olro
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Everything posted by olro
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This is a very intriguing question. IMO what will change the dynamics in fps games so that new tactics are required is (again, depending on single or multiplayer): 1. Some sort of command and control HQ system that requires you to be in range of a leader unit, thereby stopping you from roaming too much as individual units on the battlefield. This is psychology in play. Rarely will you in rl find single soldiers acting on their own and not in a squad structure. In a game this means youd know that if you see one soldier, there is MOST LIKELY more soldiers near him. 2. Infantry in fortified positions (houses, trenches, foxholes, spiderholes, bunkers) that need to be supressed. This would require alot more and WIDER use of ammunition - artillery, HE, loads of mg fire.... Infantry would also have much longer staying power in their entrenched area. As it is now, the best COVER infantry have now is staying undetected. Some simulated psychology effect like weapon sway or visual impairment should be implemented here. 3. Properly simulated armoured units (front armour towards enemy. For infantry to defeat it they would have to flank) Brothers in Arms is the only franchise I can think of that uses this to a certain degree, but alas..scripted. I am utterly convinced that until we include these major changes, any other additions to the game will have none to minor changes in the way we play it
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Documentary now online. This was/is a war that could be similar to the world of Chernasaurus in Arma2. http://video.google.com/videoplay?docid=-2107781435288962503 Some very interesting views on modern warfare and how much psychology matters in regards to gaining victory. "Chechen tactic, no tactic".. Altough you could argue some groups are conscious of so called swarming tactics: http://en.wikipedia.org/wiki/Swarming_(Military) Also watch part 1 and 2 of "Hell": This has got to be the craziest uncoordinated savage war in modern times. Then check various wikipedia links for the operational details of both 1st and 2nd chechen wars: http://en.wikipedia.org/wiki/Kizlyar...hostage_crisis " When the fighting was over, one Russian regular army soldier unintentionally fired his armored personnel carrier's cannon; the shell hit and blew up another armored vehicle, and its fragments landed on the elite Alpha Group team, killing two FSB commandos and injuring three" http://en.wikipedia.org/wiki/Battle_of_Hill_776 http://en.wikipedia.org/wiki/Gimry_fighting "The fighting happened on a mountain between some 3,000 Russian troops, including 1,500 special forces on one side and a group of estimated up to eight armed rebels"..... "Despite heavy artillery and aerial bombardment all the fighters managed to escape the encirclement back to the village, leaving behind only an abandoned dugout. At least three OMON and Spetznaz servicemen died and more than 10 were wounded in a three-day battle, some of them possibly by friendly fire. According to the separatist website, more than 50 Russian troops were "eliminated". __________________
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IMMORTAL FORTRESS. a look inside Chechenia's warrior culture
olro replied to olro's topic in OFFTOPIC
More translations from Grozny assault. http://www.youtube.com/watch?v=4jcmW8j80JY&feature=rec-HM-fresh+div -
IMMORTAL FORTRESS. a look inside Chechenia's warrior culture
olro replied to olro's topic in OFFTOPIC
Just translated, still waiting for part 2. http://www.youtube.com/watch?v=ErUkDtBXsYY ..and I think this was lost in the thread: http://www.youtube.com/watch?v=6TBzzjk3z5A&feature=channel -
IMMORTAL FORTRESS. a look inside Chechenia's warrior culture
olro replied to olro's topic in OFFTOPIC
http://www.youtube.com/watch?v=6TBzzjk3z5A&feature=channel Im not quite sure what goes on in this clip. but apparently oznaz troops enter a building occupied by some hostile element. Suppressive fire from the streets sets the building on fire, oznaz are now trapped by the fire, two manage to escape by ladder (while under fire), third is still trapped and later maybe inhales fumes and faints, rescue attempt number two again comes under fire. -
IMMORTAL FORTRESS. a look inside Chechenia's warrior culture
olro replied to olro's topic in OFFTOPIC
This village battle scenery looks like it could be straight out of Chernasaurus http://www.youtube.com/watch?v=IhF9CiJ36pg -
IMMORTAL FORTRESS. a look inside Chechenia's warrior culture
olro replied to olro's topic in OFFTOPIC
Some more confessions from a russian perspective. Rare. http://www.youtube.com/watch?v=Zvlz5CEdkSc -
IMMORTAL FORTRESS. a look inside Chechenia's warrior culture
olro replied to olro's topic in OFFTOPIC
Thanks Baff. Bizarre to hear about the mega corrupt russian army in Abkhazia lending their tank crew and equipment to the seperatists one day and the next day to the georgians!! Its a bizarro place of the world where normal conventions dont apply. -
IMMORTAL FORTRESS. a look inside Chechenia's warrior culture
olro replied to olro's topic in OFFTOPIC
