ArmAriffic 10 Posted July 2, 2011 Should be posted here Share this post Link to post Share on other sites
sparks50 0 Posted July 2, 2011 I once saw a documentary about A-stan with one brit running around with a long range rifle and a Javelin on hes back. This does not change the fact that such situations does not encourage team play on servers though. Share this post Link to post Share on other sites
Tonci87 163 Posted July 2, 2011 Remeber, those guys are walking, I want to see them running with all that stuff^^ Share this post Link to post Share on other sites
Beagle 684 Posted July 2, 2011 (edited) I once saw a documentary about A-stan with one brit running around with a long range rifle and a Javelin on hes back.This does not change the fact that such situations does not encourage team play on servers though. There is a foto of me somewhere (have to dig) when I carry three G3 Rifles under combat training conditions...its because two of my comrades carry another comrade at that time....that was indeed not a exercise. He could not walk any longer.But all of this are no regular loadouts, and you would not want to carry them for long. I simply strapped the additional two riflles onto the sides of my rucksack....so this additional rifles were as fast accessible as my tent or cooking kit...onkly additional weight...no effectivness gain. Pictures like the one above a common when a Platoon goes onto the shooting range for pratice and drill. Edited July 2, 2011 by Beagle Share this post Link to post Share on other sites
celery 8 Posted July 2, 2011 This does not change the fact that such situations does not encourage team play on servers though. None of this medic/pilot/antimat/AT multitasking would be an issue if a huge amount of missions didn't have a Blessed +2 Ammo Crate of Everything (or a scripted solution of similar end result) at the start. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 2, 2011 None of this medic/pilot/antimat/AT multitasking would be an issue if a huge amount of missions didn't have a Blessed +2 Ammo Crate of Everything (or a scripted solution of similar end result) at the start. This exactly. Lazy mission design can ruin a lot... Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 3, 2011 As long as there are no drawbacks to doing it, we shouldn't be allowed. Carry 3 AT-4s an M107 and an MP5? Fine, as long as we suffer the real world penalties for doing so as well. Like only being able to run 5 meters, then a period of exhaustion. In my Domino (Domination edit), field crates only have ammo depending on user role. So only a SAW gunner will find 200rnd SAW ammo. Rest gets one 100 rnd SAW ammo each, but in base they won't get the gun. Base crates contain the weaponry, and even if you're alone it's possible to "get by" using additional M136's and Stingers found in vehicles which can be refilled. We typically have our HMMWV Ambulance (MHQ) filled with additional stuff we won't find easy, and have scouts in front of vehicle to notify us of enemy vehicles so we can prepare. Also several enemies have custom loadout to further "ease the pain". But, players are lazy, they don't want to work for their goals. Being solo in my version is more painful than in Domination, but if you're prepared to do the extra work it's worth it. That being said, finding the balance is a tricky bitch and requires a lot of thought. My idea of balance may only suit my own style and not fit anyone else. Original Domination works well for closed games where people actually roleplay. But I don't like what I see in public, where I blame the players themselves as well as server admins to usually not set good defaults for the game. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted July 3, 2011 None of this medic/pilot/antimat/AT multitasking would be an issue if a huge amount of missions didn't have a Blessed +2 Ammo Crate of Everything (or a scripted solution of similar end result) at the start. Quoted for farking truth. Sometimes a good old gear restriction on behalf of the mission maker goes a long way. Share this post Link to post Share on other sites
maturin 12 Posted July 3, 2011 Carrying two LAWs in combat is quite doable. You can see videos of Croats doing it on the outskirts of Vukovar. A harsh weight penalty system would paradoxically allow for more freedom, because we wouldn't have to abide by as many arbitrary restrictions. Share this post Link to post Share on other sites
Beagle 684 Posted July 3, 2011 (edited) Carrying two LAWs in combat is quite doable. You can see videos of Croats doing it on the outskirts of Vukovar. A harsh weight penalty system would paradoxically allow for more freedom, because we wouldn't have to abide by as many arbitrary restrictions.Thinking that this kind of over-equipment is the standard in military actions is way off.Two AT Operators per squad and maybe a Marksman is the standard, and everone has ONE rifle. Squad leader may carry a signaling pistol intead of a 9mm. Guys humping with Loadds of All kinds of weapons through the wood is more like desparation, struggle, retreat. It's the noise before defeat. Edited July 3, 2011 by Beagle Share this post Link to post Share on other sites
