Blake
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Everything posted by Blake
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Yes, I also really hope that these MP bugs will be fixed in Resistance. Meaning: -Yellow box not visible when ordering entire group to certain position -Yellow target box not visible when targetting enemies sometimes for group/single soldier. -Ready and Done commands not working sometimes + I'd like to see more useful radio commands added
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I hope that M109 has some kind of simulated artillere range and angle calculation system for indirect fire support. Using it like a tank wouldn't be that cool, altought 155mm shell should be good against buildings and fortified positions
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Why? It fits perfectly for Resistance since it's pretty old howitzer and widely available around the world. Not sure US Army uses it anymore or did back in 1985. So giving it to resistance was a perfect move
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Let us pray that this will be a feature in the new netcode coming out with OFP: Resistance expansion....
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Now, maybe this has been suggested before, but all we know the pain of waiting for new game to start in OFP multiplayer, especially in long co-ops. And we also know that when people wait, they don't stare at the player list - they alt-tab to windows and surf the net or kill time any way they please... But when they go back to the game after some time, they find themselves kicked out of the game because of idling and that's because there's no way of telling without voice in OFP that the round/map has ended! So I suggest the following: 1) Make admin have some kind of "alarm" sound which he could play and which could also be heard by waiting players currently alt-tabbing to windows when map has been ended/restarted etc. AND/OR 2) Make OFP play a sound automatically when a map has ended/reassign or restart has occured. This would alert players from Windows back to OFP. In all, I think one of these or both simple methods would make multiplayer in OFP much smoother and less time consuming.
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1-10 C Tour-of-Duty I - Trial By Fire ------------------------------------- by Blake[Kyllikki] (gblake@luukku.com) Type: Co-op Side: West (US Marines) Max.Players: 10 Location: Jungle Everon (Da Nang Island, Vietnam) Difficulty: Medium-Hard Size 1.1 MB Mission overview: Just fresh from basic training, your unit belonging to I/3rd Marines has been sent to Vietnam for 365-day Tour of Duty. Your squad is assigned to garrison of fire support base (FSB) at Can Gio. But the introduction to Vietnam theater turns out to be much more than a guard duty... DOWNLOAD: No-respawn: http://www.netitsoft.com/blake....gle.zip Group respawn: http://www.netitsoft.com/blake....gle.zip REQUIREMENTS: 1) Jungle Everon v1.20 by Ebud: http://www.uvm.edu/~efisher/Jungle_Everon_1_20.zip 2) Kyllikki Vietnam Pack v1.00 by STT, STE, EBUD, FOL and DWR: http://www.netitsoft.com/blake....100.zip (The pack contains some BETA addons, so if you have newer ones don't overwrite them! 3) Gunslinger's Editor Upgrade v1.02: http://www.netitsoft.com/blake/misc/EditorUpgrade102.zip
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (advocatexxx @ April 27 2002,00:50)</td></tr><tr><td id="QUOTE">So I have to de-PBO the file, find that bin file and edit all that code ? Ahhh screw it, I'll just wait till someone comes out with a non-boggy M249. Me so lazeh  <span id='postcolor'> DOH. I meant the mod team could fix it lol.
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The muzzle flash bug can be fixed! Check more info at: http://www.natosoldier.com/ Fix that and this will be a great addon...
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I prefer Wright's sound addon, it works well on Multiplayer too. Better rilfe sounds, no shooting-range echo. I just hope tank sounds would be as loud as satchels but they're better than the originals. Wright addon from Kyllikki's download page: http://kyllikki.cjb.net/
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Let me first state that I like to play machinegunner's role in coop missions, so it's sad that the MGs in OFP are way too inaccurate to be useful. Of course, some might claim, machineguns are fire suppression weapons intended to spray out maximum volume of fire with little accuracy but I disagree. The bipods (forward 'legs') in machineguns are never deployed as the should be. Fix them and too high recoil causing inaccurate firing and we have fairly realistic machineguns in OFP. Maybe by the next patch, not such a big fix BIS?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SKULLS_Viper @ April 23 2002,02:48)</td></tr><tr><td id="QUOTE">If i remember right, I was watching some thing on the Marines, i cant really remeber, but they were doing some practicing in the jungle using live ammo and the machine gunner had a M60A3(i cant really remeber)but it has a little handle for your hand in the front of the gun and it just sticks straight down and you actually stand and fire, so your actually firing it like a rifle, standing.<span id='postcolor'> Yeah, but that was M60E3 which wasn't available in 1985. M60 in OPF is the older Vietnam-era model that is longer and clumsier that E3 therefore much harder to fire while standing. E3 version has shorter barrel and forward pistol grip which certainly help shooting M60 while standing. PK and M60 in Flashpoint should be fired from hip while holding the carrying handle, not like a rifle.
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Excellent maps, very original! Get them now!
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Another top notch addon by Kegetys, this vehicle is very realistic and looks like the actual vehicle in US Army inventory read about it from http://www.fas.org Just tested it yesterday, no considerable FPS loss and the smoke REALLY covers a huge area as in real life. This could turn into very tactical weapon especially in open areas like Desert Malden...
