Can someone kind enough answer my questions?
Specifically, once a soldier pick one of these, how can you tell he has a
propelled grenade?
Once you determine he has one, I assume you press "T", control-click on the
ground about halfway between you and the target, and the grenade should go
off. However, even after multiple tries that cost me many games, I'm still
unable to use them effectively.
So, I must be doing something dumb, stupid or wrong. What that might be???
Thanks in advance!
-Laurent.
a.k.a. TardorsMors on Bungie.net
=================================================================
Laurent Daudelin Logiciels Nemesys Software
mailto:nem...@ix.netcom.com http://www.nemesys-software.com
++++++++++++++ Sent using an Apple MessagePad 2100 ++++++++++++++
> Specifically, once a soldier pick one of these, how can you tell he has a
> propelled grenade?
You can't tell. You can only tell that a specific soldier has a special
item other than a regular grenade such as rocket, medkit, etc which shows
up as a grenade to the left of the grenade with the numbers (which are
regular grenades).
> Once you determine he has one, I assume you press "T", control-click on the
> ground about halfway between you and the target, and the grenade should go
> off. However, even after multiple tries that cost me many games, I'm still
> unable to use them effectively.
Don't control-click, just click. So "T" and then click 40-45% of where
you'd like the rocket to land.
_____________________________________________________________________
Trevor Covert tre...@macnn.com
Games Editor, The MacNN Review http://www.macnn.com/thereview/
News Editor, Mac Gamer's Ledge http://www.macledge.com/
First, read the manual, it does explain this.
> Everybody told me to aim about half way to target when using them, but it
> seems I'm still unable to use them effectively.
I use an estimated 40%. The hit rate is not real accurate, but if
it were right on this would be unbalancing and Santa's Head spent
a LOT of time making sure that they worked 'right'.
> Can someone kind enough answer my questions?
>
> Specifically, once a soldier pick one of these, how can you tell he has a
> propelled grenade?
You cannot, except you see that they have a special (could be med pack,
incendiary grenade or RPG), you have to either use a preset or memory
to be sure which one(s) have the RPGs right then.
> Once you determine he has one, I assume you press "T", control-click on the
> ground about halfway between you and the target, and the grenade should go
> off. However, even after multiple tries that cost me many games, I'm still
> unable to use them effectively.
Two things :
1. They are NOT easy to aim.
2. Lead your target (and prefer to fire on a cluster of enemy).
> So, I must be doing something dumb, stupid or wrong. What that might be???
My best luck with RPGs have been in blind games where I look for
ripples or in FFA for evidence of a conflict going on just out of
sight and line up a shot based upon this while I am still not visible.
They are dead before they know what is up.
In Elimination or Patrol with a large group of players, the strategy
of grabbing the RPG fast and shooting a quick shot at the neighbors
ammo is about 25% on damaging/eliminating one neighbor. Do NOT linger
over that ammo dump near where you start, you are asking for death
from above.
One strategy is to get to one of the really heavy duty depots and
have one of your troops fire off a string of RPGs where the enemy
MIGHT be. It makes them keep their heads down and you might just
hit something. Do NOT have your whole squad on the ammo dump, if
you have a misfire or the enemy gets in there, you are toast.
From the previous paragraph, consider that as soon as you see any
supplies disappear from a dump, it's a great time to drop an RPG on
it.
RPGs have so much range that firing from a gully is not a real
drawback (and gives you cover from rifle fire). Of course it
does make you more vulnerable to grenades, so keep awake.
As I said before, read the manual, but I hope this helps.
--
Shawn Lavin
As always, my opinions are my own
If you've got time, my tip is to rename the rpg guys "RPG" and rename the
guys with medical kits "medic"
The rename key is "n"
--
Rocky Road - in Oz
Any sort of renaming that's meaningful to anyone but you is only useful in a
team game. When I play, I almost always rename my units to give them more
meaningful names than "Choomoomookaabangoo". However, I just pick arbitrary
names consisting of a single letter. They end up different each game. I never
lose state while playing a netgame, so I always remember what stands for what.
Imperator \ impe...@irradiated.com
(Omer Shenker) \ ICQ 13168213
If the wind will not serve, take to the oars.
>If you've got time, my tip is to rename the rpg guys "RPG" and rename the
>guys with medical kits "medic"
>
>The rename key is "n"
Yeah, that works, but it's wayyy too obvious to opposing players what your
> >Specifically, once a soldier pick one of these, how can you tell he has a
> >propelled grenade?
