afp 1 Posted November 8, 2009 (edited) I don't know if it has been discussed before in this thread but I think that beside original ACE weapons the default russian weapons should also be included, for a balance of power and East missions more interesting. They were not in ACE either, East didn't have any 7.62 scoped weapon. I am refering to these weapons: http://www.armaholic.com/page.php?id=1712 Edited November 8, 2009 by afp Share this post Link to post Share on other sites
Panda_pl 0 Posted November 8, 2009 (edited) Ballance is a very loaded term. People throw it around lightly. Yes, it's been discussed. I think you have no clue how many modelling people work for ACE. Perhabs you think there is a dozen? We are stretched thin to bring at least some ACE1 gear into A2. Which in case of HK pack means reworking all models to be in par with the M4/M16 quality. It's been brought up so many times I will block next person who asks this question. I've had enougth of this "will eat apple but will not plant a tree" attitude. Edited November 8, 2009 by Panda_pl Share this post Link to post Share on other sites
afp 1 Posted November 8, 2009 (edited) Ballance is a very loaded term. People throw it around lightly.Yes, it's been discussed. I think you have no clue how many modelling people work for ACE. Perhabs you think there is a dozen? We are stretched thin to bring at least some ACE1 gear into A2. Which in case of HK pack means reworking all models to be in par with the M4/M16 quality. It's been brought up so many times I will block next person who asks this question. I've had enougth of this "will eat apple but will not plant a tree" attitude. I hope you will have a nice attitude with the rest of the users. Edited November 8, 2009 by afp Share this post Link to post Share on other sites
Panda_pl 0 Posted November 8, 2009 Does it looks "good" enough ( no broken wrist or misplaced arm )? I can testify to that. :) I was haressing Scuba and Rocko to get it right. Apart from BIS flat hands (soldier model and skeleton) it looks natural. The foregrip is so close to magazine because this is how I liked it IRL. It's good for handling. Share this post Link to post Share on other sites
PuFu 4600 Posted November 8, 2009 I don't know if it has been discussed before in this thread but I think that beside original ACE weapons the default russian weapons should also be included, for a balance of power and East missions more interesting. They were not in ACE either, East didn't have any 7.62 scoped weapon.I am refering to these weapons: http://www.armaholic.com/page.php?id=1712 1. balance is overstated (weapons regarding) 2. the weapons you linked are not made by ACE. Yes, there have been several models included (call them donations or collaborations or exchanges) in the past from external sources, but unless there is a will from both parts to do that... 3. ArmA1 addons are not working as they are in A2. that said, i don't get how your post is suppose to be taken...suggestion? request? neither fits since your linked page has no relation to either ACE2 or ArmA2 Share this post Link to post Share on other sites
Uglyboy 10 Posted November 8, 2009 I can testify to that. :)I was haressing Scuba and Rocko to get it right. Apart from BIS flat hands (soldier model and skeleton) it looks natural. Thank you for the answer :) The foregrip is so close to magazine because this is how I liked it IRL. It's good for handling. Yep, i was just worried for the above, i've seen that having the grip close to the man body ( not related to kind of rifle and such ) may cause problem, but it's good to know that they are already solved :D Share this post Link to post Share on other sites
Geronimo 0 Posted November 8, 2009 Will ACE modify AI engagement ranges, when they have scoped weapons? So far they can be easily picked off from more than 200m in ARMA 2. I think that would make for more interesting COOP firefights. Share this post Link to post Share on other sites
Tonci87 163 Posted November 8, 2009 A Friend of mine would like to know if the HK416 will be included in ACE 2. I know that the Hk Modells probably won´t be included at release, but will they come later? Share this post Link to post Share on other sites
Drew 10 Posted November 8, 2009 I have 1 quick question for the ACE team. there was a weapon in ACE 1 (M109) I think it was Light armor piercing (could kill the crew inside a BMP)? is this a possiblity in ARMA 2? Share this post Link to post Share on other sites
