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omega1

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  1. I've got a couple questions and issues. 1. Any info on what the actual range is for the new SAM emplacements? Both the radar and the missile lock ranges? As well as for the HARM missiles? 2. With a new focus on radar guided SAMs, are there any plans of changing the current 'counter measures' to specific chaff and flares? How about an ECM pod? 3. With the new destroyer, and its weapons systems, will these be able to be used as a support module like artillery? Calling in a cruise missile strike could be pretty cool. 4. I agree with a need to have some sort of 'livery' default for the carrier and the destroyer, where the different weapons are placed. 5. The HARM missiles don't seem to be locking very well. I dropped quite a few of the radar sites down, and had issues locking them up with the HARM missiles. Will they lock on post launch to the strongest radar signature? 6. Having issues placing assets on the destroyer or carrier while in Zeus. Is there a trick to this, or potentially a fix coming?
  2. omega1

    Jets DLC Official Feedback

    Is there any current procedure/scripting for getting AI jets or the UCAV to take off from the carrier?
  3. omega1

    Jets DLC Official Feedback

    Any chance we could get a 'tailhook down/up' key binding? Being able to flip switches for my gear and flaps, but then having to scroll through the menu for the tailhook is a bit annoying. I know it only applies to carrier launched aircraft, but there is a separate keybinding option for VTOL as well, so I'd like to see the ability to bind the tailhook action to a key/button. Also, I'm a bit confused as to the decision of where the FLOLS is positioned. I get this is not a flight sim. However, the FLOLS, or the 'meatball', is an integral part of carrier ops. Not only is it in a position that it cannot be utilized properly, but it only lights up at night, and even then, just in red and blue. I mean, if you are going to put it on the carrier, it would be nice if it were implemented properly. If we are deeming it unnecessary because of the ILS, then just take it off.
  4. I'd like a way to zoom in/out on the map in the MFD, as it is difficult to orient sometimes to different objectives when flying, as the map only zooms out so far. I do like the option given for north up and nose up orientation though.
  5. If you have morphine and bandages, are you using the ACE mod? It has a more in depth medical system. If so, then you need to press ctrl+left windows key, and it will open a self interaction menu.
  6. Whether it can be done in Arma 3, or it will need to be a 'to do' item on Arma 4, the biggest game changer I can think if is the ability of the AI to actually operate as a cohesive unit and fight in the terrain they are in. Whether it's an invisible trigger that changes AI from 'field' combat to 'urban combat' or whatever, there needs to be more intelligent and realistic approaches to urban combat especially. Let's face it, most battles aren't fought over a random plot of ground. They are fought in and around cities and towns, and other built up areas, as these areas hold strategic value. The AI needs to effectively use cover and concealment, and maneuver tactically through built up areas. Laying down in the middle of a road is a good way to end up dead. Fire and maneuver tactics need to be used. Different tactics for different factions would be nice too. Hit and run guerrilla tactics from rebel factions for example. Along with this, player command of AI units needs to be capable of giving MOUT/CQC related commands and actions. Things like "2, 3, breach that door", or "4, throw a frag in that window/building" would be really nice. Being able to give a fireteam a set of waypoints on the map, and knowing that they will move through buildings tactically (making entries, clearing corners, etc.). Collision needs to be more refined as well, so you don't get hung up in buildings as much as you do currently. We've seen some really great improvements to different systems in Arma, from helicopter handling and slingloading, to ballistics and sound. The AI is the next frontier. Aside from survival and "Altis Life" style games, PvE coop games are the most popular for multiplayer, and having a believable AI that is capable of fighting in urban environments would be really nice to have. Along with that, would be the ability for AI helicopter pilots to be able to perform more tactical helicopter maneuvers (takeoffs and landings), and the ability to have them fly at the actual damn height given for a waypoint...
  7. Hi there. I'm dabbling in getting more serious with the editor and scripting, and I was wondering if there's a way to get an AI A-164, or any platform to perform more precise CAS than with the support module? I'd like to be able to play a JTAC role in an SP mission, and have use for more than just the laser target designator. So what I am trying to figure out are possibilities for different signals. Is there any way, for example, to fire a red smoke shell in the vicinity of the enemy, and then call on the radio to have the CAS perform a gun or rocket run on the smoke/targets near the smoke? Or have a helicopter land on green smoke? Or designate a safe ingress direction for an AI aircraft so they don't get shot down en route? My vision is of a mission where at some point you are being overwhelmed, and have to call in CAS to help beat down the onslaught of enemy infantry and vehicles, but just lasing for LGBs doesn't have the same effect as calling in for gun runs on smoke markers or GPS coordinates, giving a 9 line, etc.
  8. omega1

