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Shalashaska

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Everything posted by Shalashaska

  1. Shalashaska

    Dead at dawn public beta

    Downloaded it, tried it in singleplayer. It's got a great atmosphere and is quite a bit of fun, though as it is a beta there is some issues: There were really no 'oh my god' moments. I played with AI instead of players, but even so, I was more than able to handle every situation by myself for the most part. Too easy, basically. I don't want to spoil anything, so I can't comment too much. I like that it wasn't simply a 'throw a ton of zombies at the player' situation, but it ended up being too easy, perhaps because I used the AI. But increasing the amount of zombies, not so much that it becomes that typical mob, but enough to make you always be on your toes, would help. Also, where is the factory/target at the end?
  2. Shalashaska

    ArmA Addon request thread

    I hope someone might work on, or import, a fighter jet from OPF or make a new one. The engine may be better focused on ground fighting, but after i found that Harriers and the SU-37 (or 36?) can lock on one another with their missiles, I've been doing a lot of Ace Combat Type sessions.
  3. Shalashaska

    Evolution V3.0

    He wants to disable Rank and play Evo in his own way. I don't think it's our place to tell him that he cannot play the map a certain way else it ceases to become Evo. I know there are an unranked server that sometimes appears, but I don't know where to acquire that file. If you can find it Damp, you can maybe ask them about it.
  4. Shalashaska

    by the U.S. most feared weapon

    I said Shilika, but that was merely a brain fart. It's absolutely the Ka-50. That sound is unmistakable, and the worst part is not that it kills you as soon as it arrives, but that you Do not know when it will. It could pass over you with no problem whatsoever, or pass over you and blow you to pieces. Stinger's are too cumbersome to carry around, so often it's a threat you have to respond to, not react to.
  5. Shalashaska

    Evolution V3.0

    I have to disagree with that, as the role of either is simply by game mechanics too limited to force them into that role perpetually. Engineers and Medic's can't do the expanded roles they do in real life, and it would make them very rarely chosen if all you did was support. It would be better to encourage and persuade players to support with them, rather than force them to. Maybe if you made all kills equal half the points a soldier makes, that could be a good compromise. But I think simply giving soldiers an edge over medics and engineers would help solve the issue.
  6. Shalashaska

    Evolution V3.0

    Is there some knowledge on just what the Blackhawk can pick up? I can't see it doing anything except a hummer, if that. The Chinook certainly could do hummers, maybe strykers, but the amount of vehicles that could be lifted would be severely limited.
  7. Shalashaska

    Evolution V3.0

    Ah, that explains it. And that's true, but what if it was made so that instead of totally lacking the weapon option, you simply lag behind the Spec Op Assault/Rifleman? The pace for Medics and Engineers would be the same pace the game currently is (m16/mp5 at tier 1, then ACOG or M203 or M4 or m240 at tier 2, and so forth), whereas for a Spec Op Assault or Rifleman you would get a weapon one rank/tier above you one tier earlier. That way, if you do get stuck as an engineer or medic, you aren't totally prevented from serving in a combat-primary mode, but it requires the same amount of work it currently does in the game. Yet if you are a Spec Op or Rifleman, you get a slight edge over an Engineer or Medic. This should make those interested solely in assault to go with either, but allow those who get stuck with Engineer or Medic to continue playing an Offensive style at the same pace as Evolution currently is.
  8. Shalashaska

    Evolution V3.0

    I'm not sure it's been mentioned, but is there any way to gain more of a 'class' feeling with the possible slots you can join in under? Hear me out before we ready to firing squad.. I recently began to play Engineers when I had typically stuck to Medics, and really was thrilled with the role. I had no problem hopping around going to set up FARPs and repair vehicles located near and far, and enjoyed that supporting role. The problem was Engineering is often a quickly grabbed role, but not necessarily for what it was meant to be. Too often it seems like people take to the role because they have as many slots as a rifleman (Unlike the Medics) yet can set up FARPs to sustain their own affairs. What should be a team slot ends up as often being more of a self-sufficient lone wolf one. And when playing on a French server running Evolution 3.1, I was stuck with the Pilot spot, which was odd seeing as it has as large an inventory as the rifleman, but looks like a pilot, and basically is meaningless. I'm wondering if theres any way that the specific roles that a player can choose to enter the game under could not be made into more meaningful slots, rather than simply being three different categories: Those with full inventories, those with full inventories who are engineers, and those with limited inventories who are medics. Perhaps having it so that a player playing as a rifleman or Spec Op gains an edge in terms of acquiring better firearms than an Engineer or Medic. For instance, perhaps at private an engineer and medic are stuck with the basic kit, yet a Rifleman can get a m203 m16, and the Spec op an ACOG m16. Then at Corporal, when the engineer and Medic can acquire either of those, the rifleman can then acquire an ACOG with a M203, whereas a Spec op can get perhaps a Aimpoint m4. Basically, the combat classes attain one firearm from the next rank up a rank earlier than the engineer (Who get FARPs) or the medic (Who can heal). This could be expanded depending on if there's any other role presented. For instance, if Evolution 3.1 does feature a pilot, perhaps the pilot class can fly the Mh-6 from Private onward, but has a more limited access to firearms (Mp5s and M4s). I don't think you should be forced into your role with extremely rigid limitations, but I don't see why Engineers should be a class that gets all the perks of a designated soldier like a rifleman or spec op on top of FARPs when Medics are hindered in their combat role by a limited inventory. I understand that many may not like the RPG like aspect of it, but personally I feel like the way Engineers are now are kind of bugged. Instead of being a role best suited to support with some amount of offense, it's able to be a class which can fight on the offense just as well as a rifleman or Spec Op, yet gets the added bonus of FARPs. Essentially, if an engineer spot is open, there's no reason to go for it rather than for a rifleman or Spec Op slot. And of course, I don't even know what is and is not able to be done, so it is quite possible all of this is unable to be implemented if it were appreciated. But I do hope that something can be done to make the Engineer more of a support class.
  9. Shalashaska

