Messiah 2 Posted June 27, 2005 mmmm, nice - add a gas mask and then u'r pretty much there oh, and remove the clansman - they wouldn't be using a clansman radio in CQB Share this post Link to post Share on other sites
Rhodite 3 Posted June 27, 2005 You have been a rather busy fella Share this post Link to post Share on other sites
Cpt. FrostBite 0 Posted June 27, 2005 No gasmaks? An SAS CQB operater without a gasmaks is almost impossible  But seriously; he still needs a few things; -ear-protection/comm equipemt; Most CT/CQB operaters (not only SAS) wear headsets these days, which also offer hearing-protection. The blast of a explosives and flashbangs and even gunshots can cause permanent hearing damage in a CBQ enviroment. -helmet; The operater you show is a typical CT-operater (black/blue gear). In CT-ops most CT-units wear heavy protection including heavy vests and helmets. I'm not completely sure what helmet is used by the SAS. Some pictures show a half-head helmet while other sources say they use the Defender helmet (also note the headset in the picture); -gasmask; not really needed, but they do use it when CS-gas (or other gas) is used. And the gasmaks with the tinted glass is the trademark of the SAS, of course. But when gas is not used a gasmaks won't be used either. It's up to you. I would prefer seeing at least one version with a gasmask, but it's your addon. -suit; perhaps usefull, a picture of what to said to be an SAS assault-suit (note pads and pockets on the front of the leg); Quote[/b] ]Quote[/b] ]British SAS assault suit, made of Nomex fabric, with hood, reinforce knee and elbow pads, color tag pouch at both shoulder, and even the back of hood. Very expansive suit! I have absolutely no idea if this is actually correct. I also don't know, if it's correct, if this type of suit is still used. note to the rest; I'm not an 'SAS-specialist', nor do I try to be one. The above is public information that is known to everyone who knows a little bit about CT-units. Share this post Link to post Share on other sites
Messiah 2 Posted June 27, 2005 you could always add an action menu option to 'put on gas mask' similiar to how we did the camouflage face with the DPM. there are quite a good few sites with what the SAS supposivly use for gear, but nothing like asking people in the know... i should be able to get some information for you BB and some pics that wouldnt neccesarily be on the net Share this post Link to post Share on other sites
Blackblood 0 Posted June 27, 2005 @cpt frostbite I do know what gear these blokes use but thanks anyway. The pic is merely a joke, exchanged a few textures out of boredom. Will probably never see the light of day. Sue me for false declaration if you want, just having desert sand up to my ears right now. It's gonna be a sweet farewell to that... The config: For balance I used the same armor values as LSR although I think they're a little too heroic... Any last minute thoughts on that, anyone? It's just a matter of replacing text... Share this post Link to post Share on other sites
ruff 102 Posted June 27, 2005 armour=5 structural=2.0 i prefer bas delta armour cpp settings i changed all laser armour values to bas +0.5 to the structural Share this post Link to post Share on other sites
Blackblood 0 Posted June 27, 2005 LSR (and me atm): armor=4.0; armorStructural=1.6; armorHead=0.8; armorBody=3.5; armorHands=0.5; armorLegs=0.3; BAS Deltas: armor = 5; armorStructural = 2.0; armorHead = 0.7; armorBody = 5.5; armorHands = 0.5; armorLegs = 0.5; BIS Default armor=3; armorStructural=2.0; armorHead=0.7; armorBody=0.8; armorHands=0.5; armorLegs=0.5; Pretty highquality kevlar if you ask me... Â Share this post Link to post Share on other sites
Messiah 2 Posted June 27, 2005 i wouldn't bump them up too much to be honest... unless they're wearing CBA, then they're going to be a fragile as any regular troops... not to pimp the ukf stuff more than i invariably have, how about making them similiar to those armour values? makes sense to me seeing as they're the same country Share this post Link to post Share on other sites
Blackblood 0 Posted June 27, 2005 not to pimp the ukf stuff more than i invariably have, how about making them similiar to those armour values? makes sense to me seeing as they're the same country  Good point. To simulate the 'eliteness' (is it just me or did that sound childish?) of the Regiment I could keep the values for the SAS and use your infantry values for the Para+RM. Share this post Link to post Share on other sites
Cpt. FrostBite 0 Posted June 27, 2005 not to pimp the ukf stuff more than i invariably have, how about making them similiar to those armour values? makes sense to me seeing as they're the same country  Good point. To simulate the 'eliteness' (is it just me or did that sound childish?) of the Regiment I could keep the values for the SAS and use your infantry values for the Para+RM. The armor levels are quite a problem in OFP. The enemy AI is way to accurate in OFP and even a MP game won't give you an accurate simulation of a real-life firefight were many bullets will miss their target. That's why there ar HD weapons which give a much better simulation of a firefight, but when you use them yourself it's frustrating because it's very hard to hit something even when you aim well. That's why other addons choose to give the units a higher armor level so they'll surfive more hits. So it's up to you. I think your solution is quite good. Have the grunts with lower armor and the elite with higher armor levels. Share this post Link to post Share on other sites
