dreday
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Everything posted by dreday
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Ability to transition weapons on the move
dreday replied to Chris2525's topic in ARMA 2 & OA - SUGGESTIONS
I hear you. However, we have to remember that the human performance of complex mechanical functions drops tremendously when stress and fatigue are introduced. I am not aware of too many examples of pistols being used in the military conflicts, but there are plenty of cases where police officers (who train extensively in pistol handling) fail to handle their handgun correctly when confronting the criminals. For that reason I really don't mind the timing of transition to sidearm in ARMA. Peace, DreDay -
How about a "Fire At Position" function for direct fire weapons???
dreday replied to Chris2525's topic in ARMA 2 & OA - SUGGESTIONS
Absolutely! Ideally, the player should be able to highlight (box) the area that he wants his subordinate to suppress. Peace, DreDay -
Along with making the LAW-type launchers disposable, it would also be nice to have a provision to carry a couple of them (that's something that no mod currently models, to the best of my knowledge)... There is certainly nothing unrealistic about an infantryman carrying a couple of AT4s or RPG-22s on their back. Peace, DreDay
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Ingame behaviour of rocket assistet AT grenades etc.
dreday replied to Ulanthorn's topic in ARMA 2 & OA - GENERAL
I totally agree. The practical firing rate of an RPG-7 is 4-6 rounds per minute. However, that is accomplished with the help of an assistant and under perfect conditions. It would take much longer for single gunner to reload it in a combat situation. ---------- Post added at 05:14 AM ---------- Previous post was at 05:11 AM ---------- To be honest, I play the ACE mode exclusively so I can't recall the speed of the RPGs in the basic game... Hover, IRL the RPGs definitely do not reach their target" in a flash. Their flight path is clearly visible. Peace, DreDay -
Combine half-spent magazines into one full
dreday replied to Pulverizer's topic in ARMA 2 & OA - SUGGESTIONS
One thing to keep in mind when calculating the loading time for the magazines is that this is one of those mechanical functions that is much more difficult to perform under stress than under the perfect condition. While it might take a well trained soldier just seconds to load the full magazine in training, it might take him minutes when he is exhausted, cold, hungry, scared, his hands are shaking, and the bullets are dropping all around him... Peace, DreDay -
The whole point is for the enemy to instinctively aim at the red dot in the center of the shield (which is designed to take that hit) , rather than the head or the legs of the operator who is holding it. Peace, DreDay
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I am not sure that I support the notion of better guns, per say. However, I would like to see them deploy the single caliber weapons (except for MGs and Sniper Rifles) at the squad level. You generally don't see the proper armies mix FALs and M-16s at squad level because of the logistical nightmare that it introduces and also because it makes it very difficult to exchange ammo in the heat of battle...
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Individual units already have a morale rating in ArmA, just like they have a skill rating. It's just that there is no slider for this value in the editor, so most people are not aware of it. However it can be set through a scripting command.
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Good points! In addition the suppression system would have to be directly tied to the individual soldier's morale value, which would (ideally) dynamically change based such factors as proximity to the leader, unit casualties, fatigue, etc.. That way you can have fanatical units that can charge to the last man while the others would hit the dirt as soon as soon as the bullets start wheezing by.
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Really 70 RPG hits? Do you have a source for this? It seems very hard to believe... Your second point is a good one. Respect for that! ---------- Post added at 05:29 AM ---------- Previous post was at 05:27 AM ---------- BTW, ACE has an excellent system for handling armor penetration/damage that even accounts for such things as AP vs HEAT, ERA, and MESH screens! It would be great to see BIS adopt something along the same lines in the future updates.
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That's a very good point. I totally agree that it's about time that BIS got around to fixing this. From what I understand, most armies train their crews to continue manning the damaged vehicles as long as any of the vehicle's weapons remain operational and the crew's life is not in the immediate danger (i.e. the vehicle is not on fire). The game would be quite a bit more challenging and realistic if this behavior was modeled properly.
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If the M1A1 Abrams is such a well armored tank, why have Americans been trying all sorts of tricks to improve it's survivability with later models (M1A1HA/HC, M1A2)? Everything is relative in our life and while the AK74 has less recoil than the AK(M); it is still very far from recoilless.
