Evil_Echo 11 Posted November 17, 2009 Uff.. So many nice mines there I sense an oncoming accidental tk-fest :DIn ACE this was everyday occurence with claymores on public servers: Someone on side channel: All beware I have placed a claymore with a tripwire at xyz location. It is also marked on the map. STAY CLEAR OF IT ... 10 secs passes ... Mine placer spots a friendly running towards the tripwire and starts screaming on direct:"STOP! THERE'S A MINE THERE! STO..." POOF ROTFLMAO! Agree - you cannot prevent some players from doing dumb things. But it sounds like your mine layer did everthing he/she could. No doubt you will have people running into clouds of tear gas without masks, dropping WP grenades at their feet, or roving a fallout zone after a nuclear strike and then saying they feel a bit queasy. ( The map markers should be a big hint BTW ). ACE is far more that "Advanced Combat Environment", it's an idiocy penalty enhancement system. Without proper teamwork and communications you get to watch a lot of highly entertaining attempts to make the yearly Darwin Awards list. Have a good chuckle, have the server admin kick the repeat offenders, then play on. Share this post Link to post Share on other sites
NoRailgunner 0 Posted November 17, 2009 I'm still thinking that AI with ACE2 will be on top of a weekly or monthly Darwin Awards list. ;) Which of the ACE2 features are AI "compatible" and which are not? Which ACE2 features are used by AI on default and which have to be activated/implemented? Share this post Link to post Share on other sites
Smurf 12 Posted November 17, 2009 I guess this is up to the mission maker to decide.Isn't it possible to remove the ability to 'heal' someone from a medic by writing some code in the init line? thus only leaving the ability to first-aid. Guess you can add\remove the abilty to heal, but dunno if you can change the % that is healed. An < 100% healing would be nice to use in some kind of missions or organizeded events, so IF something like this will be implemented, should be via Modules. IF... + Load MasterA player in with a good side view from his/her station in an air vehicle can assist the pilot via a special camera view. Useful for precision flying at low altitudes to ensure the air vehicle is in proper postion. What? and CratersLarge explosions will create a crater. You may find them useful as cover. Will be a flat texture with "invisibles walls" (as in ACE1 if im not mistaken) or will be a 3D Object? Share this post Link to post Share on other sites
sparks50 0 Posted November 17, 2009 The ACE 1 craters not only had invisible walls for those in it, you could also shoot through the wall. Making it very very easy to glitch with. Share this post Link to post Share on other sites
cas 41 Posted November 18, 2009 A question about the wounding system,I know is somehow broken but, medics will patch injuried soldiers to 100% Health?Or some lower value so we HAVE to use Medevacs and behind lines support? I still have some high hopes in the ACE team to make a big difference in game play here. There is some nice coop (and singe player) team action going on in ARMA 2. It comes closer and closer to how you would react in a real firefight. As soon as you have casualties in your team things do not look realistic at all! In ARMA 2 and next to all other games the casualty is either lightly wounded (and healed in no time) or he is dead and totally ignored for the rest of the mission. Casualties do basically not influence the pace of the mission as long as you have enough men to fight. If single members of the team play like Rambo and get killed in an unseen location it does not matter for the mission outcome. (Should be a nightmare for a commander to have team members MIA) In today’s conflicts big efforts are being made to take care of the casualties. Offensive operations can be delayed or brought to a hold if it can save the live of wounded soldiers. The majority of casualties become a candidate for medevac few can continue to push forward and few die instantly. Even the dead would not just be left behind. Often medals are awarded for the efforts in connection to the rescue of wounded soldiers. Make it an option that more casualties are incapacitated and that you are expected to MEDEVAC them sooner or later in the mission, depending on the circumstances. (Waiting with the evac can eventually kill the wounded) This would really make ARMA 2 stand out as a different game from all the others!!! (Maybe Jagged Alliance is an exception) It would be exciting to find out not only if you archive your fighting objectives but also if your men survive (or are MIA). I would imagine that there is quiet some pilots in MP that would like the challenge of MEDEVACs in hot landing zones and under time pressure. In the time in between the missions they could steer an UAV or an artillery module from their base. Casualties should decrease in health at different rates depending on the injury. Treatment should lessen the decrease in health and transport should increase the decrease in health depending on the transport. (Dragging them is not so good, medical transport does not have a negative effect). There should be a decrease in health until the wounded arrives in a field hospital at the drop of point. Share this post Link to post Share on other sites
