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What specific armament would be for the aircraft?

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Post  F-35 Lightning II Thu Feb 19, 2009 11:14 am

What would be the armament for the fighter aircraft? Is F-15E Strike Eagle will be the one to carry the bunker buster missiles?
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Post  James100 Thu Feb 19, 2009 11:20 am

Well The F-15E Strike Eagle Will Be Armed With Mainly Bombs
We Will Include Bunker Busters
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Post  F-35 Lightning II Thu Feb 19, 2009 11:22 am

How about the F-35, what will be the armament for it?
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Post  James100 Thu Feb 19, 2009 11:28 am

The F-35B Will Be Armed With A GAU-22/A Four-Barrel 25 mm Cannon fitted as an external pod with 220 rounds in the F-35B, AIM-120 AMRAAM, AIM-132 ASRAAM, the Joint Direct Attack Munition (JDAM)

up to two JDAMS
he Joint Standoff Weapon (JSOW), Small Diameter Bombs (SDB) — a maximum of four in each bay, the Brimstone anti-armor missiles, Cluster Munitions (WCMD) and High Speed Anti-Radiation Missiles (HARM).
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Post  F-35 Lightning II Thu Feb 19, 2009 11:33 am

F-35 will have large amount of payload.. That's awesome! Rock on! Rock on! Rock on!
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Post  James100 Thu Feb 19, 2009 11:35 am

One Thing's For Sure , The F-35B Is All Bottled Up
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Post  La Ravenn! Sat May 09, 2009 2:25 pm

my main questions are the armaments for the B52 and B2 bombers.
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Post  James100 Sat May 09, 2009 3:17 pm

La Ravenn! wrote:my main questions are the armaments for the B52 and B2 bombers.
Depends On The Bombing Type, You See There Is No 1 Type Of Armament
Like If You Want A Carpet Bombing Run, They Will Most Probably Be The Mk. 2 Bombs
There Is No 1 Type, Know What I Mean?
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Post  La Ravenn! Sat May 09, 2009 4:08 pm

Yeap, I get your drift Very Happy
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Post  Snake Sat May 09, 2009 7:20 pm

Though we haven't currently selected the specific armaments for the B-2 / B-52 we'll most likely have various options (multiple "tactical solutions" for the player to choose so to speak What specific armament would be for the aircraft? 210300).
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Post  Jarhead Mon Jun 01, 2009 12:22 am

I've been talkin about "Spooky" alot lately, and have put a little bit of thought into it. This is what I came up with. What if you made the AC-130U fly relatively high, where only a well positioned rocket soldier/vehicle might have a chance of hitting and taking the plane out, since it will be slow compared to alot of other aircraft. This will make for a good inscentive for the other player to produce fighter aircraft as well as escort/fighters. Then make the AC-130U a control + fire weapon. So instead of Spooky banking and tracking the target automatically, you press control+pointer to fire on a position on the map to send Spooky into a bank to hit a target, that way not only will it be easier to keep the aircraft from wandering into enemy territory by simply ordering the unit to move away with a click. But since the aircraft does not "track" when ordered to fire the player must actively track targets & change weapons. This helps take care of alot of the unrealistic characteristics of the "Spectre" gunship which would hit a target for about what 20 seconds if it did actually make it to the target, and that was it. Improved flight time, survivability, more realistic firing mechanism, more realistic firepower. Its obviously not going to win a race anytime soon, but if the speed of fighters can be taken into consideration, making them the same speed as planes such as the C-130 or other relevent faction, then either by upgrade or by control menu button enable afterburners for nonescort aircraft. If that is possible of course. Just a little something I thought might add to the game. Go TAOW!! Rock on!
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Post  Snake Sun Jun 07, 2009 5:56 am

Jarhead wrote:I've been talkin about "Spooky" alot lately, and have put a little bit of thought into it. This is what I came up with. What if you made the AC-130U fly relatively high, where only a well positioned rocket soldier/vehicle might have a chance of hitting and taking the plane out, since it will be slow compared to alot of other aircraft.

Since the Spooky is a sort of a "high tier" unlockable unit, the enemy would need to rely on more advanced and powerful surface to air systems or fighters to better engage it and take it out.

Jarhead wrote:Then make the AC-130U a control + fire weapon. So instead of Spooky banking and tracking the target automatically, you press control+pointer to fire on a position on the map to send Spooky into a bank to hit a target, that way not only will it be easier to keep the aircraft from wandering into enemy territory by simply ordering the unit to move away with a click. But since the aircraft does not "track" when ordered to fire the player must actively track targets & change weapons. This helps take care of alot of the unrealistic characteristics of the "Spectre" gunship which would hit a target for about what 20 seconds if it did actually make it to the target, and that was it.

This is a great idea, unfortunately it might have certain implications for the AI (since the AI can only primarily fire on the enemy's current position, rather than calculating and firing ahead of it to maximize accuracy).

At the moment though, we still haven't started working on the Spooky Logic so we're not completely aware of it's current limitations or possibilities. One thing's for sure though, it will eventually have a very complex logic and probably one of the longest and most complicated codes ever used in Zero Hour (for those reasons it might be one of the last US airplanes we're coding).
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