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Platoon_EFeKT

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Posts posted by Platoon_EFeKT


  1. You know what i'd really like to see? i'd really like to see the commander's turret on the M2 being able to turn right or left...

    On a multiplayer session, east usually gets a big advantage on a BMP vs M2A2 fight, because the commander of the BMP can rotate its turret right and left to seek and lock on targets, while the M2 cant... moreover, the BMP usually got 150(?) rounds of HE bullets and another 150 rounds of AP bullets, while the M2 only have the 150 HE rounds without the AP, so the BMP gets a very meaningfull advantage over west forces... I'd like to see this thing fixed, if its even possible or in the subject of ECP at all smile_o.gif


  2. Yea back to the topic - WHEN WILL ECP BE RELEASED?! biggrin_o.gif

    Curse you guys - im subscribed for this topic, so every time you post alot my e-mail gets bombarded with notifications, so i quickly rush in here to see if lots of posts means ECP was released, and every time im disappointed tounge_o.gif

    What about that "watch this space" picture on the 1st page of this thread? is it supposed to show a special feature or just another screenshot? and if its not a feature, why wont you take that screenshot already? im positively sure you can deliver a nice shot even with the mod still on testing phase smile_o.gif


  3. Say guys, is it any worth to start using DXDLL/FlashFX/E:ECP now, or i should just wait for the new ECP? What i mean actually is, will ECP include all those other 3 mod's abilities/qualities?

    Im asking that because im abit lazy to start downloading and testing all those mods, if i could just get them in one pack tounge_o.gif

    Another reason is that my clan playes on the ECL, therefore we have strict limitations about mods, we can use llauma but we wont be able to use ECP on MP games, for obvious reasons smile_o.gif so i dont want to use so many mods if i can just get most of them included in ECP...


  4. LOL dirt another good one smile_o.gif

    I have to correct you though, my nick is EFeKT... Platoon is the clan im playing in (www.platoon-clan.com) biggrin_o.gif

    I got something for you as well Dirt -

    As im an IDF tank commander (reserves) we were once stationed in one of the outposts in lebanon. One day the Hizbulla shot a salvo of 120mm rockets at our outpost. We usually have an early warning system tracking objects flying in ballistic courses in the perimeter, that can detect the launch point and the estimated target of the rockets/mortars, and it did work this time, so we had a warning about 15-20 secs before it droped on us. There were this tank commander (not me though :P) and his driver outside their tank - the commander was cleaning the bore of the cannon and the driver messing around with the catterpiller. Luckly for them, the left the tank comms on even though they were working outside of it, when suddently they heard the code word for the enemy firing, and quickly they jumped inside the tank. A sec later, 2 rockets hit the exact spot they were both standing on, each leaving a 1.5m deep crater in the ground smile_o.gifghostface.gif


  5. Nice story you had there Dirt smile_o.gif

    I'd just like to clerify this - RPG7 peneterates between 275-300mm of standard armour. Once it hits its target, it explodes on the surface of its target (this explosion can harm people standing by) and "injects" a hot (3000 C) liner of copper inside the vehicle, which drags scraps of armour inside the target to create frags effect, that usually kill and pierce everything alive inside the vehicle, and causing substantial damage to systems... So, yes. In most cases, if an RPG hits a chopper it'll take it and its crew to a short trip to hell ;)


  6. Yes, the weapon jam idea with these factors has been already brought up korzon smile_o.gif but it's good to know that people consider it an important factor...

    Anyway, going back to ammunition, but this time - AT ammunition.

    In OFP, when you shot a sabot round at the ground it'd produce the same blast effect as a HEAT round - a thing which is entierly not correct. AT rounds produces a very minimal explosion, because most of the round/missile's warhead is devoted to armore peneteration - most of the space inside the warhead is used for the copper cone and the exlosives behind it (for anyone who's familiar with armore peneteration techniques) so all of the explosion created by such a projectile is generated by that small amount of explosives mounted behind the copper cone, thus causing minimal damage to the surrounding, but delivers a serious blow to the armored vehicle.

