCUs didn't venture out of San Carlos, other than they did try to unload more troops at Fitzroy which I simulate by spawning a RHIB at Goose Green 10mins after the Brits cap it but thinking of extending it more than 10mins, not to mention in r/l that landing was a disaster.
cawac wrote:- AA emplacaments (Rheinmetall 20 mm Twin Anti-Aircraft Cannons, they had 15 of those on the island) spawning at captured flags
15 in the scale we are doing PR are not a lot, but yes I have plenty of AA guns around if you haven't noticed, but only where they had them in r/l and where the players are (although put some at Pebble Island without knowing for sure if any where there but need them to protect it). The main AA defences where at Port Stanley, which is where the bulk of them are ingame too, but I do have a ZPU-4 at Goose Green too. The other flags the Argies didn't dig into in r/l.
This is also not to mention you should be deploying AA where you need it, which players do and I've seen many a firebase go up fine before you say lack of logistics...
cawac wrote:- Panhard AML for ARG
Its in the plans:
https://www.realitymod.com/forum/f388-p ... tasks.html
cawac wrote:- Artillery guns and other small arms emplacaments spawning on flags after being captured
You can deploy mortars and HMGs... This is as close as your going to get to Arty Guns.
cawac wrote:- Please make some cover (rocks, dead sheeps, destroyed vehicles, gigantic Hello Kitty balloons) for infantry - basements of houses, anything, constantly being raped by huge bombs is not my idea of a defensive position
The real landscape doesn't offer much in the way of cover...
But yes, some more dose need to be added, just don't have the time to do it myself.
cawac wrote:And what I would love in Falklands, to show the flyboys they _can_be_shot_down_ from the ground aswell. Because right now, as a born infantryman, I feel like a turtle crossing the highway - even more than on Kashan.
I see a lot of jets getting shot down from ground AA. Way more than other maps where they can dive in and out of the view distance before the AA has time to react.
cawac wrote:P.S.: I know that time is scarce, if you can not make the modell of some weapons in time - just make a placeholder for it, even in a final version. If it's a Vierling from WW2 - I don't care, as long as it does it's job.
The mod has plenty of place holders in it already, I do know what they are...
Anyways cawac, you've made your points and I've noted them, but tbh I do believe most of them are unfounded from what I've experienced and what most other people have been telling me. If you believe this to be incorrect please back up these statements with some evidence.
Cheers.