thales100 10 Posted February 10, 2010 Do you mean the RH pack for the non Ace version? Hey that would be nice, non ACE version all the way here. Share this post Link to post Share on other sites
Tonci87 163 Posted February 10, 2010 Well then I´m looking forward to OA :D Ok Implement it if you want. I know that RH makes some good Stuff Share this post Link to post Share on other sites
Mr_Tea 0 Posted February 10, 2010 @ Mr. Tea- Out of curiosity, what did you not like about the first campaign? I don't ask to bash or flame you. I am just wondering as I am currently playing the first one and I am wondering what makes the other ones different and/or better. I think the first one has been great:D. IMHO, ST6-1 is by far better than the vanilla campaign that BIS released, which I still haven't convinced myself to finish, LOL. Once I started playing the user made content I have had trouble going back to the BIS missions and campaigns. Once i sniped the two targets, from within cover, with an silenced rifle, all hell brake loose. Any enemy opened fire on my position, as if i would have used an Tank to kill them. If they could not have seen me, not have heard me, what told them my position? It was impossible to survive the all out attack on me and my spotter. I tried it a few times without an different outcome. Share this post Link to post Share on other sites
jasonnoguchi 11 Posted February 10, 2010 (edited) @Mr Tea, just so you know, silenced weapons aren't really silenced at all unless you use the SD mags that go with it, if it does at all. Just because the weapon model looks like it has a suppressor, doesn't mean its suppressed. The suppression coding is in the magazine, not the weapon used. This is the same thing in RL. If you use regular bullets with a weapon with suppressor, you still get that loud sonic crack bang and everyone will have a rough idea of where you are. That's where the BIS enemies cheat a bit. As long as the enemies look in your direction (or the direction where the sonic crack is heard), and you are not behind some kind of cover, they will be able to pin point you super accurately. This is a problem with the arma2 engine itself. Don't tell me you hadn't experienced that in any arma2 missions before?? I did all 3 Seal Team 6 campaigns 3 times and I can say that they are well designed and logical and I never ran into any missions that I cannot complete. If you are talking about the mission where you and a spotter are supposed to clear two camps on UTES, yes, you can NEVER beat so many of them flanking you in all directions... so what should you do? Get to a position where their numbers cannot win! What I did is immediately run to the air field hangar nearby and then get into one corner and aim at the doorway and wait. The enemies appeared one by one at the door way as predicted and I killed every single one of them there before moving on with the mission. In RL battles, you need to learn to get into positions of advantage against your enemies, its never a case of trading shots from a fixed position. You are not a static defense post, right? This is exactly what makes ArmA2 different from COD and the other titles out there. Just being able to shoot fast won't allow one soldier to take on a whole platoon head on. ArmA2 is all about tactics... about positioning, about gaining a relative advantage over your enemies and having your brain work fast enough to find that relative advantage whether in terms of terrain or numbers or weapons. Its a thinking game and I like to look upon these missions as puzzles that needs to be solved rather than just killing enemies. Edited February 10, 2010 by jasonnoguchi Share this post Link to post Share on other sites
Isola 10 Posted February 10, 2010 @Mr Tea, just so you know, silenced weapons aren't really silenced at all unless you use the SD mags that go with it, if it does at all. Just because the weapon model looks like it has a suppressor, doesn't mean its suppressed. The suppression coding is in the magazine, not the weapon used. This is the same thing in RL. If you use regular bullets with a weapon with suppressor, you still get that loud sonic crack bang and everyone will have a rough idea of where you are. That's where the BIS enemies cheat a bit. As long as the enemies look in your direction (or the direction where the sonic crack is heard), and you are not behind some kind of cover, they will be able to pin point you super accurately. This is a problem with the arma2 engine itself. Don't tell me you hadn't experienced that in any arma2 missions before??I did all 3 Seal Team 6 campaigns 3 times and I can say that they are well designed and logical and I never ran into any missions that I cannot complete. If you are talking about the mission where you and a spotter are supposed to clear two camps on UTES, yes, you can NEVER beat so many of them flanking you in all directions... so what should you do? Get to a position where their numbers cannot win! What I did is immediately run to the air field hangar nearby and then get into one corner and aim at the doorway and wait. The enemies appeared one by one at the door way as predicted and I killed every single one of them there before moving on with the mission. In RL battles, you