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falcon988

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Everything posted by falcon988

  1. Any plans to put up some new mirrors now that the Feds smashed up Megaupload? I can't download the patch to get the Lowlands map :)
  2. falcon988

    Longest firefight?

    I just went through 38 minutes of back and forth fighting over one single village. That was a freaking -ordeal-, let me tell you. I didn't even know a battle in ARMA 2 could last that long, in OFP they were always over so quickly. But maybe with ACE and GL4 and Zeus AI and everything else I had on things just got out of hand... On a bit of a cooldown from the adrenaline. I actually survived the whole thing unscathed; despite being singed by machine gun fire, singed by the flames of a burning truck, and getting bounced around by mortars like a little toy. They might have been rifle grenades in retrospect, I didn't actually -see- any of them land with my eyes, I more heard/felt them and then spent several seconds in a state of extreme disorientation wondering if I'd just been killed and if so why the screen wasn't red and etc... ANYWAY... is this sort of battle typical for this sim?
  3. falcon988

    How can he walk after that?

    7-8+ shots??? I have NEVER seen anyone survive that in ARMA or OFP and I too have played quite a bit. The absolute most bullets I've ever seen an AI actor survive is 4. 90% of the time they go down on the first hit, and the other 9.99% they go down on two. I have to question the veracity of such a claim as 7-8 because it seems so outlandish. Get FRAPS and make a video of it and detail what mods you've put on?
  4. falcon988

    How can he walk after that?

    You can't really be sure where you hit them since, as mentioned, the blood stains are notoriously unreliable and have been since OFP. It's not really -that- huge of a deal though, OFP has never had a purely realistic damage system. Case in point: the medics in ARMA 2 act more like a healer in Baldur's Gate than an actual medic. These are all gameplay allowances! In a couple years when computers are stronger and ARMA 3/VBS3 is out you'll see some more realistic damage modeling, medics won't be magical, and there'll be actual casevac systems in place. 'Til then if you shoot a guy and he doesn't go down just shrug your shoulders and shoot him again :cool:
  5. falcon988

    Longest firefight?

    I suppose you're right. I should mention that my player character was almost deaf at that moment from firing the LMG so much, could only hear ringing and all the shooting around me was very dull and faded. So it's conceivable I could have missed some auditory cue of impending, explosive doom
  6. falcon988

    Longest firefight?

    Question for you guys. I was in a fight just now in BAF using my usual mods... ACE and ACEX, JTD, GL4, WarFX, and Zeus. It was that single mission where the Brits attack that mountain village. At one point something similar happened as what occurred in Drozhino... namely we were advancing through a patch of trees, everything was proceeding swimmingly, when all the sudden... hard to explain, was like a FLASH and a big boom that sent my playing character to the ground and once again I thought I'd been killed. Also was deaf. Trees around me were knocked down, both the paratroopers that I'd been fighting next to were dead. Wish I'd caught it on video, crazy moment. The squad leader AI apparently panicked and ordered a withdrawal right away after that happened. What the heck weapon did they fire that caused that? I have no idea what it is but it's no fun. I didn't see ANYTHING, was suppressing the Takistanis one moment and damn near blown to bits the next.
  7. falcon988

    Unknown death.

    I admit I too miss the OFP feature of showing you who killed you, along with a relevant quotation and sad music. Yea it's not realistic at all but it was fun to have someone to shake my fist at. Course, back in those days the AI was so accurate it could pop your head off with the first shot from half a klick away, so it was more annoying than anything else, and most OFP deaths would end with me shouting "Oh that is BULL**T! HOW COULD HE HAVE HIT ME! COME ON! @$*@($*@(!!*&%!!!". Good times!
  8. falcon988

    Longest firefight?

    I feel silly now, but reading this made me think of something. I wasn't aware that GL4 throws reinforcements into a fight like that? That explains what happened then, because I was running with ACE, ACEX, ACEX_SM, JTD Fire & Smoke, Blastcore FX, Zeus AI, and... ta-dah, GL4. I was amazed by how many reinforcements from both sides were pouring in, but I figured it was part of the mission script. I'll take a closer look at GL4's readme and figure out how I can adjust its parameters, I kinda just threw it on without reading too much into what it does, based solely on everyone else's recommendation :cool:
  9. falcon988

    Longest firefight?

