ModaFlanker
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Everything posted by ModaFlanker
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I'm all for it!!! Helicopters with their antitank rockets are the bane of anyone taking the time to build up a large tank force, so I'm all for that manual AA guy (or using AI AA and rearming them at a distance) to counter any helicopters from getting too close. It balances the helicopter pilot's ability to target tanks from 3000m with the AA guy's ability to lay traps in between. Conversely I am NOT for that AA guy taking out tanks from afar like that. Tanks have to take the time to travel on ground and they have to visually sight the enemy to have any effect. So I am in TOTAL AGREEMENT with your preventing the AA guys from damaging ground vehicles. This would also prevent them from killing or damaging trucks I hope? I don't mind if we are unable to eliminate their ability to use their AA lockon to find where enemy vehicles are... its that ability to kill from afar like that that needed to go. Anyone else test the anti-suicide helicopter feature? This is where someone tries to crash a forward base or resource building with a mh-6 for example in a suicide attack, thus blowing it up. I only tried this once, and I either sucked badly or the teleport did smack me into the ground just meters away in front of it, leaving it unharmed. Other attempts with close driveby's showed me clearly the "BOUNCE" as I was teleported a short distance away that looked like lag (but which I understood to be the anti-suicide feature). P.S. Karrillion, thanks for explaining the ammo menu. I did manually try to load up ammo for each soldier and it definitely was a micromanage-from-hell task that wasted more time than necessary. In light of that I agree that the way it is right now with the ammo menu and arming from afar does make sense. In a credit game, is there anything that stops someone from spending way more credits than would be healthy for the team? That would be my concern about credit games... there should be incentives to not overspend a teams credits to zero.
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All for the good if its within Karrillion's power to fix or change it.
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On AA rockets-- 1) AI AA will NOT fire at planes even if I target them, so planes are not being hit with 6 rockets. However they will easily shoot down any helicopter that comes close enough. ***I REPEAT THEY WILL NOT SHOOT AT ANY PLANES*** 2) I did wonder why the AI AA would fire only once, even when I loaded up many rockets. No wonder if they are firing out all 2 or all 6 rockets. I have not tested this thoroughly to be sure that they ARE firing out all rockets on the first attack, I'll have to test again. 3) The "bug" to load yourself or another soldier with 6 AA rockets is to use the Ammo Menu instead of ordering the soldier to Rearm. In this way you can also rearm ANY soldier no matter where they are on the map, no matter how far they are from an ammo crate. You do personally need to be near a vehicle or such to bring up the ammo menu though. I can turn an AT soldier into a soldier carrying AA rockets instead.. and vice versa... and to any other type of weapon... no matter where they are on the map. In this way I can turn a lowly Crewman into an AT soldier.... they will still be "Crewman" in my list but carrying AT rockets.
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and did I say... Can't say it enough!! THANK YOU!! I haven't seen it in action so I'll have to jump in and check it out... hopefully it works well that satisfies everyone [that no noobs who aren't trying suicide get zapped by this thing, whatever it is..] Going to try a semi-suicide-- not one that would ever damage a building, but close enough to try and trigger whatever you put in there. Be real nice to see it in action!!! Edit: Added later: I've tested it-- it's nice! I was trying to be careful so that I don't mess up a side that was playing. What happens is that you get teleported away from the building a very short distance. I finally sent a truck to an energy location to recap quickly, and tried to ram it-- either I sucked or the teleportation smacked me right into the ground short of the building-- and the building stood intact. Looking good!! It won't piss off any noobs that fly close-- it'll just look like a lag spurt.
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Agreed! For me, what made sin329's movie better was the intensity of the attack which gave it a true sense of suspense and action... coupled with the innovative shots like highlighting the walls being blown down or run over by a tank. The attack was relentless and kept the suspense building...
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That'd suck for me-- I'm deaf. Can enjoy sound effects with my hearing aid, but cant make out what is said in speech. As people move away from typing in games and towards TS I'm looking around hoping there's a speech-to-text program I can use that works very well...
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Some servers do have these maps-- it starts with RTS-4. You wanted to be unbanned? Go into the Arma- User Missions forum and find the RTS-4 released thread. Maybe you can get some help there, but they might need your user ID number as it shows up in the game (do #userlist).