    AI Discussion (dev branch)

    With the Marksman DLC releasing new full body ghillie suits for different environments, do these impact the detection range at all? Like, are you able to crawl up closer to the AI with a ghillie suit than without it? More simply, does camouflage play any role in how the AI interacts with players/other AI?
  9. omega1

    Do you prefer the Advanced Flight Model?

    I like the AFM. It isn't as detailed as, say, DCS: Huey, but it still provides a more realistic helicopter flight experience than the SFM. Not exactly relevant to this discussion, but I really wish BIS would fix how helos react when they roll over. Anyone who flies or rides in helicopters knows the pain. Your pilot may auto rotate and land on a postage stamp, but if the fuselage starts to roll, you better get out quick, because for some reason, you immediately explode info a fiery crash if you pass 90° roll.
  10. I searched for quite a few pages, so I'm not sure if this has been brought up before, but here goes. I'd like to see something that I've been wanting since Op:Flashpoint. I think that Arma 2 really got on the right track, and Arma 3 is getting even closer, but it still isn't quite there yet. I am talking about control of the individual soldier to the point that many other shooters allow. Let me break this down a little: What I like: *Players are actual 3d models, not just a camera and a gun with hit boxes (you can see your feet, lower your weapon, turn your head independent of your body, etc.) *There are many movements included that make sense (leaning, rolling, the new 'tactical' pace, etc.) *Realistic fatigue system (although my guy seems like a real wuss sometimes, lol) that includes injury, exertion, and weight *Locational wounding system. (Could still use some improvement, I'll touch on that) What needs improvement: *Weapons manipulations, especially when it comes to weapon's transitions. Two things on this. First, there is no reason I should have to STOP dead in my tracks to change from my rifle to my pistol. If I am switching to a launcher, this makes sense. Second, there needs to be two types of weapons switches. A hasty switch (weapons transition due to malfunction or empty weapon, or to go hands on with a subject to handcuff) where the rifle is simply dropped slung across the front of the character, and a full switch like that which is included in the game. As it stands now, if I am operating in a CQC engagement and run dry on my rifle, it makes more sense to simply reload than to transition, as I'd be going to a less effective weapon system, the transition would take longer, and I'd have to stop to do it. This is not the case when it comes to real life. When I breach a room and go "bang" 'click', I switch to my sidearm and finish the engagement. *Actions. This is likely the most criticized item in the entire Op:FP and Arma series, the action menu. While I don't mind the action menu necessarily for certain things, the ability to streamline things where possible would be nice. While the contextual actions have gotten a little better, they still need work. I'd really like to reliably open the door I'm pointing at on structures with different doors. *Squad Command. It would be nice to see some revamping here. While there's a lot that is done right, there's a lot that needs work. First, especially with having many enterable buildings now, some CQC specific commands and actions would be nice. Having an AI script for making a basic entry and clearing a structure would be great as well. In all, I'd really like to feel, as the player, that I am able to be effective in a CQC environment, and that my AI squadmates won't just get jacked up by the enemy upon initial entry as well. *Medical. I'd like to see you guys get deeper with your medical system as well. Maybe implement it in a similar fashion to the Rotorlib, where it is optional. Have it where you have different types of injuries, dependent on the mechanism of injury. Stuff like blast injuries, burns, blunt trauma, penetrating trauma, etc. Show these things somewhat realistically on the models, and have the medics have to appropriately assess and treat the wounded. Things like putting a tourniquet on extremity bleeds, chest seals for open chest wounds, etc. I'm not talking mini game style gimmicks, but even just selecting it from the action menu as to what to apply. This is obviously the most farfetched idea I have, and I wouldn't expect it to be seen any time soon. The other stuff is much more important. - Other than that, I'd really also like to see some of the things that have already been mentioned here, such as a targeting pod for the ground attack aircraft like the Wipeout. It would really make things like using AGM's and LGB's more realistic.
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