Anti Air infantry initiative is too high
Moderators: Balthagor, Legend, Moderators
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Well, durring one game , I saw a ASCOD Rapier SAM unit capture my territory. It might have been my inmagination but when I look at its stats in the equipment file at ASCOD Rapier SAM unit, it confirms what I saw, which is that it has no "No Land capture" flag active.Balthagor wrote: The game is coded that AA and artillery units cannot capture territory. No one has reported a bug with this and I've never seen AA capture territory. That is not the role of anti air battalions to be able to capture.
Last edited by Sebastiaan on Oct 21 2005, edited 1 time in total.
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Yeah, but the point is that an infantry battalion has the ability to intercept and destroy very fast (2000+ km/h) and very small (check http://www.astronautix.com/lvs/bullpup.htm) missiles.
If my math is correct, the M113A1 btn only had about 1 minute (probably less, because I working with data from my memory) to detect, track, fire at and destroy the AGM-12D.
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If my math is correct, the M113A1 btn only had about 1 minute (probably less, because I working with data from my memory) to detect, track, fire at and destroy the AGM-12D.
[/u][/i]
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In my "Fog of war mod" I correcting this problem by lowering AA capability of infantry by 20% and increasing ground defence of cruise missiles depending on their maximum speedDraken wrote:Yeah, but the point is that an infantry battalion has the ability to intercept and destroy very fast (2000+ km/h) and very small (check http://www.astronautix.com/lvs/bullpup.htm) missiles.
If my math is correct, the M113A1 btn only had about 1 minute (probably less, because I working with data from my memory) to detect, track, fire at and destroy the AGM-12D.
[/u][/i]
not going forward eqeals to going backward