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ArmA Rated one of the HARDEST GAMES OF ALL TIME
ModaFlanker replied to Kevlar2007's topic in ARMA - GENERAL
Aliens vs. Predator... First time that facehugger got me (because I didn't see it as it was behind an object as I walked by)... [WHACK][OW!][uhhrhrrrrrggggh]. My leg jerked upwards and smacked on the desk, hard, on my shin. Was doubled over in pain for a while there. That never happened to me before, and never since... but it got me good then. -
ArmA Rated one of the HARDEST GAMES OF ALL TIME
ModaFlanker replied to Kevlar2007's topic in OFFTOPIC
Aliens vs. Predator... First time that facehugger got me (because I didn't see it as it was behind an object as I walked by)... [WHACK][OW!][uhhrhrrrrrggggh]. My leg jerked upwards and smacked on the desk, hard, on my shin. Was doubled over in pain for a while there. That never happened to me before, and never since... but it got me good then. -
I think I saw you try to login today... It kept saying that you were missing some files before kicking you off. Did you install a mod or uninstall a mod? You are missing some ArmA files and so you may need to reinstall your game if you don't know what is missing. - Karrillion-- We had a very long North battle today until the server crashed (or you took it down?-- around 6:10pm EST Wednesday July 18th). It had gone on so long it went into night... A lot of people were frustrated that you don't spawn with nightvision.. and so it was VERY dark. Even if you place a vehicle with lights on, when you respawn it shows up as if its lights are not on (when they are). We need to change the default loadout for people so that they always have nightvision...
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Yelling out during a football game "Oh no, (player number) is down!" when they suffer an injury.... ... all with an uncanny replica of the voice pitch used in the game.
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BMP. If it is much easier to mass produce BMP's than to build T72's, I would fear a horde of BMPs. A lone BMP is vulnerable to the M1A1 it has fired the AT-8 at, because it can take that single rocket hit and waste the BMP before the reload. A horde of BMP's can fire enough rockets at each M1A1 to torch it immediately, overcoming this weakness. It has a gun that can be a very real threat to air targets.. And plenty, plenty, plenty of bullets for anti-infantry. It is amphibious, so you can cross rivers or small bodies of water. ArmA taught me the beauty of the BMP. Edit: Added: As a M1A1 I fear the BRDM-ATGM... because unlike the BMP which can only fire 1 at a time, this BRDM can fire multiple rockets if I do catch it alone. If it fires first, I am toast.
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yes i have, but to get it "land" it still needs a lots of work to make it semi realistic Very easy to do. Can't do VSTOL takeoff, but can do "Jump Jet" meaning very short takeoff before youre in the air. To land, TURN ON AUTO-HOVER! That will direct the nozzles downward. However, having thrust at 100% will oftentimes make the nozzles turn to the rear.. that's why 50% to 0% throttle is what you want, which makes the nozzles point downward. Pitch nose up to slow down completely to 0 or whatever speed.. use 0% thrust to sink on down... if you are still very high up it'll take forever to get down. [i've sometimes shut down engine to sink like a rock to get closer, lol! Then turned it on back in time). Harrier lands vertically perfectly in this game.
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Karrillion already answered this in his first post in this thread. To quote him-- "I haven't added Mando Missiles 2.2 yet, because I'm still figuring out the best way to implement them." If you haven't read his first post in this thread in its entirety then you should do so now. North-South map-- I agree that its difficult being South on this map, especially when there are those who take out the Dolores bridges intentionally at the very start of the map. South is winnable if there are enough dedicated/experienced players who manage to secure S Corazol or who take advantage of the North overextension to smash the rear lines.... and I've seen chaos erupt in the north when an industrious South player drives a tank manually onto a mountain in the North and turns the area near the Vehicle/Aircraft spawn into a mass of flaming wrecks.
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Are you guys trying to tell me that if you were flying a helicopter in the air in REAL LIFE and machine gun bullets were hitting your helicopter, you wouldn't be screaming bloody hell? The more advanced helicopters may have armor, but normal helicopters are extremely fragile. As far as I can tell, I can escape incoming fire with a heli with a fuel leak maybe, and that seems realistic from infantry with a LMG. Its not like I explode in midair. Of course, if you're talking about Shilka or Vulcan bullets, those things are meant to shred in no time at all. What I find a little too easy/unrealistic is taking to the air with an attack helicopter, finding and locking on 8 enemy tanks from far away, and cleaning those up before actually moving in for an attack run. How did it differentiate foe from friendly/civilian vehicles/metallic structures? The heli should require recon to verify target or come in closer to actually see what it's firing a missile at. It's why I switch to using infantry AI to shield myself from those lock-on kills... you got to FIND us to KILL us! No easy fire and forget stuff here. Sucks to build up a large tank force in RTS-4 and in several seconds 2/3 of them are gone. Too bad AI infantry can be frustrating. First time I told AA to shoot at a heli, they did. The rest of the time they wouldn't fire at all, even when I told them to rearm at an ammo box I created nearby. Had to switch to firing AA manually myself and letting my soldiers be a mix of AT and some anti infantry soldiers.