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I am not entirely sure what you mean by this. There are quite significant differences between the BTR-80 and BTR-80A, and even more so with BTR-82/82A. These vehicles represent the APCs that are currently used (or about to be procured) by the Russian Army and it would be nice to have them in ArmA in order to create the realistic missions. That's what I was trying to say. Peace, DreDay
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Your first observation is definitely true, but it does not mean that this topic should be discarded. While the simulation of recoil might never be perfect in ArmA, it doesn't mean that there is no point on working to improve it. As of now, the recoil of the AK-74 could definitely be improved (albeit not perfected), that's what this thread is about. As to your second point, all localizations of ArmA are using the same data; only the actual languages are different. Peace, DreDay
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The BTR-70 definitely looks great and it would come in very handy since it is still in use by Russians and Former Soviet countries. Are you guys planning to release the BTR-80 as well? It would probably be even more relevant and realistic to see the Russians use it, rather than the BTR-90 that has never entered service. Even more so, it would be great to see the BTR-80A and BTR-82/82A (which is what Russian Army is buying right now) modeled in ArmA. Peace, DreDay
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Why no zeroing for grenade launchers???
dreday replied to Murklor's topic in ARMA 2 & OA - SUGGESTIONS
Obviously. That's the only way of doing that right now. I am pretty sure that this is what the TS was suggesting. Peace, DreDay -
Why no zeroing for grenade launchers???
dreday replied to Murklor's topic in ARMA 2 & OA - SUGGESTIONS
That's incorrect. ACE has a functional system for setting the sight adjustments for M203 and many other grenade launchers. It is accomplished by pressing the up and down cursor keys when the grenade launcher is selected as a weapon. Peace, DreDay -
That functionality is not currently supported by the ArmA engine; which is probably a good thing, given the current state of the tank driver AI. Peace, DreDay
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I agree with this 100%. Nowadays, knives are used almost exclusively as a survival tool and not as a weapon. I think that many people that request the knives in this game underestimate how ridiculously difficult it is (both physically and mentally) to use the knife as weapon IRL. In case of OPFOR (mainly Takis) - why not use the PB/6P9 (incorrectly labeled as a Makarov SD) instead? Realistically, do you expect to be able to sneak 1 meter next to your opponent in order to use a knife in ARMA? I personally think that the BIS (limited) resources could be used on much more worthy projects than this. Now in case of a WWII mod, it could be a whole different story... Peace, DreDay
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The ACE Mod has a fantastic solution for modeling the realistic armor and penetration values. Unfortunately we would have to wait a bit before the ACE is made compatible with OA; but practically speaking, it would happen way quicker than BIS would take to revise their system... Peace, DreDay
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The data from Iraq and Afghanistan shows that SLAT-equipped Strikers stand a very good chance of withstanding the RPG attack. At least this goes for the older PG-7 grenades that are used in those regions. PG-7VL and especially PG-7VR would probably be more effective... Peace, DreDay
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First off, welcome to our community!! I've been playing the series since the release date of Operation Flashpoint 10 years ago. The only advice that I can give you is to play the game as much as possible, as that's the only way to get good at it. Trust me, this is a game that is worth getting into. I would say that the basic controls can be learned within a couple of days. The more advanced controls would take more time (I am still far from mastering them), but it should not get in the way of you enjoying the game. You might want to set up some simple scenarios in the editor (i.e. squad vs squad or tank vs tank) and play those until you get comfortable with the controls. Once you do, there are plenty of guides that can teach you some advanced tactics. Part of enjoying this game is in learning how it works and being surprised/amazed by how much it offers! Peace, DreDay
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VILAS addons release thread
dreday replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
VILAS, I am a big fan of your work and I greatly appreciate the effort that you've put into improving the ARMA experience for our community. I was thinking that your P85 Soviet infantry units would have been perfect for simulating the battles of the Soviet Afghan war. I was wondering if you were considering releasing their AO version ahead of the overall P85 upgrade in order to allow us to recreate this conflict. Peace, DreDay -
Actually, that's a very good point. You are right, unique tripods would add more of a tactical challenge. I'm with you now. Hopefully the ACE team will address this in their release. In fact, I have absolutely no doubt that they will. Peace, DreDay
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Luckily the ACE mode already has a solution for it as they simulate the SLAT (as well as reactive) armor. I am really looking forward to seeing what the ACE crew can do with AO!! Peace, DreDay