Alex72 1 Posted November 18, 2009 This mod will be a must have for everyone. I really hope BIS will consider integrating at least some of it's features to their future releases :)Keep on the nice work guys! :) They did. ARMA2 has features that comes from ACE1. Dont think a patch will add some of ACE2 however. Operation Arrowhead will get new cool stuff and hopefully can be played with ACE2. Now that is something to look forward to. ;) OnTopic: Really looking forward to all the mines. Insurgents using AP mines is just how it should be. :) Share this post Link to post Share on other sites
LJF 0 Posted November 18, 2009 Loved that last video :) I think someone mentioned something about the [body] armour, after ACE1 and the SLX mod for A2, having to unload a whole magazine into enemy soldiers just to put them down is a major pain, it also makes the weapons feel pretty cheap and useless, how is this being handled in ACE2? - Sorry if this has already been asked before. Share this post Link to post Share on other sites
Uglyboy 10 Posted November 18, 2009 Make it an option that more casualties are incapacitated and that you are expected to MEDEVAC them sooner or later in the mission, depending on the circumstances. This is more mission related than addon related, you can script something like that in a mission, but you can't force ( for gameplay purpose reason ) this by an addon. Share this post Link to post Share on other sites
Alex72 1 Posted November 18, 2009 ...having to unload a whole magazine into enemy soldiers just to put them down is a major pain, it also makes the weapons feel pretty cheap and useless, how is this being handled in ACE2? I dont know. Many complained about this but i can only tell you my experience with ACE1 and body armor & long range shooting situations. I usually double tapped my weapon and took people down easy. I shot more bullets over at the target and i managed to take them down without problem. People i played with that were used to 1 shot 1 kill had a harder time. Its not that easy as i understand it in real life to hit perfectly and get a kill. Add body armor and distance. You just dont die that easy as bullets hit around the vital organs. Soldiers stories tells that. Lots and lots of wounded to different degrees that still walk around. Thats why its important to shoot a couple of shots. There is no bullet issue either cause we have backpacks. :) To me it felt more realistic from what ive read and heard. Sniper rifles in ACE1 did take you down with 1 shot though. Anyway. It could have been slightly easier to take them down at times, and the other problem with enemies getting up after being shot - got back into action easy was a bigger problem. If they are hurt they should at least keep crawling or move away (maybe try to flee)? But i understand that was not as easy to fix due to limitations? Im guessing. Has to be noted i also never played the last version of ACE1 so i cant speak for what updates were made. Alex Share this post Link to post Share on other sites
LJF 0 Posted November 18, 2009 I dont know. Many complained about this but i can only tell you my experience with ACE1 and body armor & long range shooting situations. I usually double tapped my weapon and took people down easy. I shot more bullets over at the target and i managed to take them down without problem. People i played with that were used to 1 shot 1 kill had a harder time. Its not that easy as i understand it in real life to hit perfectly and get a kill. Add body armor and distance. You just dont die that easy as bullets hit around the vital organs. Soldiers stories tells that. Lots and lots of wounded to different degrees that still walk around. Thats why its important to shoot a couple of shots. There is no bullet issue either cause we have backpacks. :) To me it felt more realistic from what ive read and heard. Sniper rifles in ACE1 did take you down with 1 shot though.Anyway. It could have been slightly easier to take them down at times, and the other problem with enemies getting up after being shot - got back into action easy was a bigger problem. If they are hurt they should at least keep crawling or move away (maybe try to flee)? But i understand that was not as easy to fix due to limitations? Im guessing. Has to be noted i also never played the last version of ACE1 so i cant speak for what updates were made. Alex Ah true, yeah, I guess the problem was that being wounded in ArmA2/1 isn't a very big issue, you shoot someone in the stomach or legs and instead of collapsing on the ground in pain they just adjust their aim a little :( They're like Spartans :D Share this post Link to post Share on other sites