Lauxman 10 Posted November 8, 2009 I don't care what weapons ACE includes in this version. More weapons can always be added on later, and I'm sure it will include plenty stock ACE weapons to hold us over for awhile. I'd rather see them working on all of these badass new features and other gameplay elements than just shiny new rifles. Share this post Link to post Share on other sites
Drew 10 Posted November 8, 2009 Cool story bro, but that really didnt help answer my question.:rolleyes: Share this post Link to post Share on other sites
Inkompetent 0 Posted November 8, 2009 I don't care what weapons ACE includes in this version. More weapons can always be added on later, and I'm sure it will include plenty stock ACE weapons to hold us over for awhile. I'd rather see them working on all of these badass new features and other gameplay elements than just shiny new rifles. Query: How are modellers supposed to help code new features when their proficiency is making models and not write scripts? Share this post Link to post Share on other sites
afp 1 Posted November 8, 2009 (edited) 1. balance is overstated (weapons regarding)2. the weapons you linked are not made by ACE. Yes, there have been several models included (call them donations or collaborations or exchanges) in the past from external sources, but unless there is a will from both parts to do that... 3. ArmA1 addons are not working as they are in A2. that said, i don't get how your post is suppose to be taken...suggestion? request? neither fits since your linked page has no relation to either ACE2 or ArmA2 The only problem I see is that textures should be redone (which I didnt know about). Otherwise I guess a collaboration with the creator would have expected results. So it's a suggestion, I can ask him too but I am not part of the ACE team. On the other hand, I have modified a bit ACE1 as I tried to add those weapons to my custom configuration as well as some new uniforms. It worked fine but I discovered that ACE configurator is too tight, its not enough just to place new pbos and have the new soldiers listed and usable. So flexibility for new packs would be another suggestion but I guess this is already done through CBA system. EDIT: what you mean balance is overstated? In ACE 1 there was no high caliber (7.62) assault rifle with a 4x optics on the east side, thus making East less appealing to play. While West used to have SCAR, HK417, M14 etc. In real East uses 7.62 and West 5.56... Edited November 8, 2009 by afp Share this post Link to post Share on other sites
Uglyboy 10 Posted November 8, 2009 Cool story bro, but that really didnt help answer my question.:rolleyes: In ACE1 you cannot penetrate vehicle to kill the crew, or kill whoever was behind it, but with .50 cal weapons you could penetrate walls, and that was quite awesome. Share this post Link to post Share on other sites
hund 0 Posted November 8, 2009 Query: How are modellers supposed to help code new features when their proficiency is making models and not write scripts? Answer: They make models for said features and hold off on the shiny new boomsticks until further notice. Share this post Link to post Share on other sites
Panda_pl 0 Posted November 8, 2009 Answer: They make models for said features and hold off on the shiny new boomsticks until further notice. You missed the point. The original post was asking for modellers to be transferred to script and config task, which is impossible. The ballance between models and scripts is not determined by any strategy, it is a derivative of actual personal reasources at hand. That is, everyone who can script is busy scripting, everyone who can model is busy modelling, anyone who can texture is texturing. Requests like "we want more scripts and less weapons" make no sense at all... even if models were not being made at all it would not accelerate the works on script and config. And the other way around. Perhabs we need a FAQ page to explain how the team works and why there is no influence over the number of scripts/models made, other than throwing people off or declining contribution offers. ;) Share this post Link to post Share on other sites
th3flyboy 0 Posted November 8, 2009 In ACE1 you cannot penetrate vehicle to kill the crew, or kill whoever was behind it, but with .50 cal weapons you could penetrate walls, and that was quite awesome. bull.. I remember plenty of times of vehicles getting penetrated by high caliber fire and the crew inside getting killed. Share this post Link to post Share on other sites
Lauxman 10 Posted November 8, 2009 I understand that, but there is no point in trying to rush and cram as many models as possible into the first release just to have a huge armory. Share this post Link to post Share on other sites
