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SASrecon

Patch 1.05 suggestions

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Add "addKill" command for scripting to handle custom kills not directly caused by player

Suggestion of the year. Better yet, make the game recognize indirect kills such as running over, exiting a vehicle before its round hits an enemy, and all the shenanigans between commander/pilot and secondary gunners.

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Add "addKill" command for scripting to handle custom kills not directly caused by player
Suggestion of the year. Better yet, make the game recognize indirect kills such as running over, exiting a vehicle before its round hits an enemy, and all the shenanigans between commander/pilot and secondary gunners.

+1 to all of the above.

addKill would also go a long way to making indirect kills count, for example when an enemy bleeds out and dies a "scripted death" after being shot in mods like ACE.

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-optimize this game so it will run more fluid

-motorcycle sound,it has an annoying sound that repeats every two seconds

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addKill would also go a long way to making indirect kills count, for example when an enemy bleeds out and dies a "scripted death" after being shot in mods like ACE.

Actually, a command assigning a custom "owner" for specific rounds or all rounds fired by certain units would come in very handy in giving credit to the right players, especially in CTI and other squad leading game modes.

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Is it possible to tweak the lighting in this game? I really believe that the graphics would look a lot more realistic if there was a constant bloom. Nothing too bright, of course, just enough to look natural. Compare these two screenshots:

http://img215.imageshack.us/img215/8281/nobloom.jpg

http://img189.imageshack.us/img189/3346/bloomo.jpg

Not perfect, but the difference is pretty big.

Also, helicopters cause too many lighting bugs, possibly coming from the theory that Arma II can only render X amount of lights at a time. So, as the helicopter lights flash on and off, streetlights will do the same.

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I would recommend to fix the reload animations in case of every weapons... the sounds almost always differs from the actions, and it just ruins the game feeling. A great animation of reloading would give huge influence on feeling.

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The AI could jump out of a demage Chopper like cobra automaticaly, when it is shoot down in the air . When i am a pilot and my gunner is an AI in a Cobra or other flying vehicles, i have no time to switching through the menus to let the AI jump out in this critical moments.

So i hope at next patch it will be fived, that AIs make herself jump out of a demage cobra as gunner.:bounce3:

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Allow players to build empty vehicles in Warfare mode. For some reason I remember being able to do it at some point, and then today I realized that I couldn't (it was my first time playing in a while).

Seriously, I remember a button for that in a previous version... I though it was placed right next to, "Filter," in the build window.

I would love to see this feature in 1.05. :)

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Allow the player to be able to order the AI to FIRE at an unmanned vehicle. Many missions have 'destroy armour at camp' type objectives and there's no way to tell your AT guy to take the shot.

Edit- Nm-solved!

Edited by froggyluv

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Allow the player to be able to order the AI to FIRE at an unmanned vehicle. Many missions have 'destroy armour at camp' type objectives and there's no way to tell your AT guy to take the shot.

2 (Target) - 0 (More) and then choose the target and then give the Fire Order to the AI.

It should work.

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2 (Target) - 0 (More) and then choose the target and then give the Fire Order to the AI.

It should work.

:o

Learn somethin new everyday!

Thanks

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With the new information about a new helo-centric campaign, I'm really hoping that the AI piloting skills will be reworked. I think them using real-world tactics would be a very tall order, but at least keep them from diving into trees/the ground when attacking enemies. AI air support is pretty much worthless in a few of my missions.

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Allow players to build empty vehicles in Warfare mode. For some reason I remember being able to do it at some point, and then today I realized that I couldn't (it was my first time playing in a while).

Seriously, I remember a button for that in a previous version... I though it was placed right next to, "Filter," in the build window.

I would love to see this feature in 1.05. :)

Benny warfare gives you options to leave anyone you want out of a vehicle. Pinnacle to the gameplay

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I hope official can better AA2's marine combat environment and increase more marine units, such as playable warships, movable aircraft-carrier etc. Create a playable virtual marine combat environment for players which even need to pay.

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I know I'm not the only one who would love to see an AC-130 gunship as official content. :D

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I know I'm not the only one who would love to see an AC-130 gunship as official content. :D

would be difficult, but awesome. maybe in OA or ArmA 3 :rolleyes:

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k, valid point, but... they reset at the drop of a hat, do as little as switch weapon and they reset.... hell, even pulling the binoculars causes them to reset :/

hmmm... you'd lower your weapon, let it dangle around, fiddle with your binoculars and all that without turning the safety on?

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I know I'm not the only one who would love to see an AC-130 gunship as official content. :D

I would be happy to see C130 with fixed turn radius so it can operate on all airports ;)

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Ability to deploy bipod or rest rifles in standard ARMA2 like in ACE2 mod

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Ability to deploy bipod or rest rifles in standard ARMA2 like in ACE2 mod

Why not just use ACE mod then?

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I think they shoud fix the AIs driving skills, before looking in to those smaller problems. They turn around, doesnt drive trough roads, suddenly stops

(after this they often hit each other) and get away from each other. This happens in convoys and specially in convoys with different vehicles.

Problem occurs mostly in tanks.

Currently its very hard to make any mission fast where you want a convoy of tanks drive shmoothly through roads.

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I've noticed textures swapping from CDF to USMC's on the same units at certain distances(maybe 50 meters out?)

G36SD aiming is off. Currently the bullets do not go where the dot is aiming even at 20 meters.

AI Driving is essential to smooth mission editing.

AI not being able to walk atop objects like concrete harbors and dams.

I've also noticed the heads blinking out on models

The AI take a tremendous amount of time to decide whether they want to follow orders and board a vehicle when ordered to do so, regardless of what behaviour they are set in.(Seems they can not decide on a path to follow)

Same for medics, they take their time getting to the player when he is down. If you move to safe cover while he is making his way to you, it takes even more time as he has to stop and reconfigure his path to you. By then I usually bleed to death. If I don't crawl to cover, they walk out into the open, Do not even attempt to drag me and end up getting killed which does nothing for me. The player has the ability to temporary patch other units, why not allow him to be able to take the time to patch himself so he does not bleed to death and he can atleast reload a weapon. The shakyness and forced crawling is penalty enough don't you think?

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Why not just use ACE mod then?

I do use ACE but still like to play the standard Vanilla game and this feature is probably my favourite and if vanilla had it too it would be a bonus

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