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Are you going to enable single-player style cutscene structure in Multiplayer too (with proper intros and outros). Now the cutscene has to take place in the mission itself which creates much limitations. And not being able to skip the is one. So is it big job to add same cutscene system to multiplayer maps too?
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0--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ April 21 2002,170)</td></tr><tr><td id="QUOTE">Most of the suggestions that are in this thread are correct and fine from a technical point of view. What I think people don't realise that the units in OFP are optimised in the first hand for  *gameplay*. Implementing accurate armour and weapons for the tank would destroy the balance that is in the game. IRL it is almost impossible for infantry to destroy MBTs and implementing that in the game would suck game-wise. I think that they have implemented a pretty good blend of realism and gameplay.<span id='postcolor'> I think you're wrong. Since when extra realism has stripped away all the fun? Would OFP be boring if it had some of Steel Beasts' accuracy, like realistic damage model?. No. I'm saying make it even somwhat realistic, like creating weak spots for modern MBTs as they have in real life. That takes tactics and thinking to do the job as you have to move to position facing tank's vulnerable position. Taking 6 shots no matter what position make tanks look like end-of-level baddies from Quake. I agree with mr. Beagle 100% here.
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Thats the new Version of BTR-80 and didnt see service in the 80s. Original model had turret with 14.5 mm machine gun. That one has 30mm cannon, same as BMP-2.
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Nobody wishes Machine-guns turn into Ubereweapons. but: 1)Make deployable bipod OR make it stay deployed all the time (I dont care if the forward 'legs' sink into ground texture when prone, because it's more unrealistic than that they are not deployed at all). 2)Increase Machine Gun accuracy SLIGHTLY when firing on prone position and decreace accuracy even more when fring from knee/standing position (Who the hell anyway shoots old M60 or PK while standing aiming it like a rifle?) I'd like to see 'shoot-from-hip' animation when firing while standing. On knee positiion you'll at least get some support to your weapon.
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But I bet that BIS will not include Ka-52 to Resistance which takes place in 1982... I suspect most of the stuff will begin to appear as 3rd party addons as tools are released.
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1-12 C Rifles of the IRA ------------------------ by Blake[Kyllikki] (gblake@luukku.com) Type: Co-op Side: West Max.Players: 12 Location: Everon Difficulty: Medium-Hard Size 1.1 MB Mission overview: Irish Republican Army has staged an uprising against British administration in an island on the Irish coast. The conflict has escalated into full-blown civil war. Paramilitary forces have successfully obtained Stingers and captured a US Major in their struggle against the British rule. UK goverment has been forced to call US Special Forces to support SAS in defeating the rebellion. Download: NO-RESPAWN version: http://www.netitsoft.com/blake....den.zip GROUP RESPAWN version: http://www.netitsoft.com/blake....den.zip
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Mi-28 didnt exist in 1985. And even nowdays it's not officially adopted by Russian Army, which prefer Kamov-52 Hokum and the old Mi-24. What the soviets need is a light chopper like OH-58, I suggest adding Mi-2 'Hoplite' Chopper.
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Thanks for your swift answer. Maybe admin could skip them, voting skip etc. but it might be clumsy and not a major issue. Let's hope MP and SP game modes come more closer to each other in the future. The gap is clearly visible in coop-converted campaign missions, which are basically useless because triggers are only activated by the main character...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpaceAlex @ April 21 2002,02:26)</td></tr><tr><td id="QUOTE">4--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Blake @ April 21 2002,004)</td></tr><tr><td id="QUOTE">I'm confident that some shots will hurt even modern MBT's from the rear.<span id='postcolor'> Damage yes, destroy no. <span id='postcolor'> M1 ammo is stored in the rear as well as engine (with fuel of course). What else do you need to ignite it all? A well placed firecracker in the form of a rocket launcher. Remember, as I said before, i modified the M1 so that only rear area explodes but the crew manages to jump out. Fair enough?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpaceAlex @ April 20 2002,18:27)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">M1 Abrams has less that 100mm of flat steel armor in the rear, there's no depleted uranium armor/chombah all over the place you know.<span id='postcolor'> But abrams still can't be destroyed by 2 LAWs. Just damaged, but not destroyed. Don't forget that u can reload LAW launcher in OFp. You can't do that in real life. I think they made MBT's armor more powerfull because of that. It's easy to destroy or at least disable its main gun with sabot. <span id='postcolor'> Why not? Do you really think the M1 is indestructible - all the technical details point out that there are weak spots in M1A1 too. And rear armor is where i would hit first. Admit it that taking 6 shots in the rear is equally damaging as in the thick front armor is very, very unrealistic indeed. Of course LAW's are unreloadable in real life. But You can carry many of them in real life, they are light. At least 2 per soldier + normal combat gear. Â So I consider "reloading" simulate taking new LAW from the back and preparing it for firing. Normally, you don't get rear shot in OFP on MBT so trying to hit more vulnerable spot brings much into the game. I've practiced with excercise shots on LAW in real life and seen one fired on 3 inch armor plate at close range, I'm confident that some shots will hurt even modern MBT's from the rear.
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Oh dear, let it be mortars....