In my experience, any political discussions of the events surrounding the war quickly disintegrate into mad youtube comment like ramblings. There are alot of emotions out there in internetland. What fascinates me though are how humans can fight and survive in such high threat environments. Can anyone see themselves survive a full scale soviet style assault on a village using grads, hinds, fuel bombs? We are often blinded by big explosions and menacing looking men and hardware. "We let the helicopters approach as near as possible and let a volley with the grenade launchers. When we managed to hit a couple of helicopters it was very frightening and damaging for the morale of the enemy. We build trenches using our experience of how best to protect ourselves against mortar fire and helicopters. We build double rows of trenches where we could lie during mortar and rocket attacks. Even with a direct mortar hit on the trenches we had very few casualties We dug several trenches on approximately one kilometre connecting them by gullies. We were ready for various scenarios. We reinforced the trenches where we positioned our grenade launchers and pulimety. They could hold some 25 men. We built 4 such reinforced trenches. During the initial artillery fire we took cover and joined our positions when the infantry attacked. It was classical position warfare, as in the cinema! On that occasion the mines did not work because of our own inefficiency – the cord was not pulled properly and the mines exploded too soon. The Russians stopped 50/60 metres from our position and dug themselves in. We stormed them and managed to destroy 4 APCs and inflict casualties. It was open terrain. I could see clearly that the first to advance were the kontrakniki. But after our first attack they send the conscripts ahead. The tanks and helicopters were pushing them from the rear against our fire. The soldiers saw APCs on fire and it must have been very frightening for them. As far as I could judge, the Russians made more casualties among their own troops than among ours. It was sheer incompetence. It should not have been difficult to surround and destroy us." "Why did the Russians not use their infantry in the new battle for Grozny? I think one has to take into account the human factor. Infantry consists of human beings; they must have a worthy reason to die for. When one does not know from where the next attack will come, when one sees one’s whole company destroyed and one’s comrades burning in their tanks as a result of the shots of a single man hidden in a building, fear comes into play. As I told you, a soldier driven by a survival instinct is of no use to his army. The soldiers lacked spirit, and the Russian strategists knew it". Excerpts from: http://smallwarsjournal.com/documents/iangulbaevinterview.pdf Some mind opening views and experiences from village people fighting a modern russian army. -
Take a look at this thread and its content for a view on how much psychology matters even on todays modern battlefield: http://forums.bistudio.com/showthread.php?t=72779
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Frederf, Id like your thoughts on entrenchments ,suppressive fire, suppression effects and simulated morale/fear/psychology ingame. How do you think these factors would change any dynamic and balance of the game?
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We might have another go at Varta heights tonight. I want the 42nd Kazaks to be ready to dive headfirst into enemy position, smashing skulls, stabbing wildly with bayonets, uttering endless amounts of inside jokes and generally doing some serious pOwnAge. I want this mentality: http://www.flashpoint1985.com/cgi-bin....t=49669
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I assume everyone and his dog knows FDF 1.4 is out now. Zeus may or may not plan to play just that this evening. In any case; get yer DLs folks. og
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Is it called "cur_mp"? Â og
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Wicked game there, just wicked, organized chaos. I don't like to toot my own horn but that was a very satisfying battle. Ive played it (Varta Heights) as an OC 3 times, been victorious 3 times. (the statistics are against me now, I know, dont pick my team next time of you plan to win I wish all of you guys had seen/heard what happened the 2nd time I OC'ed as the russians. It was a clusterfuck of proportions, confusion was high, the number of friendly armored vehicles were getting low (they all got destroyed), morale was nonexistent. Even a person on my team with the initials J.S wanted to surrender!! (inside joke) We still came out on top at the end though, Hollywood style. Turning the tide. Classic. Definitly Oscar material, with bugle horns in the background and someone raising the national flag. At one point I even think I saw Tom Hanks doing a salute in there. This (tonights game) was the first time that the west got the win and it was a battle where LWLoozer lived up to his nickname All the yelling, sighing and tearing my hair out was worthwhile! Its great being the OC at times guys. When you see it all coming together mainly because of your decisions and one sees the players reacting accordingly, theres nothing that beats such an OFP experience. I hope all you others enjoyed it as well (my team: Baz, Lupus, Pablo, Baron Hurlothrumbo, Hellwig, Sassyboy, WhereIsMyRabbit, Sami, some other guy from the RAAB and Eestikas88) Basically, we had a massive turnout. Nice to see in these "soon" to be ARMA days. Im sorry for Cibit who always picks the wrong team or gets his squad TK all the time We all love you though *hugs and pats on back* Thanks for Jay 56K sitting on the sidelines and cheering us on in global chat and Looz getting pissed at him for doing so For all the other players; I figure it can be a bit tedious at times when your just a small cog in the machine and you don't get to be the center of the action at all times. Then again I know some of you enjoy that too, its a flavour of realism, an acquired taste. Hope to see you back guys. og PS: Oh, theres an AAR out guys, get it before Looz gets you I have an effin lisp on TS..lol...only on TS though.