maturin 12 Posted July 3, 2011 Thinking that this kind of over-equipment is the standard in military actions is way off.Two AT Operators per squad and maybe a Marksman is the standard, and everone has ONE rifle. Squad leader may carry a signaling pistol intead of a 9mm. Guys humping with Loadds of All kinds of weapons through the wood is more like desparation, struggle, retreat. It's the noise before defeat. Back up a minute there. Two LAWs weigh 5 kg and are just short little plastic tubes you can strap to your pack. This is comparable to the weight of the rockets an RPG-7 or Carl Gustav assistant gunner would carry. Just the CLU of the Javelin weighs more than that, and 18.2 kg with the missile. The former is a much more reasonable load for someone who has to travel long distances over rough terrain and yet, it is impossible in-game. Share this post Link to post Share on other sites
Beagle 684 Posted July 3, 2011 Back up a minute there. Two LAWs weigh 5 kg and are just short little plastic tubes you can strap to your pack. This is comparable to the weight of the rockets an RPG-7 or Carl Gustav assistant gunner would carry. Just the CLU of the Javelin weighs more than that, and 18.2 kg with the missile.The former is a much more reasonable load for someone who has to travel long distances over rough terrain and yet, it is impossible in-game. The problem herein, and i wanted to point this out in my earlier post with the 3 rifles i Carried...forget about getting your additional weapons fire ready in time...its more like spare...you need tiem or a buddy to take them off where you strapped them. The rucksack Option in OA right now does it right already. Put your third weapon there. All that's is needed now is the ability to carry ruck and light AT... somethings that is really missing. Share this post Link to post Share on other sites
maturin 12 Posted July 3, 2011 Actually I just had an idea to make AT gunner assistants actually useful. Going into gear and handing rockets to another player is like pulling teeth and especially slow with AI. Rucks with extra rockets inside should function like a Vehicle ammo crate does with a tank. If you have open inventory slots and a Carl Gustav in your hands, rockets in a ruck 1-2m away should automatically enter your inventory when the wearer is idle. This because there is no graceful way to hand things over, and the AI will never be smart enough to do it. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 3, 2011 Order AI on the ground and put him where you want him. You can access his bag and get rockets from there. Even if you have to walk a couple of meters, you'll be more effective than real life loading. Automatic filling? Just, no :) Would be fine if graceful, but not a deep wish. Share this post Link to post Share on other sites
mr_centipede 31 Posted July 4, 2011 A context sensitive menu would be good enough I think, just like for medic to heal someone - Select the medic, point to someone you wanted to heal and presto. If it can be extended to Gear or Rearm command, then I would be grateful. Even if you have to scroll from the context menu, I think I would be fine by it... Share this post Link to post Share on other sites
ACPL Jon 68 Posted July 4, 2011 I guess You guys never heard of ACE 2? Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 4, 2011 I guess You guys never heard of ACE 2? I guess you never heard of "I don't like ACE?" Believe it or not, it gets said quite a bit. Share this post Link to post Share on other sites
Beagle 684 Posted July 4, 2011 I guess you never heard of "I don't like ACE?" Believe it or not, it gets said quite a bit.indeed,+1 Share this post Link to post Share on other sites
s0kka 19 Posted July 4, 2011 With two LAWs the more common problem rather than weight is the entangling of the carrying straps, but if they stay neatly, its a fast weapon to make fire-ready from the carrying position (not slower than in A2 I'd say). Most would agree though that one wants to fire those from a "prepared" position with some time and have them ready to rock ^^ It would be nice to have disposable at tubes be disposable in vanilla too. Carrying a LAW doesn't make much sense if it takes the same space than more powerful solutions like MAAWS. And then there is the discussion of armor/at power which propably has many threads. Share this post Link to post Share on other sites
wipman 1 Posted July 7, 2011 Hi, have disposable launchers (like the LAW, RPG-18) will solve alot of problems; every soldier is capable (IRL) of carry any of the game's main weapons + a disposable launcher of this ones, also M136 AT4s or RPG-30s. For some stupid reason this doesn't happen in the game and it's a true shame. We doesn't have supply units and neither support, like CAS, MED-EVAC, ARTI or someone to call for repair or salvage our busted vehicles. The ATs like the M136 or the RPG-18 are mainly used (IRL) for blast off bunkers, trenches, MG possitions or just fortified possitions; also againist light armoured vehicles or unarmoured vehicles with mounted weapons like MGs, recoiless rifles or mortars. If you spot an MBT or something that big and hard... you have this options: - Hide and call for CAS, ARTI or Mortars. - Hide and go back to your APC to take a real ATM (Like a Javelin). - Hide and find another way. - Hide and then retreat. We should have true disposable ATs, we should also have CAS and such by default up to a certain deep into NME territory and then count on what you've in your vehicle (if you've any), that by the way... the vehicles should also have inventary slots and be able of carry much more ammo, weapons and tools; we should also have certain tools that allow us to do certain things. There's alot that could be improved on all this fields. Let's C ya Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 7, 2011 (edited) If you spot an MBT or something that big and