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quiet_man

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About quiet_man

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  1. quiet_man

    [MP][COOP] Vindicta (Alpha)

    If a player splits from the group and rcruits AI, they start shooting at other players and their AI. Is that intendet?
  2. quiet_man

    [MP][CTI-COOP] Liberation (continued)

    Arma does not touch pbo files. It very much sounds that you have a pbo somewhere that is not overwriten. So you unpack always the same pbo, getting the same config. When you have created a new pbo, how to do get it to your server? And check the path to which pbo your unpack tool is pointing.
  3. quiet_man

    [MP][CTI-COOP] Liberation (continued)

    thank you for continuing this wonderfull missions. I like to raise a few suggestions: - The Resistance system appears complicated. Can't we simply use predefined units seperated into the three classes? - Add a random element for the strength of counter attacks, e.g. 5% chance to have a very heavy counter attack, maybe depending on enemy agression level. - Ramp down citiy defence forces during a heavy counter attack? - Have some more random element on defence strenght? - Have a parameter on how much vehicles appear. We would like to play more infantry, ligth vehicles are ok but we want to reduce enemy armor and air support on some maps. Thank you for considering.
  4. quiet_man

    Better AI in campaign mode

    oh one last tip: an easy trap for "flanking" AI is to place a few of your own AI in a good sniping position behind you. Take the remaining AI and advance (don't forget to use "hold fire" until their in position). When the enemy AI tries to flank you (behind trees or a hill) your snipers will not only take them under fire (which makes the enemy aktually "flanked"), they will also report the position to your local AI, enabling them to fire at the enemy as soon as they stick their head out of their cover. If you place an AT guy with your sniper team, he can take out armor that tries to flank you. With a little luck you can take out whole armies with that setup. May the force be with you :)
  5. quiet_man

    Better AI in campaign mode

    Hi jedi_warrior, you need to tell them "use the force" (sorry couldn't ressist). Some real tips: 1. The AI is set per default to "realistic soldier behaviour", means: They do not fire at target if not: Ordered to fire, the target actually fires at them. An easy solution (if your like me and don't don't want to order each bullet fired :) ) is "select all" + "3" + "5" (should enable "fire at will"). Now they will fire as soon as an enemy comes into their sight. So don't forget that "hold fire" is your friend if you want to be sneaky! 2. Check the difficulty settings for "own" AI and increase their capabilities. This setting is an "average", so the mission settings still apply, means means: if your AI is set to "newbie" it will become a "good newbie" but not a superman. So crank up the setting if AI is bad. If you like realism, some people recommend overall AI abilities set to 1.0 and aiming to 0.7 or 0.8. 3. running around corners gets Aces killed in RL as in Arma. So avoid running into traps and look how to lure the enemy into yours. 4. Flanking works in Arma just as in RL. AI (and players) get confused and easily killed. So remeber Arma AI will use flanking against you if you give them the chance. And try to use it youself. Hope that helps a little.
  6. quiet_man

    RHS Escalation (AFRF and USAF)

    That was a good answer. Thank you for the update.
  7. quiet_man

    RHS Escalation (AFRF and USAF)

    Reading the questions for update, I wonder if this is some sort of Turing Test? Sorry, couldn't resist
  8. quiet_man

    Loadout Transfer 2

    Would you mind extending it so you can transfere Loadouts to AI Teammates? Best would be if you could selelct multiple AI same time and equip them.
  9. quiet_man

    RHS Escalation (AFRF and USAF)

    thank you for working on the update. Taking the time to play some vanila Arma, but RHS is missing quite.
  10. quiet_man

    RHS Escalation (AFRF and USAF)

    I'm looking forward to this plane and it will be a good addition. I just doubt that - within the limits of Arma/PC - there will be that much difference to flying any other high performance fighter. Or I'm not flying enough to get the nuances?
  11. quiet_man

    RHS Escalation (AFRF and USAF)

    you guys probably know this, in case some not: Looking for RHS Javelin guides I just found a UK source for RHS Javelins: https://www.rhs.org.uk/Plants/108965/i-Fuchsia-i-Javelin/Details :)
  12. quiet_man

    RHS Escalation (AFRF and USAF)

    oh ... do MBT have a minimum engagement range? Some ammunition needs time to arm, but other than that I can't think of a reason for an MBT not to engage close targets.
  13. quiet_man

    RHS Escalation (AFRF and USAF)

    My friends and me are waiting patiently (as patient as we can ) for the next update. What specific hurts are the vehicles - like AI in tanks not firing or turret issues on Hind copters - broken by last Arma update. I was just wondering if, for the future, it would make sense to have a more simple "Arma light" config included and a "realism" config as separate addon? So when future Arma updates break the more complex configs, players could revert to the "simple" as a fix? Having not idea on Arma configs, it might be to much work or not possible. I just wanted to bring it up as an Idea. Thank you RHS team for your incredible work and dedication.
  14. quiet_man

    RHS Escalation (AFRF and USAF)

    Sorry for coming in again about the tanks, I still have problems commanding an AI MBT part of my team. I often use tanks to overwatch Infantry operations. It does not work with RHS MBTs (e.g. T90 or Abrahams). Either they sit there doing nothing (only reporting an enemy) or, when I give them explicit order to engage a target, they start driving around. It works with RHS APCs or MBTs at "full" AI teams (AI teamlead), also other MBT (Arma or other Mods) work fine. Just when I have an RHS MBT in my team, I can't get them to engage from fixed position. Any hints?
  15. quiet_man

    RHS Escalation (AFRF and USAF)

    stupid me, just recognized the rocket effect is from Arma itself. Playing so much RHS :P If you can look into the AI tank behaviour given the "fire at will" command, that would be great. Thank you.
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