    The village was Drozhino. Not a large village by any means, but there were a -lot- of militants involved. What happened in detail: I'd been driving through when I noticed white smoke up in the treeline near the town and we started taking fire. Figured it was just a few jokers so I debused the squad to hunt them down, but soon we were under a hellstorm of fire (which was very, very loud using ACEX_SM and a 5.1 headset). The tac-map showed a lot of reds converging on us (I like to play on regular difficulty) and we began receiving casualties so I made a "fighting withdrawal" to a little defensible position just outside town and dug in. Other U.S. reinforcements started arriving, Chedaki reinforcements were arriving, big huge battle. Machine guns were fired, mortars blew stuff up, trees and buildings lit on fire and fell down... it was a good time! Ultimately we made a push back into Drozhino's center to secure some wounded that were still there, which was very harrowing as the center was not at all clear of hostiles. All told the mission lasted 38 minutes, and the initial "ambush" happened in the first 2 or 3 so... long battle!
  10. falcon988

    JTD Fire And Smoke

    Quick question. I enabled this and it works and looks fantastic. Have it running with GL4, ACE, ACEX, and ACEX_SM (the sound modification). GL4 works fine but ACEX_SM seems to turn itself off, I go back to the lame vanilla sounds when I use JTD. How can I keep this from happening?
  11. Hey guys, each and every single time I download ACEX from any mirror I get the following message: C:\Users\BlahBlah\Downloads\@ACEX_v1.7.0299.7z The archive is either in unknown format or damaged. What gives? I can download the other zip files just fine but ACEX is giving me a hard time no matter where I download it from Also, if I want to try out the update just released today where on this page (http://ace.dev-heaven.net/wagn/ACE_1_7_Update_1) can I actually go to -download- it? One last bug I'm having, I put on @CBA, @CBA_OA, and @ACE into my OA directory, set the parameters up and everything. I can run it that way but I always get the warning: Addon 'ace_c_ai_rof' requires addon 'CA\Weapons_AmmoBoxes'
  12. falcon988

    [CAMP] Chesty Puller

    Guys maybe I'm just really stupid or new to ARMA 2 or both, but how the heck do I get my troops to leave their trucks after radioing them to get in in 'Always Faithful'???
  13. Have to wait a half hour in this ARMA 2 mission... and the fast forward button doesn't do anything. Time goes by just as fast at 4x as it does at 1x. Little help?
  14. falcon988

    Badlands

    No seriously how are you supposed to reinforce the command units? my unit 4 was destroyed and my unit 2 is heavily depleted. I currently have like a 12 man squad. I'd like to send some of those troops off to reinforce unit 2. But uh... how in the heck are you supposed to do this? I've looked up and down and can't find anything. Is the documentation for this command system truly this horrendous? I'm getting pretty frustrated because nowhere can I find out how to do simple things like this...
  15. Okay, dumb question but I swear I've searched google, read the manual, searched these forums, did the tutorial... How the heck do I order my units to occupy the technicals at the start of the mission? Unit 4 boarded one on its own, but there's 2 others just sitting there empty that I want to get my guys into but I can't for the LIFE of me figure it out
  16. falcon988

    Converted OFP SP Missions

    Well, ARMA 2 has only just recently been released so there's a long road ahead in terms of community adds ons, mods, remakes of old stuff... Personally I've been thinking about how great it would be to see Suicide's missions... Airborne, Facile Ground, and The Black Gap. Also Ian Bremmer's Seize Le Moule and Forward Observer. And lately I find my brain returning more and more to the epic Retaliation campaign. The possibilities are really quite endless.
  17. falcon988

