Night combat_
#141
Posted March 28 2013 - 09:56 PM
#142
Posted March 28 2013 - 10:19 PM
Quote
#143
Posted March 29 2013 - 09:20 PM
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"The difference between theory and practice is smaller in theory than it is in practice"
#144
Posted March 30 2013 - 01:57 AM
#145
Posted March 30 2013 - 04:18 AM
#146
Posted April 20 2013 - 04:01 PM
#147
Posted April 20 2013 - 04:03 PM
Luaq, on March 28 2013 - 09:56 PM, said:
100% agree. I wasn't even thinking about new maps when I voted for this. This was my thought springboard also.
#148
Posted April 24 2013 - 04:32 AM
#149
Posted April 24 2013 - 08:40 AM
[HWK]TJ, on March 30 2013 - 01:57 AM, said:
( )x10^6
#150
Posted April 24 2013 - 09:06 AM
would be fun
-VocalMagic Croin//illal's wildlife
DaPheel, on October 26 2013 - 01:05 AM, said:
#151
Posted April 25 2013 - 12:15 AM
#152
Posted April 25 2013 - 11:35 AM
Edited by Xman, April 25 2013 - 11:35 AM.
o. o
#154
Posted May 02 2013 - 05:37 AM
#155
Posted May 14 2013 - 11:01 AM
Definently night combat, almost total darkness
no IR of thermal or any of that, especially not for the ss
have toggleable lights:
A class-weaker lights, good for close range
b-class-good lights, nice range on them
C-class-toggle between a super spotlight and a weak light, so they could be great for defenders in an attack/defense night game
Reaper and SS-same lights as c-class mechs, with their advantage being sit in the back wth no lights and shoot at the mechs who are lights on, Ir would just be op on either one
Gamemodes:
Attack/defend, have special maps set up, with basically a big base, and a small spawn opposite each other, give the base two big, sweeping seachlights, and to destroy it, the attackers have to carry a bomb to say, 5 different points inside
convoy-on team has to push something along a path across the map, and th other team sets up ambushs along the way
David Webster, E company, Holland, 1945
#156
Posted May 21 2013 - 01:07 PM
Just an idea though.
Edited by The_Silencer, May 21 2013 - 01:07 PM.
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"The difference between theory and practice is smaller in theory than it is in practice"
#157
Posted May 25 2013 - 08:17 AM
THIS IS HAW I DO IT
#158
Posted May 26 2013 - 07:39 PM
thatguythellama, on May 14 2013 - 11:01 AM, said:
Definently night combat, almost total darkness
no IR of thermal or any of that, especially not for the ss
have toggleable lights:
A class-weaker lights, good for close range
b-class-good lights, nice range on them
C-class-toggle between a super spotlight and a weak light, so they could be great for defenders in an attack/defense night game
Reaper and SS-same lights as c-class mechs, with their advantage being sit in the back wth no lights and shoot at the mechs who are lights on, Ir would just be op on either one
Gamemodes:
Attack/defend, have special maps set up, with basically a big base, and a small spawn opposite each other, give the base two big, sweeping seachlights, and to destroy it, the attackers have to carry a bomb to say, 5 different points inside
convoy-on team has to push something along a path across the map, and th other team sets up ambushs along the way
#159
Posted May 26 2013 - 08:06 PM
Thermals- possibly see through thin walls and partially through parts of corners but has a very limited range of vision.
Light amp- room for thoughts
IRNV- gives away your movements due to IR light emissions
Could even offer a active radar+lidar scanning for images.
because bow ties are cool
#160
Posted May 26 2013 - 11:12 PM
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