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RichardCranium's Achievements


Ensign (1/8)

  1. After a few more attempts, I think the big mistake is to not play this one in god mode. Even when I've done that, Steve and his ship get blown up shortly after landing from attacks by orbiting enemy aircraft who have decided to shoot at him rather than me. A beeline takes you over/near the barracks. That's not survivable even with your two smoke grenades. I'm not seeing it.
  2. For what is described, I'd pledge something between $100 and $200 (assuming your normal level of post-release support). That leaves only something between 39,999 and 19,999 more people to go. With enough interesting and really neato screen shots, I might go up to $300 but the cheap bastard side of me would be whining a lot. If you ever do this, please re-train the marines so that they will throw grenades that go boom at a structure (such as a GDN-7) when you tell them to attack it. They forgot how to do that in the AAW series. I never played the original game, so maybe there weren't any scenarios where you did a ground assault.
  3. Mode2 for the GPMG has a quicker firing rate than Mode1. The number shows the time between shots. Mode1 fires a shot ever 60ms while Mode2 fires a shot every 30ms, so Mode2 fires twice as quickly as Mode1. You left off "...and you failed the test." (Which I obviously did, BTW.)
  4. GPMG: Mode2 fires slower than Mode1, has a shorter range than Mode1, but has the same damage as Mode1. Is selecting Mode2 an IQ test of some kind? I really hope that you get some type of improved accuracy with a machine gun if you're prone while firing it. That's kinda chafed my *ss while playing AAW; you can't set up a Final Protective Line of fire with a machine gun in that game. (For those of you who haven't had the training, that's MG grazing fire set up across your position that should hit anyone that tries to go through it. At least until you run out of ammo.)
  5. Snipers are the least of my concerns in the scenario. It's the rocket launcher armed Vanguards or that patrolling gunship that kill me. Every. Damned. Time. (Assuming that I don't just DJP out of there; then I live but can't win.) (My squadmates will normally take out the enemy infantry for me. That gunship is a different beast.)
  6. I can survive these scenarios without any help, but I don't see a way to suppress/eliminate the enemy forces that are running/flying around at the star base so that Steve can actually pick you up.
  7. I have all the music from UCCE on a CD in my car and listen to it (among other music) when I drive to-and-fro work. I've listened to it while coding, for that matter.
  8. Frankly, I thought it was impossible to do. For those who haven't played it, you're playing Steve with Lucas around for the ride. You and Lucas are on foot and are supposed to destroy the starbase and DJP back to Alpha. The other two guys are cooling their heels at Alpha. As Steve, you have 4 frag grenades, a wrist laser, and an FG45 rifle. Within, oh, 10 seconds of scenario start about 10 enemy infantry come out to kill the both of you. Two of them have rocket launchers, so if they get within 500m of you then you will be dead shortly thereafter. As soon as you can move, head east. (There's a supply station over there that you can use. There's one that is a lot closer but you'll die shortly before or after using it.) Jetpack and run when the jetpack runs out. The enemy runs a little faster than you do, so you use the jetpack to create a lead. 1.25km from the closest one will do. In the meantime, give Lucas the attack at will command. He won't go after the guys with rocket launchers, but he'll kill off at least 6 of the enemy. (In the IA scenarios, your squadmates are invulnerable when they aren't in vehicles/aircraft. You die quite well, thank-you-very-much.) He's too stupid to resupply himself when he's out of ammo, so select him and F-10 every now and then to see if he's standing still doing nothing. If he is, tell him to go to a supply station. When you get to the supply station to the east, change your loadout to #7. That gives you a ZS12 rifle (meh) and a Hornet rocket launcher (yay!). For some reason, when you change your loadout you will not be fully supplied with ammo so ensure that you also select the Weapons option at the supply station. Leave after that's done. Here's the tricky part. You are going to use the Hornet to kill the guys that are chasing you. If you let a rocket launcher holding enemy within 500m of you, you are dead. The tricky part is getting a lock on the enemy versus the buildings behind them. The rocket launcher will ID the target that it's locked on, so you won't be confused. You just may not be able to do it. If you kill them all, you can then run/jetpack to the nearest DJP (don't forget to tell Lucas to start escorting you when you get around a 1km from the DJP). Teleport to Alpha base and make sure that Lucas comes too. If you don't kill them, the scenario will end since you'll be dead yourself. Now, the time that I *did* win, I was back at the enemy starbase trying to take out the barracks. I was standing near the DJP and all the rest of the squad was at Alpha. I'm not sure what tests the scenario makes at the end. It may be that you have to be near a DJP in the enemy starbase versus actually being at Alpha.
  9. the second playthrough. No commentary in the recording this time.
  10. I've made another recording of IA0203 where you don't have to grab the HAV in the beginning. (It's not on YouTube yet. I'll change this posting when it is.) It's not as hard as I thought, once I figured out the interaction between an air launch pad and any vehicles you are driving. Short answer: Don't drive within ~500m of an intact ALP. (I don't know the minimum distance required. It may be more like 750m.) As far as IA0203 is concerned, DJP to the east part (crud, I think it's on the east part) of the base where the escape craft is waiting. Blow up the ALP that is close by. Grab the HAV that's near the DJP and wreck havoc; after both ALPs are gone, you can drive anything you want. I made CSM while playing that prior to making the recording. (Honest!) I also got a Planetary Shield in that one, which surprised the crap out of me. As usual, I have no freaking idea what I did to get it. I used to jetpack over the barracks and drop grenades on it when I couldn't grab the HAV at the start. That normally ended up very badly, recording or not.
  11. This time I'll use a It's very difficult to win if you don't grab the HAV at the beginning. It's impossible for me to win without the HAV while recording; I'm paying too much attention to the recording timer to be able to take out the barracks and survive.
  12. I'll try to do one on IA0203 and IA0205. The other IA infantry scenarios are along the lines of "How many seconds before you die?" with answers of "15, if you are lucky".
  13. Well, OK, videos: First Second Last
  14. There were some messages in the Steam forum where people wondered if AAW/AOA was worth buying. I'd like to be able to post a link of my playing one of the ground-pounder IA scenarios that are possible to win without being in god mode. I've tried a couple of free tools that claim to record what's on your screen, but none of them have worked. I'm running 64 bit Windows 7. Thanks!
  15. Hmm. I didn't see any of that behavior when I entered and left that area. I'll admit that I didn't bother taking a fleet with me while doing so, since a beefed up Engstrom can kick pretty much any AI ass, as long as you're paying attention. (Although I have had raiding parties teleport in and really *bleep* things up. I'm waiting for someone to teleport in and blow up my O.R.B.)
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