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Big pvp coop planned for tonight, get ofpwatch going, see when the players get on and then join yourself. Varta Heights is the mission. Can the US finally prevail against the russian assault? Looz wants to prove himself as the russian OC. Lets greet him shall we? og
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Join Zeus tonight as we may have a PvP Coop going if enough people attend. Should be good. og
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Did someone make an CCIP feature? Continusly Calculated Impact Point, for any planes to put their freefall bombs on target without directly targeting vehicles. Im curious. Anyone knows about this?
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And Zeus gaming nights dont die...they MULTIPLY!! http://www.ofp-zeus.com/nuke/ Had 11 peeps on this friday, great show. Best session I had in a looong time. Got some pics here too, not as flashy as many would like (and no posing either, wtf?! , the pics dont reallly do justice to the gameplay. [ig]http://i9.photobucket.com/albums/a70/ciafdf/regina.jpg[/img]>100kb Our first game of the night; an A/D mission (thats right, PvP!, US vs Russia. Lots of shouting on ts, tracers flying everywhere, mortar and AGS-17 rounds falling on our heads (HE and phosphor)....we still won in the end. Guess you had to be there folks! Phoshor rounds falling on us as we occupy Regina, the russkies are trying to get it back [imghttp://i9.photobucket.com/albums/a70/ciafdf/apache.jpg[/img]>100kb from Cut-throat, a coop mission by terox. An apache wreaks havoc on us as we approach the enemy stronghold.
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Thursday night, zeus server: There are mainly two things that gives me an inner satisfaction when playing ofp missions, one is when everything goes according to plan and all players have fun in the process. The other is when a real major FUBAR occurs and everyone has fun in the process. The pic shows two friendly bmps on fire and a few bodies around. A coop mission gone completly haywire because our Overall Commander had his AI drive into a minefield while another player was clearing it. This resulted in the OC losing all his squad and killing the one who was in the process of removing the mines. After all this the OC proceeded to drive his own bmp into the minefield!! (so in this instance does OC stand for Overall Commander or Overall Cock up?! Waddya say LOOZ??! In the mission there were a mixture of bouncing betty mines, clenched charges (which react to infantry and armour in close proximity) and the usual tank mines. It really changes the way one has to plan and execute a mission.
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"og" here..........Youre all such badasses in your uniforms. Im the casual type.
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Hi, its og again. If you guys are interested in actually playing what some of you are talking about, quoting King Nothing; "We should start making missions where are 2 teams (or actually forces), the russians and the finnish. Both forces have their own goals", youre all welcome tomorrow (sunday 29th) at 20:00 CET at the zeus addon server. Here we will play an A/D mission called "Bridge Assault". Check-in will begin at 20:00 and play will commence at 20:30. The mod is FDF. Now, last thing I want to do is to mess up your regular coop night, so Id prefer if either all or no-one of you showed up. I know most of you are weary of the CTF and TDM games and believe that all PvP missions will eventually deterioate into a hexenkessel match. Trust me, I feel the same thing, but there is a sparkling light at the end of the tunnel; "Bridge Assault" was designed with coop people in mind. Ive already mentioned its main features so I wont repeat myself, but Ill say this; To avoid it turning into a tdm it has a casualty rate factor implemented. Meaning that one cannot storm an objective and expect to take it by just chucking people and AI at it. If your team exceeds a certain casualty rating, say above 70%, your side lose. There is team respawn yes (you might respawn say 10 times), but you are expected to fear for your life and not rush objectives like a madman. There are random starting positions for the attacking side so things wont become predictable. Playing time varies between 45 to 60 min. There are like 65 players (AI and ppl combined) on the map so expect a lot of fierce firefights. Some of these fights can drag out (like in RL) and with the BN tracers implemented they can look fairly impressive at times. Keep in mind we're coop players like you and we still mainly play coops, but we wanted something different, something more unpredictable, realistic and challenging. "Bridge Assault" is now the most popular coop mission on the zeus server, and to be honest; going back to playing regular coop afterwards was a bit of a chore. Its not a perfect mission and by no means the "Holy Grail", the AI can still be a pain in the arse to control and certain "gamey" elements might pop up at times (blame the ofp engine), but its pretty damn close to what one would expect a realistic mission to look and play like. In addition it puts you in a competive