    Ferthermore - when the armore is peneterated, it produces some kind of a "spark" and a very small shockwave that "drags" the target vehicle along with the projectile a few centimeters along its course - i think this effect would be a good addon to the game, if it'd be considerd, ofcourse... smile_o.gif


  7. Dusand, i did talk about 100% realism, but if you'd read my post to the end, you'll see that me and you share the same opinion. I also like the way the player currently die but dislike the way stuff getting blown away... (as acidcrash mentioned) i mean, im sure the engine's phisical calulations would be more percised in OFP2 and we wont see vehicles "jumping" around ages after being exploded, but i think the issue of a player's body flying around from a tank shell blast should be delt with more concern. i dont know what kind of calculation OFP's engine did and what factors he considerd when it displays a player body flying about 300 meters away from a blast, but i do think this kind of an engine behaviour should have been delt with a simple patch dealing with the game's physical measurments... it could've been the latest 1.46 or 1.91, but for some reason it wasnt one of the things the patch fixed, and that's why we should still put an emphasis on this subject to the devs... blues.gif


  8. Well, let me tell you - getting shot by a 5.56mm bullet and be knocked to the ground is all but a myth...

    When being shot by a .50cal (equals to 12mm) you'd probably tear the guy who's being shot at to a half (i.e. shooting someone with a .50cal in the chest would, in most cases, tear his upper torso to a half) so just imagine what half of it (5.56) could do, but i dont know if OFP2's developers would want to go down to these kind of details... rock.gif


  9. Yea, especially when you try to reload the magazine while running. you could be more precised in this action if you try to reload while walking or standing, or if you look at your weapon while reloading, so you'll have more chances to succeed.

    But this topic should be more elaborated - even though the first game had some realistic "deaths" (i.e. when the player get shot while running he falls and dies) i've never seen someone who took a bullet somewhere in his body and didnt fall back just from the bullet's impact... and i've seen some people getting shot at for real - believe me crazy_o.gif

    For example - a 5.56 bullet impact is almost equal to getting rammed to the ground by a big bull. putting aside the fact that 5.56 bullet will most certainly chuck your leg if it hits your knee because we'd like the player to still be able to play after getting only one shot - he should still be knocked down from the impact...


  10. I dont know if it was brought here before, but what about foot trails? in snow, mud, sand etc.? i think its rather elementry... smile_o.gif

    Besides, while i was in the army, one of the things i remember hating was to swich magazines under pressure and after running alot (or any heavy physical effort) - it's not easy, i gurantee you, so sometimes you unintentionally drop the new magazine or missing the right spot to place it into...

    I guess that in the first game, this feature could've already been implemented, because everybody who ever played OFP remembers the player's heavy breathing and having trouble to aim good after a long run. i guess it should mean more in the next game, like i mentioned above. smile_o.gif


  11. From the general posting here i dont think i ever encountered a major item that oddly should have been mentioned before (and if it did im sorry smile_o.gif ) - I think the new game should support in some way the missions from the first flashpoint... think of all the missions that have been done to the first game, all the work that the modding community done up untill now - even though the first game wont parish, it'd still be neglected and all the work should be done from the beginning once again.

    Enabling full mission support to the old OFP would make sure that:

    1. missions could be kept on being produced to the 1st game.

    2. modders from the 1st game's community would "feel comfortable" with the new game and start on making those wonderful things they do now without being forced to learn new editor techniques (even though i suppose the new game's editor would be more user friendly, there's always things that would never be the same)

    3. (the most importent thing) this would enable players which are playing OFP2 to play MP games with players that use the older game, thus creating a huge MP gaming potential at the minute the game is released.

    There are probably more good things about it then i've mentioned that i just cant really think about right now, but still as you see enabling full (or partial) mission support between the two games has alot of potential, to the gamers from one side and to the developers from the other... smile_o.gif

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