need to learn to get into positions of advantage against your enemies, its never a case of trading shots from a fixed position. You are not a static defense post, right? This is exactly what makes ArmA2 different from COD and the other titles out there. Just being able to shoot fast won't allow one soldier to take on a whole platoon head on. ArmA2 is all about tactics... about positioning, about gaining a relative advantage over your enemies and having your brain work fast enough to find that relative advantage whether in terms of terrain or numbers or weapons. Its a thinking game and I like to look upon these missions as puzzles that needs to be solved rather than just killing enemies. is it possible that with silenced magazines the accuracy is Fu.cked? mk12+silenced magazine=bullets 1 meter higher than normal Share this post Link to post Share on other sites
jasonnoguchi 11 Posted February 10, 2010 (edited) @ISOLA, DEFINITELY! Especially with the ACE ones, you will get significantly increased dispersion with the much much less powerful silenced magazines. Silenced magazines are also less lethal and it often take many rounds to kill some one especially when the target is prone. Thats why I make sure I carry both suppressed and full calibre bullets if I choose a suppressed weapon. (One trick though, GL4 recognises suppressed weapons according to the weapon class, not magazines, so when playing with GL4 running, you get silenced effect with detection within only 15m no matter what kind of bullet is in your "suppressed" weapon. This is why I keep using the TAC50-SD...hehehe... defined it as a suppressed weapon in GL4 even though it uses full calibre 0.5 rounds) Edited February 10, 2010 by jasonnoguchi Share this post Link to post Share on other sites
jasonnoguchi 11 Posted February 10, 2010 Sent the link to your PM. Don't wanna hijack this thread. Share this post Link to post Share on other sites
Isola 10 Posted February 10, 2010 (edited) Sent the link to your PM. Don't wanna hijack this thread. Thanx mate. @ISOLA, DEFINITELY! Especially with the ACE ones, you will get significantly increased dispersion with the much much less powerful silenced magazines. Silenced magazines are also less lethal and it often take many rounds to kill some one especially when the target is prone. Thats why I make sure I carry both suppressed and full calibre bullets if I choose a suppressed weapon.(One trick though, GL4 recognises suppressed weapons according to the weapon class, not magazines, so when playing with GL4 running, you get silenced effect with detection within only 15m no matter what kind of bullet is in your "suppressed" weapon. This is why I keep using the TAC50-SD...hehehe... defined it as a suppressed weapon in GL4 even though it uses full calibre 0.5 rounds) At first I thought it was a bug but if you say so it clarifies all Edited February 10, 2010 by Isola Share this post Link to post Share on other sites
sick1 13 Posted February 10, 2010 Updates You will need the new RH pack for the non Ace versions RH MGS weapon pack by RobertHammer http://www.armaholic.com/page.php?id=9500 SEAL TEAM SIX 1 ACE VERSION V1.3 Fixed Air support bug. FileFront V1.3 http://www.filefront.com/15551615/SealTEAMSixV1.3%28ACE%29.rar NON ACE VERSION V1.3 Added RH Scar pack. Fixed air support bug. FileFront V1.3 http://www.filefront.com/15551937/SealTEAMSixV1.3.rar SEAL TEAM SIX 2 NON ACE VERSION V1.3 Added RH Scar pack. Fixed air support bug. FileFront V1.3 http://www.filefront.com/15552067/SEALTEAMSIX2V1.3.rar SEAL TEAM SIX 3 NON ACE VERSION V1.3 Added RH Scar pack. Fixed air support bug. FileFront V1.3 http://www.filefront.com/15552373/SealTEAMSix3V1.3.rar Share this post Link to post Share on other sites
thales100 10 Posted February 11, 2010 Thanks for the update Sick1. Share this post Link to post Share on other sites
Mysteryman5150 10 Posted February 11, 2010 Thank you for updating:). Share this post Link to post Share on other sites
jasonnoguchi 11 Posted February 11, 2010 Thats FAST! 0_0 Share this post Link to post Share on other sites
Isola 10 Posted February 12, 2010 Almost finished Campaign 3! What am i going to do after that!!? Panic!! Share this post Link to post Share on other sites
TonnyRat 0 Posted February 13, 2010 I was playing v1.2 of ST6 2 - ACE earlier today and couldn't load a crew served AGS30. Had the mags with me but I couldn't bring up the ACE Interactive menu because the Wounding Module was removed. Any way around this? Also, any suggestions for Zeus AI. When I use it, the CPU can hear me firing a silenced weapon w/ the appropriate SD ammunition from 400 yards away. Mainly in mission 2 or 3 of campaign 2, have to take out 3 guards via stealth before planting C4 on the stockpile. In doing so with a M110 SD, the jeeps 400 yards away instantly turn to my prone position next to a tree and kill me with a DsKM. W/o Zeus AI this isn't a problem but my CPU team acts retarded and is more of a liability than anything. Share this post Link to post Share on other sites
