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Re: [Gameplay] Logistics

Posted: 2009-01-05 15:13
by Lt Mic
hyraclyon wrote:But on Muttrah the US spawn on the carrier, so how is it possible for a logistics truck to drive across the water? Or am i missing something?
Transported by chinook from the carier!! :P

Re: [Gameplay] Logistics

Posted: 2009-01-05 15:17
by Ragni<RangersPL>
[R-COM]Outlawz wrote:Wait...so what's going to happen to the current trucks with 8 seats in-game at the moment?
[R-DEV]Jaymz wrote:Jeeps and transport trucks will be used exclusively on,

1. Insurgency maps

2. Infantry only map layers
Here's your answer.... sort of :roll:

Re: [Gameplay] Logistics

Posted: 2009-01-05 16:38
by Oak
[R-CON]Deer wrote:I think if APC would NEED infantry around itself, it would try to get infantry around itself
That's a great point, actually. I think one of the options to do that would be to increase the number of LATs on the field, since the APC would want to work with infantry clearing potential locations of LAT soldiers (e.g. houses, bushes by the road, etc.) or taking down known LAT soldiers without exposing the pricey APC.

Re: [Gameplay] Logistics

Posted: 2009-01-05 18:06
by RCMoonPie
badmojo420 wrote:Read this WHOLE thread before getting all worked up over a couple posts. It was already stated that a repair crate will repair you fully. Unless that supply truck drops another one before your done repairing. Or after 5mins it'll disappear. But no repair takes 5mins. Also, who really cares if a supply truck is 1 manned? Isn't that more logical? Risk only 1 life instead of 2. All you need is a driver.
"Unless that supply truck drops another one before your done repairing."
Which as I stated in my post is likely to happen. Also...it could very well take longer than 5 minutes if attempting to make repairs while under fire. You are assuming the pilot or truck driver had the common sense(not always common in pub) to place the crate in a strategic, yet protected area.
As for the one man comment....allow me to clarify.
Lets say in my rally scenario I described....that a squads automatic rifleman kit was lost when the gunner was killed.....what is to stop that guy from spawning at the main as an engineer to attempt to get the auto kit again....is unsuccessful.....and just hops in a supply truck to taxi himself back to his squad in a forward area.....only to ditch said truck to move with his squad on foot since the entire squad can no longer ride in the truck.
Of course it is speculation....but it is a potential repeatable problem that can occur with the new logistics system.

badmojo420 wrote:First of all, how did you get to south bunker? Transport choppers (littlebird excluded) drop supply crates. I can see it becoming common practice to drop a crate when inserting troops. Same with an APC. If he brought you in, he should stick around to ensure your squad has kits. And PLEASE for the love of god, don't ask the new logistics trucks to pick you up and transport you somewhere. Unless you're going where they're going, stay out. And the supply crates don't magically disappear, and you can't request kits off the repair crates or depot as far as i've read. So i don't know what you're going on about there.
The crates do "magically" disappear....when the next one is dropped.
And.....I did read that you could rearm from the repair depot unless I am mistaken.

Re: [Gameplay] Logistics

Posted: 2009-01-05 18:20
by Rhino
RCMoonPie wrote:"Unless that supply truck drops another one before your done repairing."
Which as I stated in my post is likely to happen.
not really, the logistics truck only has 1 of these it can carry about, it first needs to go out to a damaged tank or w/e that needs repairs, then it should deploy this repair drop right next to it, preferably in a safe zone unless you want to get shot while repairing, as the supply drop only lasts for 5mins before it expires you only should deploy it when its necessary, ie, when a tank needs repairs, otherwise it will probably not get used before it expires. So if its used in the correct way, the truck drops it by the tank or w/e, then it has to return to base to reload a new repair drop before it can deploy anouther, now in most cases its going to take 5mins or more for the truck to return to base and reload this repair crate, so the truck really can't deploy anouther under the time unless its deploying it right next to its base.