spirit; two commanders play it out to see who has the better tactical strategy and approach. The main objective is static yes, but that doesnt mean all the fighting takes place right beside it, at times quite the contrary happens. Sometimes the attacking force gets spotted way before it is close to the objective. Its then up to the defender to decide if he wishes to hunt down the spotted enemy or sit and wait. He can also use his artillery mortars to make things harder for the attackers. Ive played most of the Bridge Assault missions and they play differently every time. Players makes mistakes, there is fog of war, unforseen things might happen that jeopardize your whole plan, you have to improvize... how would you do it? Is your character up to it? Can you make yourself understood by your subordinates? These are all things you might see in a regular coop mission but IMO its felt so much stronger in a proper A/D mission like "Bridge Assault". Of course, we would like to see more human players involved. The way it is now one can play it with 8 humans, 4 on each side, so we dont really need that many to play it properly, meaning its not a disaster if the whole clan doesnt show up. Down the road it could be fun to test the mission as a friendly match between two clans, so if you show up tomorrow Im not sure how we'll execute it. Maybe we'll just mix up teams or maybe have CiA vs Zeus. What do ya say ladies and germs, are you up to something different? Maybe youll hate it and go back to playing regular coop, no biggie, maybe youll get wasted early on together with your whole squad and feel left out, who knows? At least keep an open mind and try something new. The vets at zeus have pondered over the pvp coop dilemma for some time now and there has been a lot of trial and error. We believe we're headed down the right path and have found something interesting for mainly the coop fans. If anyone feels they have anything they want to see added to the mission please say so, its still open to new features. We want to keep evolving this type of gameplay and will consider everyones input. If you sow the seeds of inspiration something interesting might come up. I was the one who suggested a mission like this on zeus. The idea had been there before but the inspiration wasnt really there. Jinef together with Terox and LWLoozer from zeus decided to experiment with a "coop pvp" and "Bridge Assault" was the result. We have well known people in the community like Walker and bn880 from the CoC mod playing with us on a regular basis and they seem to enjoy the mission concept as well. All necessary information not mentioned in the briefing will be explained to you when/if you show up on zeus TS. ADDON SERVER IP: 62.146.60.190:2500 (or just put "zeus" in filter) TS address: zeus.gotf.net:2500 Addons required (put them in your fdf addons folder) http://www.ofpec.com/addons/linkstats2.php?ID=381 http://s92713009.onlinehome.us/OFP/BN_tracers1_22.zip http://www.ofp-zeus.com/download/zcom_aas_coc_ua_divers_mines_ns.zip
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OFP2 and "armed assault" - what's up?
olro replied to Cpt. FrostBite's topic in ARMA 2 & OA - GENERAL
Looking at thos new screenies, my new name is: "Operation Flashy: The Plastic Wars" Its looks like George Lucas had his part to play here, with everything looking shiny and superficial as possible, forgetting the raw feel of his earlier star wars films... DX9 madness I tells ya. Nuff said.... -
This is og.... Would peeps here be interested in a pvp coop mission? Now before you start to dismiss that, take this into consideration: 1. There are 62 active slots in it. Full AI squads. Immersive stuff. 2. Squad respawn 3. Realistic force and balanced force composition (russian motorized platoon defending vs finnish rifle platoon, within a random time limit) 4. BTRs, AGL17s, mortars, UA CoC are included. 5. Multiple angles of attack for the attacking forces. Random set positions. 6. Carryable ammo boxes for attackers. 7. Two overall commanders for each side. 7. A unique experience, devoid of the fragfest that CTF matches have. Requires teamwork, coordination and planning. 8. Friendly matches. No ladder stuff. Designed for coop people. If people are interested I'll put up more information.
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In real world I believe apaches have the ability to slave their guns to a target, like when u have the ai as a gunner. Id like to see this feature in MP play also, where there is a human gunner. It should come in real handy when fighting enemy helis (the ai even leads their targets) or doing strafe runs on enemy inf. I often get dizzy and disorientated without such a feature. Imagine being able to slave the gun to a spot where u uspect enemy inf, your pilot does a flyby of that area, (making the heli a much harder target than hovering) while your gun stays glued to that spot, without having to adjust your mouse in the process. Is this possible to implement? And make sure u tweak the configs so that every unit out there will be able to shoot at it (if thats their function) , e.g make it comaptible with BAS units. Lots of heli addons dont get shot at if I use BAS units. BTW, the new zooms looks wicked.