Quenaelin
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0 NeutralAbout Quenaelin
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Lance Corporal
core_pfieldgroups_3
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In this mission there should be deadline, if you manage to guard ammo dumps until morning and ammo dumps are intact then mission should end. I had this AI bug also, first when I played this mission I nailed only three enemies and one enemy was probably fleeing in fear or just hiding in the bushes and never attacked to ammo dumps, so I waited and waited until 10 am, still no trucks and no mission ending. Then I restarted mission and immediatly climbed top of the tower and now all enemies were attacking and I managed to nail all of them, so mission was ending. First I tought this was very realistic guard duty, as tedious as I remembered when I was in the army, but it was just poor mission scripting or AI weakness
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I am currently trying to accomplish mission where you need to guard three ammo dumps against enemy spetsnatz units, I already nailed all spetsnazes but one managed to sneak to one ammo dump and place satchel charge there, but wasn't manage to blow it up before he was nailed down. I have waited until to 10 am and trucks haven't still arrived to pickup ammo. This is quite realistic mission, becouse you really have to wait and guard tediously just like in army. Does anybody know what was broken in mission scripting or should I wait for more? I guess this is just another broken mission script, I am very tallented to broke mission scripting in ArmA. I remember that OFP was much better scripted, atleast those mission which I played, though I never finished all OFP missions.
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Have you consider that no one thought about idiot-proofing that mission because... no one really thought that killing all the SLAgs in that convoy is THAT difficult? Seriously. You either get tunneled vision a lot, or you're downright a baaad shot. I already said in my previous post that sniper rifle isn't my weapon of choice. I need to practise more with it
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Have you updated your game to 1.08 version, if not then do it. There should be command "touch off satchel charge" in action menu, even if you install only one satchel charge. Don't touch off charges before you have installed all five charges.
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Missions ending conditions should be scripted better, if your driver gets shot missions automatically ends, so you can restart mission immediatly again. It is really frustating to kill all remaining enemies hiding in the bushes, only to realize you can't complete mission anymore becouse mission conditions are broken Same thing in bridge mission, if your Humwee is destroyed mission should end with missions failed noticement -> "MISSION FAILED: Your transport was destroyed".
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Again, mission failed because you didn´t fulfill the mission requirenments. That´s not poor scripting, but poor aiming on your side. No, he's right about that. Such a simplistic mission should come with a plan B escape if the hummer is ambushed. CWC was full of plan Bs. That's because you have to be a uber-crap shot to not to nail all of those SLAgs in that mission... seriously, SPR and 300-400m engagement range = bliss, and how someone can manage to get pass you is really hard to understand. I have to admit that I let them pass me to close range just becouse I am so bad shooter with sniper rifle, I need 3 rounds burst atleast or preferably machinegun. I was hiding in the bushes and nailed them all in close range, but meanwhile they managed to sneak past me and kill my driver. I need more practise with sniping. Becouse my sniping skills aren't very good I used Jeep with machinegun in mission where you have to snipe high rank officer inside hotel, I just shooted his car and nailed everybody in the hotel with machinegun which was hidden behind trees on top of the mountain Not meaning to be nasty, but... eh... you need to learn to RTFB. For that sniper mission you are told to go on top of the water tower. With scenic views like that, you usually just need the first 3 shot to get the zero "right", and then it's a matter of just picking off the poor SLAgs. Heck, if you are quick, you can even nail 3-4 of them while they're still mounted on the truck, poor bastards. I've read TFB and was top of the water tower and let them to close range, then nailed some of them and came down from tower only to see enemy soldiers running past me to Humwee and killed my driver
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Again, mission failed because you didn´t fulfill the mission requirenments. That´s not poor scripting, but poor aiming on your side. No, he's right about that. Such a simplistic mission should come with a plan B escape if the hummer is ambushed. CWC was full of plan Bs. That's because you have to be a uber-crap shot to not to nail all of those SLAgs in that mission... seriously, SPR and 300-400m engagement range = bliss, and how someone can manage to get pass you is really hard to understand. I have to admit that I let them pass me to close range just becouse I am so bad shooter with sniper rifle, I need 3 rounds burst atleast or preferably machinegun. I was hiding in the bushes and nailed them all in close range, but meanwhile they managed to sneak past me and kill my driver. I need more practise with sniping. Becouse my sniping skills aren't very good I used Jeep with machinegun in mission where you have to snipe high rank officer inside hotel, I just shooted his car and nailed everybody in the hotel with machinegun which was hidden behind trees on top of the mountain
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I only tried to look what is good in these game restrictions. I try to say binoculars are cumbersome to use when in firefights and it isn't really wise to use binoculars when under fire, this kind of mod encourages using them like that. Binoculars covers both of your eyes and your situational awereness drops radically when you use them, they are bulky to carry around and you always have to take both your hands away from weapon when using them which makes it impossible to immediatly return to enemy fire. If you use binoculars right from safe observation location, it really doesn't matter how long time it takes to put them on or take them off.