sky_line 11 Posted November 18, 2009 Well, I've played the Invasion44 mod. There was (as I think, imo) the better alternative to the ACE1 wound system. You hit a person in the stomach or in chest and you have about 50/50: he either dies or lies immobilized and bleeding and then dies too. BUT, since the ACE Team members ensured us that the new wound system will be made from scratch, I think that the situation will be fundamentally different from the ACE1..At least, I hope so:) Share this post Link to post Share on other sites
cas 41 Posted November 18, 2009 I can only speak for the ARMA 1 ACE version. Here you hardly ever had incapacitated soldiers. You could completely heal them or they where dead and you could not transport them. I cannot imagine that you could script a mission so that you have more incapacitated soldiers and so that you can transport the dead. Even if it is possible it must be so complicated that I cannot see that it would be used in many missions. I know this is new thinking and most are sceptical, but this was the same in the beginning of OFP when people said a game can not be fun where you get killed by an unseen enemy hundreds of meters away with just a single shot after you walked over a huge map for several minutes. Share this post Link to post Share on other sites
sky_line 11 Posted November 18, 2009 (edited) when people said a game can not be fun where you get killed by an unseen enemy hundreds of meters away with just a single shot after you walked over a huge map for several minutes. Yes, this is not fun, this is reality:smiley-evil: Edited November 18, 2009 by Sky_Line Share this post Link to post Share on other sites
stryder88 10 Posted November 18, 2009 Casualties should decrease in health at different rates depending on the injury. Treatment should lessen the decrease in health and transport should increase the decrease in health depending on the transport. (Dragging them is not so good, medical transport does not have a negative effect). There should be a decrease in health until the wounded arrives in a field hospital at the drop of point. I like this - my suggestion would be first aid would need to be administered within a few minutes of the soldier being injured, or he dies. Once first aid has been administered, the casualties life span becomes a set number of minutes as defined by injury level (from 10 minutes to an hour). They can only be fully healed by a Medi centre in an FOB (a structure with a HMMVW, a tent, sandbags etc.) Either thats the end of the game for them (and the team loses an objective if this evac doesn't happen to plan) or they are fully healed after a couple of minutes in the medi centre, and can come back as reinforcements. This way those who want to be realistic can be happy, as well as those who don't think the fun should be postponed! :bounce3: Share this post Link to post Share on other sites
stebbi92 0 Posted November 18, 2009 Yes, this is not fun, this is reality:smiley-evil: Share this post Link to post Share on other sites
fireship4 0 Posted November 18, 2009 I still have some high hopes in the ACE team to make a big difference in game play here.There is some nice coop (and singe player) team action going on in ARMA 2. It comes closer and closer to how you would react in a real firefight. As soon as you have casualties in your team things do not look realistic at all! In ARMA 2 and next to all other games the casualty is either lightly wounded (and healed in no time) or he is dead and totally ignored for the rest of the mission. Casualties do basically not influence the pace of the mission as long as you have enough men to fight. If single members of the team play like Rambo and get killed in an unseen location it does not matter for the mission outcome. (Should be a nightmare for a commander to have team members MIA) In today’s conflicts big efforts are being made to take care of the casualties. Offensive operations can be delayed or brought to a hold if it can save the live of wounded soldiers. The majority of casualties become a candidate for medevac few can continue to push forward and few die instantly. Even the dead would not just be left behind. Often medals are awarded for the efforts in connection to the rescue of wounded soldiers. Make it an option that more casualties are incapacitated and that you are expected to MEDEVAC them sooner or later in the mission, depending on the circumstances. (Waiting with the evac can eventually kill the wounded) This would really make ARMA 2 stand out as a different game from all the others!!! (Maybe Jagged Alliance is an exception) It would be exciting to find out not only if you archive your fighting objectives but also if your men survive (or are MIA). I would imagine that there is quiet some pilots in MP that would like the challenge of MEDEVACs in hot landing zones and under time pressure. In the time in between the missions they could steer an UAV or an artillery module from their base. Casualties should decrease in health at different rates depending on the injury. Treatment should lessen the decrease in health and transport should increase the decrease in health depending on the transport. (Dragging them is not so good, medical transport does not have a negative effect). There should be a decrease in health until the wounded arrives in a field hospital at the drop of point. Great ideas. Share this post Link to post Share on other sites