    Dragon Rising has been released

    I posted this on the Codemasters forum today, just thought I'd show it to you all to see what you old school chaps (like me) have to say about it. "So I just finished the game last night. It is a FUN game. It is. Standout missions were 3, 4, 5, 6, 7, 9, and 10. Out of eleven missions... not bad! It's at it's best in the stealth missions where the scale makes sense. For example mission 5, with my team's fighting withdrawal under heavy pursuit... that was a blast. Mission 6 with the infiltration into the fuel depot... a blast. Etc. I especially love watching my pursuers disappear under a desperate last second arty strike I call in. There was something missing in the 'large scale' battles though. Atmospherically they work wonderfully. In terms of gameplay... it feels off. You're part of this 'great offensive' yet inevitably it's just you and your squad doing everything. There's moments that feel great, like the attack up the mountain in mission 9 but... it's mostly in your head. They don't rise to the potential they're capable of. For example, in OFP there was a fantastic mission for FDFMod depicting a Russian against dug in Finnish fortifications, very similar to mission 9 in DR. And honestly that mission blows this one's away. I still remember to this day just barely clearing the Finnish second line and assembling with the surviving 15 - 20 Russian troops. Casualties had been horrific, all our armor had been taken out, etc. The Russian sergeant (in russian VA) shouted "This is it, one more push!", you 'go over the top' and into the breach once more and the sense of accomplishment you feel when you reach the top of the hill was like no other. Dragon Rising just, rather inexcusably, lacks that sense of scale. It basically feels like GRAW 2 in the countryside. It's FUN but it's fun in the GRAW/R6 Vegas sort of way. It's good but it's good in a fast food sort of way. It lacks substance, it doesn't leave you satisfied. Honestly there's not a lot of 'Operation Flashpoint' in it. In that particular FDFMod mission it would have been utterly impossible to have reached the top of the hill with a four man squad. No point in even trying. In Dragon Rising's mission 9 me and one other guy cleared out the monastery single handedly. In mission 11 myself and my two man squad cleared the naval base single handedly. Stuff like this is rather disappointing to me. The closest Dragon Rising came to really capturing the OFP 'large scale battle' feel was in mission 3. The assault, capture, and defense of that village was very well designed and you -did- feel like you were part of a greater force, not just single handedly defending on your own. And I particularly liked the open endedness of it. Sometimes the PLA break through on the eastern/northern flanks, sometimes the U.S. repels them handily, etc. Reminded me of a stellar old OFP mission called 'Facile Ground'. DR is a fun and good game, it just doesn't really satisfy me. Feel the way I felt after beating 'GRAW 2'... like, now what? Still, it'll be great fun to play co-op. The last mission isn't so good. Basically ended with me and the team just sitting there shooting PLA guys as they walked up to us. I honestly don't find it to be overly realistic, despite what everyone on metacritic says. Saying this as someone who's been in the 'real thing' twice now (one 'conventional' and one 'low intensity guerilla' conflict'...a silly distinction if ever there was any), and can judge what's 'realistic' or not. You can die in one hit in GRAW and R6 Vegas too. Being vulnerable to bullets doesn't translate into realism, whether you're a tac-shooter or a milsim (and interestingly, ten years ago there wasn't a discernable difference between those two genres). There's just something missing here.... Maybe if there had been MORE of it, and with a more detailed storyline. storylines help a lot, just look at CoD4. The first Call of Duties were only okay games, but the inclusion of such a powerful and resonant story in CoD4 turned it into the best game of '07. Just want to reiterate that all the stealth missions are blasts though. Dragon Rising is at it's best when you and your four man spec ops squad are behind enemy lines tracking the movements of a PLA general. Or reinforcing a pinned down fireteam. There's a LOT of wasted opportunity. I never threw one single grenade, never drove or piloted any vehicle besides a humvee in one mission (and only for a little while), never saw off a PLA armored offensive, never ambushed a convoy... etc! It's only eleven missions and could have been much longer, there could have been much more variety in the missions. Even if there had been just just a small sequence of missions in which the PLA counter-attacks and forces you into a defensive role could have made for some interesting gameplay and changed things up a bit I'm not sure if Dragon Rising has much longevity. New missions, either official or fanbased, would be great but it doesn't seem like the potential is here for there to be a large creative community like there was for OFP or its unofficial sequels that I won't mention here on this forum. But it was a fun game. It did provide 7 hours of entertainment. Warrants a good 6/10 from me, or 2.5/4 stars in terms of movie ratings. About the same as I gave R6 Vegas or GRAW 2. It's just a bit disappointing. Like those other two franchises it's a shame to see OFP get so watered down . Oh and by the way, while I'm here... a compass is SORELY needed in hardcore mode! I would play on hardcore more often if it weren't so darn annoying to have to go to the map screen constantly. Part of the fun of OFP was navigating using the compass and recognizable landmarks on your map. Getting around in hardcore mode in DR is just... annoying! It's a little thing but it would make a huge difference."
  18. falcon988

    FFUR/SLX 2007

    I downloaded patch 1.05 and I still crash whenever I hit the m button to access the map. As a result I've had to stop using the map during FFUR missions... challenging but doable in most cases. The "error loading data3d" messages are still there at every single cutscene: sometimes they play, but 8 times out of 10 the game skips the cutscene right after I hit okay and I go to the briefing. Those are my only two technical troubles with the mod though. I've been playing the Resistance campaign and it's been -insane- with FFUR. In a good way.
  19. falcon988

    FFUR/SLX 2007

    Great work here guys, just having a few problems. Mainly, it crashes to the desktop immediately whenever I try to access the map in mission. I can go the entire mission without crashing so long as I never hit the M button, but using the map is pretty necessary sometimes as you all know. Wonder what's causing that? Secondly, whenever it loads a cutscene I get an error that says "Error loading data3D/(some file, different each time).pbo (Magic)". Sometimes it then plays the cutscene but mostly it doesn't, and takes me straight to the briefing where I get the error message again but it doesn't interfere with the mission from then on.
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