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ArmA has many restrictions becouse developers wan't players to play game like being in real tactical situation and not to use wrong tactics. There is too many restrictions in this game, which all can't be game engine restrictions or animation restrictions. I am sure lot of these restrictions are made with purpose, not just to annoy players. for example: 1. You can't point weapon forward when you are running -> safety issue 2. You have to reload stationary -> requires cover 3. You have to change sidearm stationary -> requires cover 4. You have to use binoculars stationary -> requires good observation location So all these restrictions requires to use better tactics, I don't see any problem encouraging players to use good tactics. You could choose any other game and use bad tactics if you want.
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It "feels like it" when you're under fire because: 1) You cannot move while 'changing to sidearm'- you can't dodge, duck, run, or anything. 2) The animation is slow and lazy, and oftentimes you will get some odd behavior where it will go through another animation first. In short, it's not even remotely close to anything that can be construed as realism. The sad thing is that we have people trying to justify this behavior as if it isn't an obvious game limitation/bug/oversight. You completely misunderstood my post. I said the exact opposite of what you think I said. Yes I know, but if you include all these changes this game is becoming another FPS without tactical aspect. Now you are forced to take cover before you change to sidearm. Also with binoculars you are forced to search good observation spot before you use them. I don't like A.C.E's binoculars because they are too easy to use, its like designed eagle eye for close combat use, where you quickly look around corner and change back to your weapon right after spotting enemy. You should not use binoculars like that in first place.
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Babysitting is what I hate, why can't they give you own mercenary team to control, idea for buying weapons sounds fun. How about if I "accidentally" shoot AI team leader in the leg in the beginning of the mission to keep him safe, does mission end if I do that?
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Yeah, I read the briefing and run immedietly to ammo stash and killed all tanks with LAW launcher, but still there should be full magazine in start of the mission, who uses empty magazine when under enemy threat when you start mission = poor scripting = scripting bug. In my mission enemy was able to destroy my Humwee before I managed to escape with it, still got no end of mission. Then I killed all the enemy tanks and vehicles and I got no end of mission. I was just running around in the map without any enemies to kill and mission wasn't ending just becouse missions conditions were broken = poor mission scripting. I give you other example of poor missions scripting. Same endless mission thing happened in sniper mission where you are suppose to snipe Ural truck convoy from top of the water tower and then escape with Humwee, If enemy manages to sneak past you and kill your driver mission doesn't end, even if you drive Humwee yourself to escape location = poor mission scripting.
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I could drop any object in my hands and both move out of the way and draw my pistol in a ridiculously short period of time compared to how ArmA "models" it. Same with my rifle. The current binocular behavior is an animation issue with how ArmA was done, and the ArmA animation system. It probably wasn't high-priority to fix, or was too difficult to do after-the-fact. I hope that ArmA2 addresses this. It would be a welcomed change. Really, though, all the arguments in this thread so far about the "realism" of being locked in one place while drawing/putting away binoculars are completely and utterly ridiculous. It's almost as absurd as the arguments about how you can't reload and move at the same time in reality - utter nonsense arguments that attempt to justify a "feature" that is actually an oversight, bug, or simply an underdeveloped aspect of the game. Changing to sidearm doesn't take long time in this game, it only feels like it when you are under fire. You have to remember these are average times someone could take it faster or slower. I am usually otherside in these unrealistic/realistic arguements. I just don't want to make anykind of change for abusing binoculars in MP game, they should be used in long range observation purposes only, not in close range firefights.
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You could also move up and down with binoculars so it isn't restricted if you have some grass preventing view. Taking sidearm should take time it isn't instantly in your hand. Yes this is just a game and never can't be as realistic as real world, but I still like it more to be simulator game than another quick FPS game. Keep it as realistic as you can guys.
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The annoying thing is that you cant move around with them, not only is thing annoying when you come under fire (As you have to put the whole thing back in your pocket and grabbing your weapon before you can run away), but it is also very annoying when you want to move a few centimeters because some grass/leaves are in the way. Then again, its not that important, maybe for ArmA2. First when you check your observation spot, you must look that there isn't any grass preventing your view, so you don't have to move anymore when you take your binoculars out. You could do this kind of preview by zooming with your rifle sights.