mbv
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Download not working for the Goose Green Mission ?? EDIT - found it at the Armaholic SP missions page here Goose Green SP Mission
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Updated on the front page now I see - Thanks
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Bardosy the original link still says "Updated 12/3/07" and the filename does not contain 1.1 Is the new 1.1 version availabvle yet ?
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If you run out of ammo head back to the boat where you started to reload. That also makes a few enemy follow you onto the hill where a lot of them stay, or some even head over to your boat to investigate and get wasted by the boats MG. By the time you have reloaded and headed back to the vehicles along the coast most of the enemy will be searching for you elsewhere and it is a lot easier to finish the job. Or just grab the copter and rocket the hell out of the place
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Campaign wasn't enough, what do you recommend?
mbv replied to horrgakx's topic in ARMA - OFFICIAL MISSIONS
Another vote for the Perpetua campaign here, it is so much better than the original campaign. The PMC campaign is also good. Just go to the User Missions section on these forums and download them, stacks of good stuff to keep you entertained in there. -
Looks like patch 1.5 also failed to fixed this mission. I can clear the first attack on the base then we get the message to support the advance on the second base. I hear a message that they have secured the crossroads, but cannot actually see any reinforcements arriving for the counterattack. I tried it loads of times then just gave up and used the endmission code to continue the campaign on to the Final Countdown mission. Has anyone managed to complete this mission normally ?
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If it is getting that frustrating (games should never be frustrating, just fun and possibly a bit challenging) then turn down the skill of the AI in the settings a few notches. You don't have to take out the BMP's and tanks, just grab a jeep and (using cover) drive like hell to the US camp on the hill as instructed in the mission, then extract even further up the hill for the mission to end.
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I don't think I fired a shot at anyone in this mission and still got through it first time. In the initial battle I manned one of the mounted MGs, but no targets came into view and then suddenly it said objective complete and sent me to get the reinforcements. After a pleasant drive across the island I pick them up and deliver them, then it was mission over. A pretty pointless mission! They could have used interval videos to move the story on with the dull stuff instead of making you actually do it
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Finished this one in 5 minutes by simply going outside the perimeter fence when the first warning siren sounded and killing everyone visible. One of the guys was a long way off crawling through grass and another one was just standing bolt upright on the edge of a distant wood. The others were close in to one of the entrances crawling prone.
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On this one I remember I ordered the other two guys on the team to concentrate on shooting the Ural drivers which disabled them as they tried to leave the sheds. Then I told them to engage at will any other target in view while I plugged anyone that went near the radio. Eventually we shot the whole lot, even the reinforcements, with the loss of the saboteur on our side. I grabbed his satchel bombs, blew up the Urals then we legged it out to the extraction area with no further intervention.
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Overall a pretty fair review. Only thing I would disagree with is the high praise for the visual quality of the game. The infantry dress and weapons do generally look good (with some exceptions) as does most of the landscape, but I find the interior modelling on vehicles and aircraft to be very basic and even plug ugly in some cases (helicopter interiors in particular) with very basic textures for the controls/cockpit. The damage modelling is very simplistic and blown up vehicles look no better than damaged tanks etc in Medal of Honor or Call of Duty.
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Problem with the jeep crew in Somato Night Mission
mbv replied to Morlock's topic in ARMA - OFFICIAL MISSIONS
Enjoyed this one, but only after I decided to drive and gun for myself. The AI wasted too many TOW rounds for my liking and you need to kill up to three units in rapid succession climbing the hill at the bend in the road. Gunning the TOW myself I was able to knock the armour out with no problems and the rest of the mission was straightforward. -
I wouldn't have thought an M136 round was enough to blow up a bridge, damage the concrete a bit maybe, but not bring it down I just placed all 5 satchels on top of each other in rapid succession up against the bridge abutment underneath the bridge (not in the water). Blew first time with no problems. Loaded up with launcher rounds, took out one Ural and a couple of troops then grabbed a jeep to head for the allied lines. Found the artillery was useless so got back in the jeep, headed uphill - mission complete - easy!
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Txema wrote: Is the tank combat modelled realistically in ArmA? Compared to a true tank combat simulator that tank crews actually use in the real world like Steel Beasts the answer is definately NO. Txema: Is the armor thickness properly modelled, taking into account that it is different in different parts of the tank? Difficult to tell. They seem to blow up too easily arcade style for me if tank rounds hit. AT rounds from a shoulder launcher seem fairly inaccurate in that I can be stood directly to the rear or side of BMP's at extremely short range and pump 3-4 rounds in with absolutely no effect  Txema: Is the angle of impact of a shell taken into acount in the armor penetration calculations? Possibly, difficult to tell. I have never seen ricochet rounds though or pre-ignition by explosive reactive armour.