Messiah 2 Posted June 27, 2005 sounds good looks like we used the same armour as the BAS deltas - since Deadmeat helped us a fair bit, this makes sense armor = 5; armorStructural = 2.0; armorHead = 0.7; armorBody = 5.5; armorHands = 0.5; armorLegs = 0.5; tis up to you fella Share this post Link to post Share on other sites
Blackblood 0 Posted June 27, 2005 So be it then. Â Issueing same body protection for all of the troops. Share this post Link to post Share on other sites
Blackblood 0 Posted June 27, 2005 I think your solution is quite good. Have the grunts with lower armor and the elite with higher armor levels. Yeah I think so to. But that would mean even higher armor values for the SAS than 5.0. Trying to balance this as good as possible. Using UKF values. Share this post Link to post Share on other sites
HotShot 0 Posted June 27, 2005 The BAS deltas seem to be human bullet sponges the way they can take bullets, so i would prefere a low armour value then them. Share this post Link to post Share on other sites
Cpt. FrostBite 0 Posted June 27, 2005 I think your solution is quite good. Have the grunts with lower armor and the elite with higher armor levels. Yeah I think so to. But that would mean even higher armor values for the SAS than 5.0. Trying to balance this as good as possible. Using UKF values. Actually use the UKF values for the SAS and the LSR values for the grunts. Like HotShot said; the BAS delta's eat bullets for breakfast. Every american will tell you that it's accurate and that even the american flag on the sleeve is bulletproof, but in europe we live in the real world and in the real world bullets are a just a bit more deadly btw; if you won't to be more accurate you should lower the SAS levels to the one of the BIS soldiers, since SAS guys don't wear kevlar on their normal recon missions. They depend on suprize and the brutal use of force during attacks. When attacked themselves they have to depend on their training to defeat the enemy. This seems to work most of the times. Share this post Link to post Share on other sites
Stelios 1 Posted June 27, 2005 Quote[/b] ]When attacked themselves they have to depend on their training to defeat the enemy. This seems to work most of the times You can say that again. All the documentaries I saw about the SAS in Chad, Oman and Borneo made one thing very clear : it is not wise to fuck with the SAS. The endurance, the skill, just bloody superhuman. Returning to the addon, dont give 'em better armour values. Like in real life the player should rely on stealth(not so hard to do with the sometimes idiotic AI, although in woodland environments they can give you a nasty suprise) to overcome larger enemy forces. Sneak up, dig in, and the enemy will have a Share this post Link to post Share on other sites
Blackblood 0 Posted June 27, 2005 The camouflage and sensitivity values are equiv of the default snipers (on the SAS blokes). Universal armor values would really make a difference... But that's an old and different story and belongs elsewhere. Forgive me UKF for being such a Judas but I've decided to go for the LSR values. Share this post Link to post Share on other sites
Messiah 2 Posted June 27, 2005 fine with us - its your addon at the end of the day... now... where's this suprise Share this post Link to post Share on other sites
Blackblood 0 Posted June 28, 2005 If you guys knew how close it is... Nothing works smoothly in r/l. Hang on. Last minute fixes/additions: Patrolpacks can now be dropped aswell. A weak cargohold of 12 mags, but the little bugger makes up for his size. It'll be 'rigged' when dropped - meaning that if you put 2 shots (preferrably from a distance 50-100m) in the pack it'll explode. The ai does a nice job targeting it, but only if you order 'em. See ya soon if all goes well (in the real world). Share this post Link to post Share on other sites
"Jack" 0 Posted June 28, 2005 Not to be a cheeky bastard, but do you have any plans to make an arctic SAS patch? Whats your scheduled release date for the desert troops? Share this post Link to post Share on other sites
Messiah 2 Posted June 28, 2005 possibly when he wants to release them Share this post Link to post Share on other sites
Blackblood 0 Posted June 28, 2005 Not to be a cheeky bastard, but do you have any plans to make an arctic SAS patch?Whats your scheduled release date for the desert troops? No arctic SAS guys in the near future... I've learned the hard way that you only reveal that when Satan's plodding thru kneedeep snow. Sorry. Share this post Link to post Share on other sites
ade_mcc 0 Posted June 28, 2005 Quote[/b] ]It'll be 'rigged' when dropped - meaning that if you put 2 shots (preferrably from a distance 50-100m) in the pack it'll explode. That should be a very cool feature and could lead to some very interesting scenarios - tactically withdrawing whilst drawing the enemy into the trap etc. When you say rigged, does this also mean that it can be set to blow on a timer, or if disturbed by the enemy? Sounds as though I want the moon on a stick! Sorry, im just curious. Looking forward to the release when you are happy with the result. Share this post Link to post Share on other sites
"Jack" 0 Posted June 28, 2005 Hate to ask this again mate, but do you think these troops will be done before this weekend? Don't want you to release them if they ain't 100% ready, just wondering if its likely? Share this post Link to post Share on other sites