Col. Faulkner
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Everything posted by Col. Faulkner
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I'm rather counting on it. I think that ArmA is best suited to warfare of that era since most aspects of the modern "battlespace" are not really well supported by it at all. I have a mind to do some "postwar" stuff myself.
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Logical South Sahrani Kits
Col. Faulkner replied to DUX0726's topic in ARMA - ADDONS & MODS: DISCUSSION
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Since they are supposed to be spam marines a SMAW would have made more sense.
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What are you on about!? I never posted any "thompson tracers video"! Oh, and I sent enough of them downrange in my day without needing some poxy gun nut video to prove my point.
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And the M16 rifles kick too much
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Yes, I understand. I was already practicing that kata while most of you here were probably still crapping in your diapers. Â The exact form is slightly different in detail from the one I studied though, so it's maybe not Shotokan but some other style. I imagine they just did it to show off their motion capturing. The movements do indeed look impressively "natural" (even if not right for a kata performance).
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custom destructable buidings n objects
Col. Faulkner replied to deanosbeano's topic in ARMA - ADDONS & MODS: DISCUSSION
this far you have to run around im afraid Yes (*sigh*) in "The Ultimate Combat Simulation" you can stop an infantry assault with a wicker fence and trying to do FIBUA you still have to politely go in through the open door... Â But I really do like your "blow a hole in the wall" effect! -
What camoflauge fits Sahrani best?
Col. Faulkner replied to j w's topic in ARMA - ADDONS & MODS: DISCUSSION
Yes, DPM, nigh on 50 years old now and still the best! But since the poll expects us to pick a septic army pattern then I think "Woodland MARPAT" fits Sahrani the best. -
Well they are doing it in jackboots, but yeah, they'd never have passed a grading with that performance!
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Then why did BIS change the anims at all if they only went halfway? Right now it looks stupider than no reload anim at all! And all this BS about OFP/ArmA being "realistic" is getting on my tits too. The gameplay most of the time is infuriatingly unrealistic. "Ultimate Combat Simulation" my arse!
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It's the same form as a Shotokan karate kata called Heian Godan, although I think they do the same kata in other styles too with different names. It'd been cooler if they'd made it the proper rokupashni boi that spetznaz do, not a basic karate kata.
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Armed Assault is subtitled "The Ultimate Combat Simulation". Given that the RPG 7 is rapidly becoming one of the most significantly important and widespread weapons in the world it is not unreasonable to expect that a self-proclaimed "Ultimate Simulation" that otherwise goes to some lengths to represent modern real life military equipment might offer a representation of this very significant weapon that at least models its most salient features (this in fact is the meaning of "simulation"). The RPG currently in Armed Assault patently does not adequately model the real RPG and people are entitled to express their displeasure at this and to make suggestions for improvement that could satisfy both "camps".
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I think they fit really well in the Sahrani/Rahmadi milieu (it looks a kind of "Afro/Caribbean" sort of place anyway), and the camouflage pattern seems to blend in well with the more arid areas of the islands too (much better than those lousy don't-really-blend-in with-anything-much "ACU" suits the yanks wear in the game! ). I'm going to prefer these as the "Eastern" troops for a while in my games.
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There are no HEAT rounds in that table you posted. HE is not the same as HEAT.
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The "Ultimate Combat Simulation" (as "Armed Assault" clearly advertises itself on its splash screens), should be teaching players that you shouldn't expect to live very long if you sit in the open and fire a couple of RPGs at the turret of a modern MBT. [This is off topic but it also highlights the question of the over- simplified "damage modelling" on armoured vehicles in ArmA. You'd be very unlikely indeed to be able to "disable" an M1A1 with RPG hits on the turret (in reality, not in ArmA). Hitting it in the hull rear or sides is a different matter, though (in reality, not in ArmA). ] In any case, anything the AI soldiers do with their weapons in Arma is going to be a compromise since the AI doesn't react all that realistically to events on the "virtual" battlefield. As a partial solution to the RPG reloading problem why not just make the AI gunners fall prone automatically to reload, and make the reload time longer than it is now? If you wanted to be really complicated you could do something like making them invisible to AI tanks during the reload (on a random basis - possibly depending on the nature of the terrain they are firing from).
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Yes, the gravamen of this thread, though, is that the ArmA weapons fire "tracer" every single round, even the rifles, and there's no way to switch it off!
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I just discovered that you can mimic an image intensifier sight in ArmA already. Equip your character with NVGs and a weapon of your choice and in the options menu assign the same control to enable "night vision  goggles" and "sights" view. Now when you "look down the sights" your night viz is switched on - lower your rifle again and it switches off! Of course it goes all haywire if you pick up someone else's weapon or draw a pistol (since those weapons will then afford you "night vision" too even if they shouldn't), but it's closer than one could ever get with OFP... Â
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Infra-red and night vision weapon sights were often asked for in "Flashpoint". Does "Armed Assault" include any of these?
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What type of webbing ("load carrying equipment" I believe is the American term) are the American and allied soldiers wearing in the game? I am familiar with MLCE and ALICE but it doesn't look like either of those. Is it MOLLE (I am not very familiar with that)?
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looks like the inspiration for ArmA tracers Â
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One cannot walk forward at the alert and fire bursts with any weapon. The character stops each time the trigger is pulled. Not an important bug by any means, but still an irritation. For me the biggest bugbear of all is the way that foliage always drastically slows the game down (especially when viewing foliage through any sort of "telescopic sight"). The forests in the game are very attractive but operating in them is often practically impossible. Operating in all other areas of the map is just fine. I do earnestly hope this will be fixed somehow, or some option for "faster foliage" offered.
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What do you *HOPE* will be in ArmA modding?
Col. Faulkner replied to Ukraineboy's topic in ARMA - GENERAL
There already is an "ACOG mounted M4" in the game. The American "saboteur" units carry it. -
You could search you-tube.com There are many short videos of the aircraft on there.
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Who does this, and when?
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Yes, I also miss a "moving slowly forward cautiously" anim. The closest to it now is the "crouched walk" pose. The otherwise very cool "walking forward at the alert" is a bit too fast for "stealth". The "move slowly" key has no effect on human movement in the game (although the "move fast" key does). I do notice that if you use that strange "crouched walk" pose the game character quickly starts panting, so they obviously don't like it either. Â I guess it was only meant by BIS for small changes of position. So, anyone got a mo-cap studio they can let us borrow? Â