Re: [Gameplay] Logistics

Posted: 2009-01-05 18:25
by daranz
[R-DEV]Rhino wrote:not really, the logistics truck only has 1 of these it can carry about, it first needs to go out to a damaged tank or w/e that needs repairs, then it should deploy this repair drop right next to it, preferably in a safe zone unless you want to get shot while repairing, as the supply drop only lasts for 5mins before it expires you only should deploy it when its necessary, ie, when a tank needs repairs, otherwise it will probably not get used before it expires. So if its used in the correct way, the truck drops it by the tank or w/e, then it has to return to base to reload a new repair drop before it can deploy anouther, now in most cases its going to take 5mins or more for the truck to return to base and reload this repair crate, so the truck really can't deploy anouther under the time unless its deploying it right next to its base.
Wait, what?

The dev journal says that trucks get an unlimited amount of repair crates. Which is it?

Re: [Gameplay] Logistics

Posted: 2009-01-05 18:30
by space
daranz wrote:Wait, what?

The dev journal says that trucks get an unlimited amount of repair crates. Which is it?
Thats the impression I got too - its much better the way youre suggesting here Rhino - It means a truck cant just follow the tanks round so much, and also means the trucks will be driving around alot more ( adds to the atmosphere I realism I think )

Re: [Gameplay] Logistics

Posted: 2009-01-05 18:42
by Drav
Well I'm fcking confused!! I'll just play the thing first I think!!

Re: [Gameplay] Logistics

Posted: 2009-01-05 18:47
by Drav
Th3Exiled wrote:Oh my, looks like my quoting has failed again.... And I was sure I set it up properly, damn lack of edit button...
Hehe, just realised the time, the suns just coming up, its 4:45 Am and I haven't slept yet.

Exiled
I know the feeling, 24 hours just isnt enough.....

Re: [Gameplay] Logistics

Posted: 2009-01-05 19:21
by Hotrod525
i have read alot of you're answer, and seriously i think that was just the kick-in-the-*** PR community was needed, the new way of logistic will made SOLOING so HATED than anyone who try gonna been votekicked in minutes. It will also provide MECHANIZED INFANTRY tactics, there are already ingame but no one use it cause hey, why take an apc when we can get our own supply truck for the squad...

Now the only thing i think APC should need to fit theire role is the removing of the "overheat" on atleast the LAV25 cause BTR80 just own it, and i got a question why did RUSSIAN got BTR60 and CMO had BTR80 !? I miss something.

Re: [Gameplay] Logistics

Posted: 2009-01-05 19:28
by arjan
Hotrod525 wrote:i have read alot of you're answer, and seriously i think that was just the kick-in-the-*** PR community was needed, the new way of logistic will made SOLOING so HATED than anyone who try gonna been votekicked in minutes. It will also provide MECHANIZED INFANTRY tactics, there are already ingame but no one use it cause hey, why take an apc when we can get our own supply truck for the squad...

Now the only thing i think APC should need to fit theire role is the removing of the "overheat" on atleast the LAV25 cause BTR80 just own it, and i got a question why did RUSSIAN got BTR60 and CMO had BTR80 !? I miss something.
In a further release it gets rplaced by a btr 80 :? ??: read better

Re: [Gameplay] Logistics

Posted: 2009-01-05 19:41
by space
Hotrod525 wrote:i have read alot of you're answer, and seriously i think that was just the kick-in-the-*** PR community was needed, the new way of logistic will made SOLOING so HATED than anyone who try gonna been votekicked in minutes. It will also provide MECHANIZED INFANTRY tactics, there are already ingame but no one use it cause hey, why take an apc when we can get our own supply truck for the squad...

Now the only thing i think APC should need to fit theire role is the removing of the "overheat" on atleast the LAV25 cause BTR80 just own it, and i got a question why did RUSSIAN got BTR60 and CMO had BTR80 !? I miss something.
All the transport APC's will only have .50cals - read better :P

Re: [Gameplay] Logistics

Posted: 2009-01-05 19:43
by Rhino
daranz wrote:Wait, what?

