Helicopters

i think they really missed the boat by not adding alot of these things in civ4..

but ohwell..always civ5 right.lol.
 
searcheagle said:
That's the problem. Most of my suggestions can NOT be modded. For example, my most important reccommendation (Helicopters to work off of Carriers or Extrations) can not be modded. Civ does not a unit that can carry other units (aka helicopters) to be carriered themselves. There's no way also to mod the ability to extract.



Of course that's your choose. Civ does not want to overwhelm the users with a ton of units. I think civ should have an attack and transport unit. Attack helos would have the ability to search for subs.
there's a way around this all and that is to make some helos a ground unit in order to use them for extraction. AI use of this method is poor however.

w/ regard to this comment:
Civ does not want to overwhelm the users with a ton of units.
honestly - :lol: - i could care less what "civ" wants. i mean, this is why we mod things...to make them better...or more realsitic than what the original developers had inteneded (w/ a handful of short-sightedness i may add).

if you want to get real down and dirty, you could have a transport helo which carries ground units only, one that can carry some heavy arty pieces, one that can 'see invisible' (ASW helo), and one that acts as a gunship. all of these types of helos are operational in RL. it's just a matter of whether one has the taste for such diversity. some do not...i, however, do :)
 
El Justo said:
if you want to get real down and dirty, you could have a transport helo which carries ground units only, one that can carry some heavy arty pieces, one that can 'see invisible' (ASW helo), and one that acts as a gunship. all of these types of helos are operational in RL. it's just a matter of whether one has the taste for such diversity. some do not...i, however, do :)

I could certainly handle that, but would we really need a helicopter that could see invisible?
 
SuperBeaverInc. said:
I could certainly handle that, but would we really need a helicopter that could see invisible?
for ASW work maybe...

i should probably clarify that my opinions are a tad biased in that i haven't played a standard/epic style game in almost 3 yrs.
 
El Justo said:
for ASW work maybe...

i should probably clarify that my opinions are a tad biased in that i haven't played a standard/epic style game in almost 3 yrs.

Same here-All of my recent games have been on RAR. I really enjoy the massive amount of new units. Increased strategy from divisified units (up until the invention the gunship which is overwhelmingly powerful).
 
El Justo said:
there's a way around this all and that is to make some helos a ground unit in order to use them for extraction. AI use of this method is poor however.

While that is extraction in practice, it does not allow use of helos the way I use them- in cross-water attacks. In situations like those, I use RRs.

El Justo said:
w/ regard to this comment:

honestly - :lol: - i could care less what "civ" wants. i mean, this is why we mod things...to make them better...or more realsitic than what the original developers had inteneded (w/ a handful of short-sightedness i may add).

if you want to get real down and dirty, you could have a transport helo which carries ground units only, one that can carry some heavy arty pieces, one that can 'see invisible' (ASW helo), and one that acts as a gunship. all of these types of helos are operational in RL. it's just a matter of whether one has the taste for such diversity. some do not...i, however, do :)
I know and share that opinion. But they want to make the game friendlier to the casual gammer and let the modders make it better (or worse).
 
searcheagle said:
While that is extraction in practice, it does not allow use of helos the way I use them- in cross-water attacks. In situations like those, I use RRs....I know and share that opinion. But they want to make the game friendlier to the casual gammer and let the modders make it better (or worse).
yes, you're right about the 'over-the-water' glitch. i personally don't like method of helos as ground units although some do.

this format may be good on a predominantly land-based map though.

what type of stats does the gunship have in RaR? iirc, i had the gunships in my TCW scenario w/ a really low A/really low D but a healthy bombard number. i found that they were great to use once i cleared the skies of enemy interceptors.
 
El Justo said:
yes, you're right about the 'over-the-water' glitch. i personally don't like method of helos as ground units although some do.

this format may be good on a predominantly land-based map though.

what type of stats does the gunship have in RaR? iirc, i had the gunships in my TCW scenario w/ a really low A/really low D but a healthy bombard number. i found that they were great to use once i cleared the skies of enemy interceptors.

The Gunships in RAR were able to move 8 squares (regardless of terrain, using the treat all terrain as roads). It difficult to compare with the standard game because all the attack/defense values have been adjusted.

They had an attack strength of 42 and defense of 8.
Modern Amor was 36-24-4.
Mech inf was 18-26-4.

Those three should give you an idea of the gunships relative strength. Due to its high attack strength, its hard to defeat. While it can't hold territory due to its low defense value, you can move it so far way, one else can touch it. I usually left a number of MAs around to clean up weak units and to hold territory.
 
That's why you get there first. I've never lost a game once I've had Gunships.

They're also in the upgrade path, so it's easy to get a bunch of them quick.
 
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