NoRailgunner
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Everything posted by NoRailgunner
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Cold War Rearmed² : Demo³
NoRailgunner replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hehe just add this sneaky separate "water object" to all CWR2 islands (except winter ones they could be empty or with ice/snow). As for TPW houselights shortcomings are that they will lit up things that don't have a light"bulb" source eg magic light on those iron stairs over oil pipeline + in mp people do see different lights at same location (sync problem). Guess its easier to place some wooden lamp post, check if they are working + can be switched off by a bullet or two. ;) Btw the M1A1 Abrams tank does have a bug where you can see the tracks through solid material (well known A1 bug - fixable). -
Cold War Rearmed² : Demo³
NoRailgunner replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Re-checked CWR2 water fountains on Nogova in A2OA: Mirov, Neveklov, Loukov and Lipany (2x) - they all appear only with a light blue texture unlike the transparent water texture of fountains on Everon. Btw instead of including TPW houslights incl. its shortcomings and requirements what about just adding few wooden lamp post (dim light) here and there? :) -
Cold War Rearmed² : Demo³
NoRailgunner replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Forgot that on Nogova the water fountains do miss the transparent water texture like they have on Everon. Btw is it possible to make non-enterable building have random dim "window-lights" switched on from 7:00 pm - 11:00 pm? Other things: some of those damaged walls around military bases could use a little more natural concealment eg 1-2 bush or tall grass. :) -
ARMA 2: OA beta build 96493 (1.62 MP compatible build, post 1.62 release)
NoRailgunner replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
IIRC the only vehicle that could possibly detect and jam a missile in A2OA is only the T-90 with Shtora (APS) system. All the other A2OA vehicles (with AI as crew or crewmember) should not instant-automatically deploy a smoke screen if they got locked by a missile or bomb. -
Will there be some faceplants implemented eg if player is trying to jump with a AT/AA launcher or heavy backpack or if he is too fast/slow? :D
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ARMA 2: OA beta build 96493 (1.62 MP compatible build, post 1.62 release)
NoRailgunner replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Dr.Hladik noticed in betabuild 96061 just set some AI choppers on airfield Loy Manara with waypoints over ChakChak - Sakhe - Khushab - Mulladost - Feruz Abad and back to Loy Manara. Usually they crash around Khushab/Jilavur. Btw in the OA SP Patrol Mission with AH-6 the Apache crashed into the hill close to last waypoint (where you can see Blufor tanks, IFVs driving on the road). Seems that Apache AI pilot couldn't measure how close the hill was.... instead if gaining altitude he speed up too fast and crashed. -
Smurf you only want to watch A3 player-cinematics with special effects.... admit it you can't play a game without stylish camera + color sfx! ;) :D
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ARMA 2: OA beta build 96493 (1.62 MP compatible build, post 1.62 release)
NoRailgunner replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
AI pilots (helicopters) do crash more often even in Takistan - happens with flyinheight 500 and safe behaviour. Would be better if AI pilots keep at least a safe distance to ground and do use a bigger terain collision detection radius. -
Suppression is usually only effective for the duration of the fire. No need for more gimmicks if the bullets + impact effects do make the player get their heads down, search for hardcover and stop their current mission/action. One bigger problem (mission related) on public mp is: "if", "how fast" and "where" the player is able to respawn. How many players feel really suppressed if they don't have to care about their ingame character or team?
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ArmA III suggestion: A problem that appeared on previous Arma games
NoRailgunner replied to Rytuklis's topic in ARMA 3 - GENERAL
Agree that the compass direction or angular mil would be the best choice for all! Clock system mainly-only for vehicles, general directions only if contact is (very) close and grid coordinates only if contact is (very) far away. -
ArmA III suggestion: A problem that appeared on previous Arma games
NoRailgunner replied to Rytuklis's topic in ARMA 3 - GENERAL
@DMarkwick: How does one now the watch/clock direction of the other if this guy is behind a object/hill or in an building or simply out of very close + visual range? Its imo better if BIS will include more clear and descriptive AI reports. Perhaps even add "to my/your/our left/right/front/rear .... " = no need to guess anymore when enemies are close. :) -
ArmA III suggestion: A problem that appeared on previous Arma games
NoRailgunner replied to Rytuklis's topic in ARMA 3 - GENERAL
Well the compass direction and angular mil are in common use by most if not all military organizations. The clock system only works well if all face the same direction. Btw its also possible to call some general directions like "Contact! Enemy infantry, 200m, to your left behind the big compound!". Would be nice if AI will use compass direction (or mil) most of the time, grid coordinates if contact is far away and perhaps general directions (left,front,right,rear) only if contact is in very close range ~50m or ~100m. -
Imo blurred vision or some fancy graphic gimmicks or camera shakes are ok from a camera perspective but not from human eyes. Perhaps some very slight hand- or armshaking effects would be enough to signal the player that he is stressed or frightend/scared? Some subtle, no dramatizing effects....
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How can a player feel "really suppressed" if he can respawn anytime and perhaps wherever he want? Player: "There too many bullets now, just go for tactical dead or click respawn.... " ;)
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RHS: Armed Forces of the Russian Federation 0.1.6 Released!(Updated)
NoRailgunner replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cross fingers for BMPT - something to scare a bit those "I play only Blufor!!" players.... :D -
Cold War Rearmed² : Demo³
NoRailgunner replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Some time ago I noticed that some trees are glowing with NVG on. Will test it asap and report back. :) -
Arma 3: Community wishes & ideas- NO DISCUSSION
NoRailgunner replied to Maio's topic in ARMA 3 - GENERAL
Dispersion of shrapnels (proper radius + sound) from explosives eg grenades, shells, missiles, rockets, bombs, satchels.... -
Invasion 1944 v2.6 (CO)
NoRailgunner replied to SFG's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great, thank you Inv44 team and Foxhound!! ;) -
Well A3 takes places in Greece (Limnos/Stratis) and the main factions are US/(UK), Iranian Forces and maybe Greek Resistance.... would be wrong to assume that all those units/soldiers could speak german language like their mother tongue. Its not too hard to learn english and understand those few english subtitles in Armaverse. "Wall of text" is exaggerating... perhaps start reading some books in english and compare it to the lines of text in a game. ;)
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Yeaaahh, a new "open all the tin cans with bayonet" animation!!!
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Invasion 1944 v2.6 (CO)
NoRailgunner replied to SFG's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hmm, what about a Inv44 "classic backup pack" (not now but later) - just in case something wrong with PlaywithSix ? Better safe than sorry... ;) -
Invasion 1944 v2.6 (CO)
NoRailgunner replied to SFG's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No all-in-one happy "final" Inv44 pack? *sniff -
Don't try to set all AI settings to 1 or UltraAI=1 that is imo just good to test AI on its highest + unrealistic skill level. Similar if you would set AI to the lowest setting.... ;)
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Controls Scheme & User Interface Feedback
NoRailgunner replied to HKFlash's topic in ARMA 3 - GENERAL
Which interface/GUI is userfriendly without beeing oversimplified - not cluttering the screen with consolish interface/symbols and signs? Which actions/commands are most used as regular grunt, which as team/squadleader and which of them don't need a visual feedback? What can a player remember + use with and without ingame tutorial/training missions? -
Just watch again and you will see where the RPG is flying (0:29). From the video you can't see who is behind the tank and what's really happen - other that the car is exploding, burning, smokin....