GaGrin
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Can we please get this for A3? Instant clickable interactions rather than scroll lists (but keeping the list for flexibility with multiple options) is a really, really good way to improve some of ArmA's chronic interface issues. Also: Loving the little rear/under side mirror :) it's a small thing, but when I realised it was actually useful I nearly wet myself.
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A.C.E. Advanced Combat Environment - Public Beta!
GaGrin replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just wanted to say that amongst the issues that crop up with any mod release, some of us are having alot of fun with this. Bloody good job to everyone on the ACE2 team, this is an excellent project! -
A.C.E. Advanced Combat Environment Mod 2
GaGrin replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Just wondering if we can expect something along the lines of Nice_Boat's armour penetration system? It wasn't perfect, but it was miles ahead of ArmA2's default behaviour. I know that ACE had tweaked values for shell damage and armour, but it caused oddities elsewhere (like SABOT being better at bringing down buildings than HE or HEAT). Anyway, looking good. This is pretty high on my watch list. -
Nice_Boat Tank Damage System
GaGrin replied to Nice_Boat's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just wanted to chime in and say this is an excellent project. BIS please take note: you're really shooting yourselves in the foot by not making this sort of system the default. As a side question I don't suppose there's an easy way to play Harvest Red with this active seeing as it's scripted directly to the vehicles in the mission? Just curious incase I'm being a dunce and overlooking the obvious solution. -
The only thing I desperately want changed is the damage model for vehicles. It's not perfect for people, but it is workable. Considering the game is already tracking projectile speed and penetration factors it seems like a massive wasted opportunity to not directly base the damage model off that information. Hit points aren't a gameplay versus realism issue. They aren't more fun, they aren't more balanced. They are, infact, just worse. Anyone who's played Soldiers HOWW2 knows how brilliant vehicle combat can be if they react properly: mostly tanks get knocked out and the crew bail. The vehicle doesn't explode outright or even burn in most cases. It just stops.
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I do not fear that ArmA2 is going to be more arcady than its predecessors. I fear that it's going to be as arcady as OFP and ArmA. I believe my fears are grounded in reality, since BIS is not really talking about this kind of stuff in previews. And let's be honest - hit points are arcady. Neglecting the importance of morale is very arcady. Both OFP and ArmA had these traits and ArmA2 will have them too, because modelling morale and introducing probability based on armor and weaponry values into armored combat would scare off most casual gamers, since it would make the game difficult to understand for someone without at least basic knowledge of military equipment and tactics. Prolonged firefights ending in a draw or withdrawal due to morale issues do not offer the instant gratification shooting up 10 soldiers by yourself does. Same with realistic vehicle damage - stuff does not always blow up, you do not always end up dead if your tank is KO'd - yet spectacular explosions after successful hits are exactly what most gamers are expecting. Gotta say I agree with this 100%. Could hardly put it better myself. Ghost Recon (the old original) had a much more believable system than OFP or ArmA and it wasn't as complex. Hitpoints are a hold-over from ancient systems and we really need to break away from them. Specific component damage can be as simple as "on/off" but would instantly make the range of results more gratifying.
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I generally agree with the OP: GR had an awesome and violent wounding system; it was utterly convincing. Solus has made a fairly good effort with his SLX mod (including incapacitation and recovery) so looking at that for inspiration on how to expand the current system would be a good idea in my opinion. The trouble is that ArmA still uses hitpoints. To accurately simulate damage you have to drop them entirely.
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Glad to people are still bothering to read a thread before they flame it This is a superb effort towards a level of mobility thats lacking from this otherwise superb game. I agree with whomever said that dropping into prone (or crouch?) after a jump would be a good way of preventing any possible abuse, but unless the system is hugely broken who amoung us couldn't put 3 rounds in a bunny-hopper in this game before they hit the ground? I seriously doubt it will become a problem, but I would still like to see some more appropriate animations and motion further down the line. As I said - a superb first step.
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If you're still looking for people to test Solus, would you mind PMing me the links to the bug-tracker and download? I'm afraid I cannot setup a server, but I can and will be able to spam the editor with any and all sorts of combinations that need testing. If you have any particulars just let me know.