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Helmut_AUT

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Everything posted by Helmut_AUT

  1. To quote a friend from simHQ who did some editor tests after I found the bug: About the M1A1 So obviously the beta (he's using the latest release) has changed something for the Abrams as far as .50cal damage goes. On the Russian Tanks So for the Russian Tanks, one mag 50cal (100 rounds I think?) is enough. For the Abrams - four or five can't damage it beyond some small scratch. ---------- Post added at 01:32 PM ---------- Previous post was at 01:30 PM ---------- Oh, maybe someone wants to try with the CDF and ChDkz T-72? Would be interesting if it's specific to the Russian models.
  2. Helmut_AUT

    FFAA MOD Spanish army

    Small bump - these Terrorist units look excellent, are the vehicles much different from the Stock Guerilla pickups though?
  3. Yep, that's exactly what irks me - what's the point of Combined Arms dedicated AT-Assets if every stupid Hummer with an M2 can take out the best enemy Armor there is.
  4. That shouldn't happen either, they ought to be about evenly matched. Curious what happens if you replace T-90 with T-72?
  5. Okay, but why does it not influence the M1A1? Obviously if "MinimalHit" isn't in effect yet, there's still something else that keeps M1A1 from being wrecked by large-calibre MG, whereas T-72 and T-90 are worth about as much as an APC. I think it's kinda hard to overstate the importance of this bug - it really means that one side (Russians) in Force-on-Force MP has NO usable Battletanks at all. Any mission that features Russian tanks becomes a joke with this bug since you as Tank Commander need to be deadly afraid of anything 12.7mm, and it totally throws away the point of Combined Arms Warfare Simulation that's at the Core of what Arma2 does.
  6. Sounds good, but what happens when you send four guys off to a waypoint. What is then their "desired formation position"? Relative to each other maybe? It may be counterintuitive (by name), but I think that AWARE or SAFE should totally remove any bounding movement. At least thats how I always used it in earlier versions, and that seemed to work - DANGER for combat or move to contact, AWARE and SAFE for moving around quickly.
  7. You are of course correct, but it doesn't happen on the US Tanks, so there should be a way to solve it for the Russian ones. It really totally threw me in a WARFARE game against AI yesterday that my 12.000$ Tank Platoon of 3xT-90 was minced within minutes after encountering a bunch of AI Avengers. This is so incorrect, it's brutal and really wrecks any kind of gameplay balance.
  8. The problem with the choice of "when somebody is firing at us" for me is that on occasion you might want to get the hell out of dodge (break contact). If enemy bullets keep the AI to slow bounding overwatch they will never run away as fast as the human team leader.
  9. Thanks, so this are in fact beta additions not mentioned in the changelog. I thought I was imaginating things... Yes, respawning with the same loadout and number of towns up for capture are the two most important things IMHO.
  10. Just to be clear: I'm not complaining about non-localized parameters. I'm saying the Beta WARFARE missions have about ten times as much setup options than plain 1.04, and most of these options are actually very cool and important. If they haven't been added in the beta, then why am I not seeing them in 1.04? Could it be a bug in 1.04 with localization?
  11. Helmut_AUT

    Zeus AI Combat Skills

    Okay, I had some really nice fight today with a single enemy soldier holding up my whole spec ops teams of 5. I just couldn't pinpoint the sucker and he kept firing, was hidding in grass too. Had to offer myself as bait and rear-end him with two AI. So if those increased tendency to spot and fire came from Zeus, then it really is a good mod. The ony thing that bugs me a bit (using an older beta, I think 588, and the appriorate Zeus version) is that my team is constantly reporting vehicles and tanks from miles away and opposite a hill. "Tank at 079106" Is this a problem with the beta builds, or with the increased awareness of Zeus AI that makes them spot these things?
  12. +2 Main problem also seems to be that every mod raising AI awareness (and thus bringing up engagement ranges to a more realistic level) compound this problem since they are more aware of dangers. The "engaging" part of combat is pretty sweet now, but sometimes you gotta disengage and break contact just as urgently.
  13. This about something that worked before and was removed during patching, so it makes sense to make it an item for the beta patches. It's not a new suggestion.
  14. Hi all I'm not sure in which beta this dropped, but right now an active Laser Target Designator shows no "red dot" anymore, even if you point it at your feet. While I'm fairly sure this is realistic for real life, it's hard on those with crosshairs disabled since you really have no other indication if the unit is switched on or not. So could we either get the red dot back or an indication for LTD status that works with "floating crosshair" disabled?
  15. Helmut_AUT