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Check out the first post in this thread which he has added a lot of information to. Karrillion did also post a brief post to point to the changes he made, its somewhere recently in here so go backwards until you find it.
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You grab a nightvision kit from an ammo crate.. You meant to say that you'd like to be able to spawn after death with nightvision already in your inventory?
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Really? Never had a problem here. Even in RTS-4 (real time strategy-- build base and capture territories-- a very great user mission by Karrillion) I've been able to send a SF Recon soldier near the enemy base and use its targeting to kill tanks. The only downside there was that I couldn't tell that Recon to target the base buildings in RTS... so in that case a human player is needed to target the Aircraft Factory, Vehicle Factory, Naval Factory, and Barracks.
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You used BLUFOR Special Forces Recon? Those are the only soldiers that have the laser designator. [None for OPFOR!] All I needed to do was have them within visual distance of some t-72s (or any enemy tank) and hitting tab while I'm in the air with GBU armed would lock onto "Laser Target". Tip for bombing: If you are flying at the target but the diamond hasn't shown up on the box (indicating a lock), pull up until it shows up then drop one. It works amazingly well. I didn't have to tell the SF Recon to do anything special. Maybe you could try command 3 and 7 (Scan Horizon).
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The server has been rocking as of late... lots of people playing and realizing this is indeed one of the deepest mods in getting the full OFP/ArmA experience. Inevitably this has made the server a target for people like MyG0t who get their kicks from disrupting servers. They swoop in as a swarm all at once. I've heard about something called Armaacs which is supposed to help stop most of the cheats/hacks (of course, cant stop the most determined ones). We voted in an admin sometimes and so they were kicked off, but some kept trying to come back with another name. We need to keep those people banned... so anything that makes that come for them as soon as they start would rock. Some of those griefers were driving the entire server nuts by abusing the radio with lame sounds... so some players annoyed by this were leaving the server saying they'd never come back [despite the instructions by others to simply slide the radio voulme to 0].
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If you didn't intimately know the weapons and vehicles in the military before playing this game, you sure do now. Anytime you see it in real life or on TV/Internet, BAM-- you know exactly what you're looking at. "Hey, that's a... " You notice them everywhere now....
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Very nice!!! We had a problem with the MCU trucks for three straight maps unfortunately. The first two times, noobs or griefers shot up the MCU truck before all buildings could be placed. The problem is that even when you build a new MCU truck it does not have the MCU menu for placing the rest of the buildings. On the third map I had the unfortunate problem of having my truck launched 50 meters into the air when I drove over something it didn't like, and it landed upside down and therefore burst into flames. I was trying to place the air hangar... so without it, it was another bum map. There any way to make constructed MCU trucks work as the original does, or for the MCU truck to respawn when destroyed or something that fixes problems like these?
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Hi, I love a robust multiplayer community. It's not as fun to logon only to see sparsely populated servers. I like as many players as possible. I was wondering why it seemed there were half of us on 1.08 servers that I could join (mine is the Atari ARMA: Combat Operations bought in the USA) and another half of unjoinable servers that indicate themselves as "1.08" yet they are X'ed-- if I try joining anyways it says "unrecognized version". Anyone know what's up? Beta patch I don't know of?
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What is the name of this gametype ??
ModaFlanker replied to Kevlar2007's topic in ARMA - MULTIPLAYER
Yup, that is Karrillion's RTS-4 maps. He made them for Operation Flashpoint and now for ARMA. Is there any other mod that allows helicopters to hitch vehicles and carry them around the map? I haven't seen it elsewhere. I LOVE THAT HITCH! (Can't hitch heavy tanks though.) I love building a large tank force and sending it out and then watching from soldier cam, zooming out to see the whole battlefield. Soldiers that find a mountain that has a view of the enemy's base so they can lasertarget it for bombing with GBU bombs.. -
Yup, that is Karrillion's RTS-4 maps. He made them for Operation Flashpoint and now for ARMA. Is there any other mod that allows helicopters to hitch vehicles and carry them around the map? I haven't seen it elsewhere. I LOVE THAT HITCH! (Can't hitch heavy tanks though.) I love building a large tank force and sending it out and then watching from soldier cam, zooming out to see the whole battlefield. Soldiers that find a mountain that has a view of the enemy's base so they can lasertarget it for bombing with GBU bombs..