Uglyboy 10 Posted November 8, 2009 bull.. I remember plenty of times of vehicles getting penetrated by high caliber fire and the crew inside getting killed. You were shooting car windows? :rolleyes: Share this post Link to post Share on other sites
Evil_Echo 11 Posted November 8, 2009 1. Models. The ACE team is quite diverse, but we are largely specialists. Some are coders ( scripts ), some sound gurus, some special-effects wizards, model makers, etc. Coders can collaborate fairly easily, but model making is largely a single person's effort since you can't have one work on the front half of an APC and other work on the back expecting it to come out right. When a model maker starts on a project it largely takes up all of their time, you just work on that model or family of models and nothing else. Doing a good model takes a lot of tedious work and testing. Even porting an existing weapons group like the HK's takes time since ArmA2 changed so much. ACE stresses quality over quantity in models, so we'd rather release good stuff slowly vs. give you all a huge number of crappy weapons in a hurry. With such limits, you have to prioritize the assignments. Not everything can or will come out as fast as some would like. Let us get an initial release out, then we can focus on additional models. As it is, there are plenty of goodies in the pipeline. 2. Balance. "Balance" and game statistics are the plagues of combat games. War is never balanced, every faction throughout history has had strengths and weaknesses that made it unique. Part of being a good strategist and tactician is to make sure the battle is unbalanced in your favor. How that is done differs according to what you have available. Traditionally - the former Eastern Block ( WARPAC ) countries largely counted on masses of largely unskilled troops controlled tightly by central command. Weapons were simple, cheap, and fairly sturdy. The US and allied countries countered the numerical superiority with a flexible command structure and higher tech systems that allow for greater efficiency - albeit at higher costs and limited availability. There is no balance at the equipment level. An Apache has better avionics than a Hind. But a Hind is darn tough and there are a lot of them. The optics on a TAC-50 are more precise than a Dragonov. But the Dragonov sights are easier to interpret. ACE is a set of tools to make ArmA/ArmA2 more realistic. You as the player should take those tools and use the one weapon we can never provide - your mind. Think creatively and you can beat anyone. Fail to think and someone else will kick your butt across the map and back just for giggles. I've played on ACE servers and done just that using vanilla weapons as a lesson to those that mistakenly thought über weapons would counter having their brain in neutral. Share this post Link to post Share on other sites
Inkompetent 0 Posted November 8, 2009 You were shooting car windows? :rolleyes: ACE1 DID have armour penetration. The crew damage system for armour piercing munitions. It was there to simulate penetration with shaped charge and kinetic mass projectiles, damaging crew through overpressure and spalling. Was fully possible to kill the entire crew in a tank with a single sabot round and the tank still being operational. Share this post Link to post Share on other sites
Uglyboy 10 Posted November 8, 2009 ACE1 DID have armour penetration. The crew damage system for armour piercing munitions. It was there to simulate penetration with shaped charge and kinetic mass projectiles, damaging crew through overpressure and spalling.Was fully possible to kill the entire crew in a tank with a single sabot round and the tank still being operational. Yeah, but Drew was asking about xm109 and there wasn't armour penetration for that, just walls penetration, am i right? Share this post Link to post Share on other sites
Inkompetent 0 Posted November 8, 2009 No idea about the XM109 specifically, or at what calibers the crew damage system kicked in. If it was at .50 special purpose rounds, 25mm sabots, or 120mm sabots. Share this post Link to post Share on other sites
scubaman3D 0 Posted November 8, 2009 The M109 could kill crew inside of vehicles. You could easily kill the crews of BTR80s and BMPs with a couple well-placed shots. I think I even managed to kill the gunner of a T72 once. Share this post Link to post Share on other sites
Steakslim 1 Posted November 8, 2009 twas a fun gun to have lol Share this post Link to post Share on other sites