>
> If you've got time, my tip is to rename the rpg guys "RPG" and rename the
> guys with medical kits "medic"
>
> The rename key is "n"
>
> --
> Rocky Road - in Oz
I simply don't bother carrying medkits around, but rather I simply grab
them when I need them. Even if I rename my troops or use presets, the
amount of time spent having to keep track of who has what seriously
handicaps my ability to react to emerging situations, and reaction time is
especially crucial in blind games. Besides, in the heat of battle is NOT
the time to use medkits, as it takes at least one troop, if not two, out
of commission for a couple of seconds. In battle is a time for tossing
grenades, something a medkit-carrying soldier can't do. For that matter,
I pretty much only use RPG's and regular grenades. The incendiary
grenades simply don't do enough damage (in my hands, at least) to justify
using them instead of regular grenades.
Aaron Sundance Cobb (Gromit)
To respond by e-mail, please remove the capital letters from my address. Sorry for the inconvenience.
That's discounting the dirty trick of 'healing' your opponants.
Because being healed freezes you in place, there are times
that your opponant can actually gain an edge by healing your
unit so that it is held in place for a critical few seconds
so that you cannot touch a flag or launch an RPG. In addition
it really disorients you for a second.
So, you have 6 grenades and a med pack and see a healthy
enemy you want to hit hard, heal, then toss in the grenades.
>Just out of curiousity, are the rocket propelled grenades actually called
>rocket propelled grenades, or are they mortars? They kinda look like
>mortar shells to me.
>
>Tyler
I have one of those things sitting on my shelf, its black, the same shape,
and you put it on the tip of the rifle. On the side it says "Grenade."
-tdean
--
Remove "MANGO" from email adress to contact me
RPG is the Russian abbreviation for the Soviet version of a bazooka or
M-72 (raketnaya protitankova granata, or rocket-propelled antitank
grenade). The RPG-7 was common in Vietnam.
I think an early Russian RPG may have been fired off a rifle, but I'm not sure.
--
Zydeco on b.net
In article <MANGO-02059...@isdn1-3.lightlink.com>, MA...@GUAVA.COM
I think the RPG is very close to real in this game.
Or at least have a visual indication of what the soldier is carrying in
the status bar.
Somethings maybe to difficult to do using only Fear and Loathing. Maybe
Bungie can license the Myth II engine and we can have a real WWII new game
with tanks, flame throwers, and lots of new single and multi player
levels, etc.
> Wouldn't it be easier to have a selection of visually different Medics,
> mortor or rifle soldiers at beginning of game.
Part of the appeal of the game is having a unit that has a number of
different weapons and strengths, instead of the usual structure where you
have a number of different kinds of units each with their own strengths
and weaknesses.
> Wouldn't it be easier to have a selection of visually different Medics,
>mortor or rifle soldiers at beginning of game.
>
> Or at least have a visual indication of what the soldier is carrying in
>the status bar.
>
> Somethings maybe to difficult to do using only Fear and Loathing. Maybe
>Bungie can license the Myth II engine and we can have a real WWII new game
>with tanks, flame throwers, and lots of new single and multi player
>levels, etc.
Really large things tend to look sort of crappy as sprites. The pops from
sprite to sprite are more noticable.
> Wouldn't it be easier to have a selection of visually different Medics,
> mortor or rifle soldiers at beginning of game.
That would return us to the paper/scissors/rock stategy churn that
most Myth/MythII maps become. The WWII system results in you NOT
knowing whether the enemy is going to pop off an RPG at you or an
incendiary grenade.
> Or at least have a visual indication of what the soldier is carrying in
> the status bar.
If you can figure out how to do this without changing the MONS
(and therefore removing any heroes) within the Myth II engine and
I'm sure Santa's Head would love to hear of it (Santa...@yahoo.com).
The current setup allows one image to occur for the secondary weapon.
> Somethings maybe to difficult to do using only Fear and Loathing. Maybe
> Bungie can license the Myth II engine and we can have a real WWII new game
> with tanks, flame throwers, and lots of new single and multi player
> levels, etc.
It would be nice, but there are significant limits to the Myth II
engine and with F&L we have access to much of what it can do
without code modifications.
>In article <plugh-02059...@pm3-1-17.dnaco.net>,
>pl...@dayton.net (Rick) wrote:
>
>> Wouldn't it be easier to have a selection of visually different Medics,
>> mortor or rifle soldiers at beginning of game.
>
>That would return us to the paper/scissors/rock stategy churn that
>most Myth/MythII maps become. The WWII system results in you NOT
>knowing whether the enemy is going to pop off an RPG at you or an
>incendiary grenade.
Which is one of my favorite things about this conversion.
That, and the fact that the new units are kept very simple. Complicated
new units, I think, are a liability. Keep it simple.
..The Engineer
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