The dev journal says that trucks get an unlimited amount of repair crates. Which is it?
I'm pretty sure what db meant in his post is that you can reload as many as you like from the vehicle depo, but you must return to base to reload. I have not tried the newest code for this but no one has told me there is a change and I'm sure I would have heard if there was going to be a large change like this.

Re: [Gameplay] Logistics

Posted: 2009-01-05 20:06
by [uBp]Irish
[R-DEV]Rhino wrote:I'm pretty sure what db meant in his post is that you can reload as many as you like from the vehicle depo, but you must return to base to reload. I have not tried the newest code for this but no one has told me there is a change and I'm sure I would have heard if there was going to be a large change like this.
So you have repair crates and supply crates.

Assuming in this hypothetical situation we use the same amount of supply crates the current trucks have.

.85 Logistics truck then have 1 repair crate (5min timer, close proximity repair), and 2 Faction Specific Supply Crates that are use to build Firebases, Bunkers, give ammo, and can be used to request kits from

Both once used, have to be reloaded from the CP/Ammo Depot at the main base? 2 Seats per truck.

Re: [Gameplay] Logistics

Posted: 2009-01-05 21:27
by Rhino
'[uBp wrote:Irish;890413']So you have repair crates and supply crates.

Assuming in this hypothetical situation we use the same amount of supply crates the current trucks have.

.85 Logistics truck then have 1 repair crate (5min timer, close proximity repair), and 2 Faction Specific Supply Crates that are use to build Firebases, Bunkers, give ammo, and can be used to request kits from

Both once used, have to be reloaded from the CP/Ammo Depot at the main base? 2 Seats per truck.
yes apart from the Command Post dose not give ammo or repairs to vehicles any more for the simple reason that the vehicle depo dose that job now...

its just the same as what we have now with supply crates in v0.8 as you reload them at the command post just that in .85 you will reload your supply crates and your repair drop at the vehicle depo...

is it really that hard to understand?

Re: [Gameplay] Logistics

Posted: 2009-01-05 21:36
by Blakeman
[R-DEV]Rhino wrote:is it really that hard to understand?
I thought like the others in that it meant that Truck A leaves main and drops off his supply crates for the infantry. Then a Tank needs repairs so he hauls over and drops his repair crate. The tank finishes repairing and then an APC calls up so the truck hauls *** over to it and drops another repair crate for the apc, making the original repair crate for the tank disappear. This is how I understood it from the original post, in that you could have only one repair crate 'active' but it didnt have to be reloaded.

So basically a repair crate is just like a normal supply crate but repairs vehicles and is only 1 per truck, got it.

Re: [Gameplay] Logistics

Posted: 2009-01-05 21:41
by Rhino
Blakeman wrote:Then a Tank needs repairs so he hauls over and drops his repair crate. The tank finishes repairing and then an APC calls up so the truck hauls *** over to it and drops another repair crate for the apc, making the original repair crate for the tank disappear.
what would be correct is:

Then a Tank needs repairs so he hauls over and drops his repair crate. The tank finishes repairing and then an APC calls up so the truck hauls *** back to main base to reload his repair crate, then gets its *** over to the APC and drops another repair crate for the apc, which IF he did this all under 5mins from the time he deployed that first repair crate for the tank then that would make the original repair crate for the tank disappear. What is more likly to happen is that cycle will take longer than 5mins so the 1st repair crate would have already expired by the time the truck gets back to base, reloads the repair crate and then gets to the APC.

Re: [Gameplay] Logistics

Posted: 2009-01-05 22:28
by Blakeman
[R-DEV]Rhino wrote:what would be correct is:

Then a Tank needs repairs so he hauls over and drops his repair crate. The tank finishes repairing and then an APC calls up so the truck hauls *** back to main base to reload his repair crate, then gets its *** over to the APC and drops another repair crate for the apc, which IF he did this all under 5mins from the time he deployed that first repair crate for the tank then that would make the original repair crate for the tank disappear. What is more likly to happen is that cycle will take longer than 5mins so the 1st repair crate would have already expired by the time the truck gets back to base, reloads the repair crate and then gets to the APC.
Mind interjecting this into the original? I know I am not the only one who thought it was the way I explained it.