jasonnoguchi 11 Posted February 13, 2010 @TonnyRat, the ACE interactive menu fails a lot, especially after reloading a saved mission. What you can try is to use the action menu and choose "Load". Now, the trick is, that menu option doesn't happen all the time either and your positioning needs to be very specific. You need to stand somewhere near, looking at it and off to one side. You need to test and test to see how it works. Its so random I can't tell you specifically how it works too. Regarding "silenced" weapons read my post on page 13. Share this post Link to post Share on other sites
TonnyRat 0 Posted February 13, 2010 @TonnyRat, the ACE interactive menu fails a lot, especially after reloading a saved mission. What you can try is to use the action menu and choose "Load". Now, the trick is, that menu option doesn't happen all the time either and your positioning needs to be very specific. You need to stand somewhere near, looking at it and off to one side. You need to test and test to see how it works. Its so random I can't tell you specifically how it works too.Regarding "silenced" weapons read my post on page 13. Good stuff, thanks. I just read your other post, thing is I made sure to use SD ammo so I guess it's a case of the CPU looking in my direction despite using the appropriate ammunition. Thing is it was multiplied a few times when using Zeus AI vs. using regular ArmA AI. Do you know if they have a config somewhere I can tweak? Share this post Link to post Share on other sites
jasonnoguchi 11 Posted February 13, 2010 @TonnyRat, nope, there is nothing you can tweak for Zeus AI. It doesn't come with a userconfig file. What you can do is probably reduce the enemy skill in your arma2 settings but I doubt its gonna make much diff. As long as the enemies look in your direction and you are not behind 100% cover (grass is NOT cover. AI look through grass), you will be spotted. Thats the only thing I hate about this game... thats why I run GL4 instead of zeus these days. GL4 enables REAL suppressed weapons effects and enemies won't always look in your direction after seeing their mates drop but will search in all different directions which makes it a lot more realistic. Share this post Link to post Share on other sites
TonnyRat 0 Posted February 13, 2010 @TonnyRat, nope, there is nothing you can tweak for Zeus AI. It doesn't come with a userconfig file. What you can do is probably reduce the enemy skill in your arma2 settings but I doubt its gonna make much diff. As long as the enemies look in your direction and you are not behind 100% cover (grass is NOT cover. AI look through grass), you will be spotted. Thats the only thing I hate about this game... thats why I run GL4 instead of zeus these days. GL4 enables REAL suppressed weapons effects and enemies won't always look in your direction after seeing their mates drop but will search in all different directions which makes it a lot more realistic. I will definitely give it a try. Any suggestions for the config file and how to make it work with ACE? Share this post Link to post Share on other sites
Tonci87 163 Posted February 13, 2010 I use both Zeus and GL4, but I gave GL4 a higher Priority, this seems to help for me Share this post Link to post Share on other sites
Kommiekat 11 Posted February 14, 2010 You are asking whats so different between ST6 1 and ST6 2? Well ST6 2 is much better! And ST6 3 is just unbelivable... I agree, they are great! I am on the non-ACE missions. Using GL4. Have you found a big difference using Sick1's ACE missions? I'm hesitant to use ACE now until it can download correctly and stop the bin/needs blah blah blah" stuff............. I'm I missing out?? Share this post Link to post Share on other sites
Tonci87 163 Posted February 14, 2010 Yes you are definately missing something. ACE introduces sop many new cool Features, and tweaks just everything. You should really try it out. Installing and updating isn´t really difficult Share this post Link to post Share on other sites
VoRtReX-uk 10 Posted February 14, 2010 (edited) Seal Team 3 (no ACE) Mission: Operation Eagle Recover It won't load! as soon as you press continue on the completed screen from the mission before the game crashes (locks up). I have all the required addons, and have had no problems up to this point! Help, I was really enjoying the campaign up to this point:) Arma2.rpt is showing: slx_modweapons_sounds Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.slx_modweapons_sounds (I have never had this addon!) Thanks Vortex Edited February 14, 2010 by VoRtReX-uk Share this post Link to post Share on other sites
sick1 13 Posted February 14, 2010 Seal Team 3 (no ACE)Mission: Operation Eagle Recover It won't load! as soon as you press continue on the completed screen from the mission before the game crashes (locks up). I have all the required addons, and have had no problems up to this point! Help, I was really enjoying the campaign up to this point:) Arma2.rpt is showing: slx_modweapons_sounds Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.slx_modweapons_sounds (I have never had this addon!) Thanks Vortex Crap, I'll fix it. Share this post Link to post Share on other sites
sick1 13 Posted February 14, 2010 SEAL TEAM SIX 3 NON ACE VERSION V1.4 Added RH Scar pack. Fixed air support bug. Fixed mission 4 missing addon. FileFront V1.4 http://www.filefront.com/15586533/SealTEAMSix3V1.4.rar Share this post Link to post Share on other sites