hard... you have this options: In the movie "5 days of war" (which I really liked btw) you can see them going up against MBTs using M72. We should have true disposable ATs, we should also have CAS and such by default We do, kinda sorta. Using a fired eventhandler in SP (where you can control availability), wait until the launcher is not the current weapon, then remove it from inventory and create a weaponholder on ground. For MP games, best off just removing the launcher to prevent lag caused by weaponholder. Since ammo takes up 6 slots, there is no way anybody is going to try to carry more than one shot, meaning you can provide as many as you like without things looking ridiculous. Unlike Arma1 which had a problem with this technique (causing crashes) and ammo taking two slots. Slightly reduced immersion from not seeing a bunch of used launchers on the ground doesn't bother me at all. Why should we have CAS by default? Isn't that part of simple support module and can be easily included in missions that warrant it? the vehicles should also have inventary slots and be able of carry much more ammo, weapons and tools; we should also have certain tools that allow us to do certain things. But, they do already. Put ammo in rucks and the rucks in the vehicle. Ruck or LAW at players digression. 4 rucks (max on HMMWV) of 14 slots allows 1680 5.56 Stanag rounds in rucks alone. Add the 50 slots available for ammo for a HMMWV, and you have an additional 1500 rounds - 3180 rounds in total (or 106 mags). Only thing I'm asking for is gui to tell us how much space is used compared to an empty vehicle, for weapons, ammo, and rucks, so we can prevent overfilling. If you need a shitload of ammo, why not bring an ammo truck? It can take a serious amount of ammo. As for tools, I wouldn't mind a cutter to cut through fences. It doesn't even have to be a weapon, just an inventory item that gives you the ability/action when near a fence. Edited July 7, 2011 by CarlGustaffa Share this post Link to post Share on other sites
wipman 1 Posted July 8, 2011 Hi, i didn't seen that movie; but they'd told me on the spanish Marine Infantry that a LAW-72 wasn't enough to stop a common MBT, it wouldn't even screw up one of our M60-A3 by that time. AFAIK... we don't have CAS or that kind of things by default on the campaigns, SP & MP missions that come with the game... it surely could be made by adding a simple game logic on the editor, linking the support things, ammo/fuel/rep trucks, planes, choppers, tanks, arty or just a C-130 that paradrops some usefull cargo on a given safe zone near the AO. I think that will be much better if when you open the Gear menu of a vehicle, it displays slots as in your own inventary, with main weapon slots and ammo slots, so it'll be indeed easyer to see what you can store and where; so that gear could take damage too when the vehicle gets damage from certain sources and directions. And i don't use the OA, i'd uninstalled it and never gonna install it again; im on the ArmA2, not CO here. With a better inventary presentation we could have slots for tools like shears, pliers, shovels, peaks, axes or that kind of things; to cut off fences... build trenches and fortified possitions... steal cars or whatever. But we'll need other (bigger) slots than the ones that we already use for the radio, GPS, etc. I still thinking that all this fields admit alot of improvement. Let's C ya Share this post Link to post Share on other sites
maturin 12 Posted July 8, 2011 Why the hell would we have anything by default? Plop an unarmed rifleman in the editor and oh look, he has his own private air force! In the movie "5 days of war" (which I really liked btw) you can see them going up against MBTs using M72. I'm pretty sure that movie is complete and utter fantasy. I saw three cars doing backflips in mid-air after being struck by AT rounds, rocket launcher vs. helicopter heroics, guided missiles coming out of FFAR pods and air raids that never happened. And this was just in a two minute trailer, mind you. Share this post Link to post Share on other sites
wipman 1 Posted July 8, 2011 Hi, you're taking the thing of the support too far away Maturin; as infantry man you're not alone on the field, you've a certain degree of support (IRL) that we don't have in any of the ArmA2 campaigns, SP, or MP missions. We don't even have an easy way of add it into the editor. The SF/Recon units (IRL) have a good enough support at the other side of the radio, im just saying/asking for that. If we had true disposable weapons... we could enjoy the other x6 ammo slots on the inventary, so we could take a pair of nades plus a pair of smoke ones too, just like we will IRL; we should be able of take a M249 and an AT4, is not that hard... nothing to say about a LAW-72 that weights even less, take a M240B and an AT4 should be possible too, but then removing the sprinting hability and slowering in 1/3 the jogging hability. This way, with true disposable RPGs, we'll be capable of use realistic combat loadouts without sacrifize anything. AT least in my opinion... there will always be some sucker that wants to come out with a M240B + M136 to a PvP game, but then he'll realize very soon that lighter weapons have better accurazy and recoil control = better agrupations = higher chance to put down a target. The own characteristics of the weapons and their way of work will make this rambo wannabes change their minds pretty soon. And nothing will be unrealistic, just better. Let's C ya Share this post Link to post Share on other sites