Kristian 47 Posted November 18, 2009 hey that cheered me up alot, thanks :p Share this post Link to post Share on other sites
myshaak 0 Posted November 18, 2009 Heh, onion rules :p Share this post Link to post Share on other sites
luckyhendrix 10 Posted November 18, 2009 I hope that they will at least keep the epinephrine , morphine and bandage, I liked this. You would have to play the medic and first find what the soldier needed and then administer it . Share this post Link to post Share on other sites
jhoson14 10 Posted November 18, 2009 I hope that they will at least keep the epinephrine , morphine and bandage, I liked this. You would have to play the medic and first find what the soldier needed and then administer it . This probably will stay on the Mod, since it has so awesome on ACE1 I hope they can implement the Plasma and the Splint on the Wounding system. Would be crucial the plasma to save a guy who lost so much bloody. Share this post Link to post Share on other sites
Panda_pl 0 Posted November 18, 2009 (edited) Well, I've played the Invasion44 mod. There was (as I think, imo) the better alternative to the ACE1 wound system. You hit a person in the stomach or in chest and you have about 50/50: he either dies or lies immobilized and bleeding and then dies too. BUT, since the ACE Team members ensured us that the new wound system will be made from scratch, I think that the situation will be fundamentally different from the ACE1..At least, I hope so:) 5.56 is good for immobilizing and wounding. The .300 to the chest is more life threatening. Plus most soldiers did not wear body armour in WW2. :j: Edited November 18, 2009 by Panda_pl Share this post Link to post Share on other sites
manzilla 1 Posted November 18, 2009 Personally I liked the A1 version. It needed some tweaking sure but it wasn't bad. Share this post Link to post Share on other sites
sky_line 11 Posted November 19, 2009 5.56 is good for immobilizing and wounding. The .300 to the chest is more life threatening.Plus most soldiers did not wear body armour in WW2. :j: maybe, I also know, that the 5.56 and 5.45 inflict a terrible damage 'cause the bullets are rotating and moving randomly after penetration. My point is, that though, this wound system (talking about ACE1, of course) is pretty realistic, unfortunately it doesn't suit best for the Single Player mode. And since I'm mostly play in SP, this thing concerns me a lot. That's why I've suggested to make this feature adjustable:) Share this post Link to post Share on other sites
vilas 477 Posted November 19, 2009 maybe, I also know, that the 5.56 and 5.45 inflict a terrible damage 'cause the bullets are rotating and moving randomly after penetration. My point is, that though, this wound system (talking about ACE1, of course) is pretty realistic, unfortunately it doesn't suit best for the Single Player mode. And since I'm mostly play in SP, this thing concerns me a lot. That's why I've suggested to make this feature adjustable:) it is very hard for coders, i don't know if any game engine allow to implement real damage effect real 7.62 full rifle bullet goes trough body and make sharper wound (unless not head) while light small caliber bullets in fact are more danger, but from the other side maybe strong vest will stop it the same rules are applied to "police" bullet and "army" bullets, police must "stop person" it is hard to make this all working in game, even best coders would not be able to fully make it one bullet penetrates more and looses less energy other penetrates much less, has 2-3 times energy but looses much more energy in meat of course damage to head is different, cause there is skull pressure, air pressure and etc. and than strong bullet can do very nasty effect and brain out Share this post Link to post Share on other sites
welcome to hell 23 Posted November 19, 2009 7.62 has a lot more mass. That is why it is more effective even if it goes through it has enough kinetic energy to knock a man cold. 5.56 and 5.45 have a lot less kinetic energy and greater muzzle velocity which makes them shatter on impact. I have read reports from fallujah where insurgents would get shot 1 to 3 times but would still be combat active for a short time. 5.56 and 5.45 have range and accuracy but 7.62 has stopping power. I guess one is best depends on where the combat is taking place. Share this post Link to post Share on other sites