    Zeus AI Combat Skills

    I did set the Precision and Skill variables in my A2 config. What was pretty cool just now - not sure from this mod or default Arma2 - was that I got shot at by a tank from certainly more than 1500 meters. There's a road near Chenargorsk which runs on a hillside and can be fired at from the valley below, and I learned the hard way that the AI down there DOES care. Also the AI on foot is pretty aggressive now. It's overall a good gameplay balance, I just can't say for sure what part of it is the mod and what part are the latest beta changes. But it is TONS better than plain 1.04.
  16. Helmut_AUT

    Zeus AI Combat Skills

    Okay, I tested this mod, and I admit I'm not seeing that large a difference compared to standard beta 588. I have four squads (two russian, two usmc) approach each other at Utes Airfield. With the mod, the engagement ranges seem to be slightly higher, but I'm not seeing any "magic" AI behaviour, not even a smoke grenade. Also for the vehicular MG I have parked behind us, the behaviour stays the same - pretty much engages always at about 300 or 400 meters. Maybe my test is not well suited to this mod but what should I be seeing? Arguable pre Beta 588, engaement ranges seemed much worse (much too short with default AI), so this mod would have made more sense. Right now the difference in a frontal engagement with rifle calibre weapons seems to be about 100m (350 for the mod, 250 without) which is both pretty okay and I guess a matter of taste. Because with the mod, units do engage earlier, but not necessarily kill earlier (lack of precision at 300+ meters for 5.56mm)
  17. Hi all Not sure if it's a beta bug, but when I exit Arma2 after a long MP Session (playing "Single Player Warfare" as a self-hosted LAN Server with no other players connected) I get a grey screen and the game gets stuck where normally the windows desktop should appear. I then have to manually CTRL+ALT+DEL to get the Task Manager and shut down arma2.exe I never played such long Warfare sessions with plain 1.04, but I didn't have this behaviour with previous betas. My current RPT file has become so large I can't open it with notepad (2MB+) but I'll get a new one and see if something comes up there?
  18. Helmut_AUT

    Zeus AI Combat Skills

    Would this add CPU load and thus reduce framerate in any noticeable way? Generally the AI in .588 beta seems much improved, but I'm tempted by this mod.
  19. Those GFX "artifacts" are what I get when using FSAA. Remember that FSAA was "added later" and could initially not be supported - the team said some artifacts will remain.
  20. I like the new aggressiveness of the AI in this latest build. Formation wise however, it seems that even under AWARE they are now moving nearly as slow as in COMBAT. Nothing as annoying as if you want to bug out of an area and the AI takes sweet effing time to get moving "under cover" when I want them to sprint the hell out of the engagement zone.
  21. Helmut_AUT

    [Bug] Kobra Sight

    I got that without post processing, seemed to me to be sunlight shining on the glass from over my shoulder.
  22. I get this now with the latest beta (588) on an ATI 4890, Win7 64bit.
  23. Thanks, very helpful, I hadn't seen this on page 2 of the boards since I thought it would be a new issue.
  24. No one with similar issue? A small session in the editor did not cause this, it only happens after a long time in MP.
  25. Helmut_AUT

    Comedian Robin Williams plays A1/A2???

    I think what makes this cool is that RW is not particularly a type of person you'd expect to like such games, or the military. I mean, he's not an action movie hero. Nice to see there's more to this guy than just the good comedy and drama skills.
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