    Replacement Pack -Ebud's US SF

    Good to know, and thanks for the extra link. As well, thanks for the addon itself.
  10. Shalashaska

    Replacement Pack -Ebud's US SF

    The link is down on the front page. Pardon my asking, but was the licencing of Ebud's units removed, or does the link not work for some technical reason? I'd love to utilize his stuff as a replacement, but..can't right now! Edit: http://armed-assault.de/downloads/replacement-pack---us-sf-11.html Think I found it, nevermind.
  11. Shalashaska

    1.08 Troubleshooting thread.

    The one thing that's probably as bad, or well close to it, as people yelling at the company and acting like it's a conspiracy is those who lash out at people who are having problems with the game and are frustrated, and act as though they are in the pockets of the company in question. Seriously, if you don't like people bad mouthing the company, there's a better way to say it. Reminding people that their complaints are legitimate, but that they should focus their frustration onto the ones responcible (SecureRom) is better than saying 'It's your fault, GTFO and fix it yourself', when considering the myriad of people with different systems (I'm not running vista, and I have this patch problem) are having a problem, it sure as hell seems like it's not their fault. Thank goodness BIS doesn't have people like you in their customer service. I imagine they might, but I hope you never get a job representing a company, for their sake.
  12. Shalashaska

    1.08 Troubleshooting thread.

    Funny that of all FPS game players, it should be us Arma-ians who know how to be patient. If you see the flash, it is already too late, after all.
  13. Shalashaska

    SecuROM problem - Error 7001

    MadDog, try not rebooting. I've found that when I delete the mounted devices, and do not reboot, it works. As soon as they reform themselves, the problem returns. The best solution I can suggest under these circumstances is that you export the files to a folder, delete them, run Arma, then import them when you are done.
  14. Shalashaska

    Install 1.08 patch right now or wait for fix?

    This 'works' for me. It works as in the fact that if I delete all my mounted devices registry files. It works. As soon as I reboot - they come back and it does not work. I'm willing to put up with this, since it's better than nothing, but I don't like the fact, and it kind of reinforces a feeling that this is not related to local computers but rather is a securerom error in and of itself.
  15. Shalashaska

    SecuROM problem - Error 7001

    Yeah, this is a pleasant friggin thing. Now it seems to have violated my firewall, it's refusing to load. Hopefully a reset will fix this, but while I appreciate the attempt to help, I'm not a big fan of how all these fixes that we're finding seem to risk more than they benefit. Dammit, Securerom, fix your own errors.
  16. Shalashaska

    1.08 Troubleshooting thread.

    Well that's cute. I have to delete my registry files every reset apparently to get it to work. I had it work, then as soon as I reset, I had them load again and require me to delete them.
  17. Shalashaska

    SecuROM problem - Error 7001

    Playing with registry seems to be quite hard core thing to do in order to play a computer game: it's really becoming a tough life being a PC gamer now a days.... This fixed it for me, I think. I deleted all the blue files in that folder.
  18. Shalashaska

    Install 1.08 patch right now or wait for fix?

    Well I'm not using vista, and the hardware is not too recent but not old, and it was working in previous versions. My problem is simply that it's stopping without any sort of way of letting me know what might be wrong. And that when it works perfectly on previous patches (Even working on the beta if I copy and paste the beta folder and shortcut into the game), is showing me that it seems like it's the patch and not my PC that is the problem, else I would have seen these issues happening earlier, and not specific to the patch. Edit: I was using the wrong startup file. The right one gives me the securerom error, so I'm still pretty sure it's an error related to them, and not the hardware. Maybe it isn't, but I'm not sure.
  19. Shalashaska

    Install 1.08 patch right now or wait for fix?

    A fix for those of us whom St. Peter chose to close the pearly gates of a smooth, 1.08 Arma on. I would definitely try it, and hope it works. If it doesn't, I hope we actually get a fix for this. There's no context for the problems...it just seems to choose who it effects randomly.
  20. Shalashaska

    Patch 1.08 - Released!

    I reinstalled US 1.06, then the patch, and now the game does not load. It just doesn't even go into the screen.
  21. Shalashaska

    Zmod (Crappy Zombie Mod)

    Love how this works. Feels like ARMA's fan-based contributions are a year or two ahead. I might suggest that the slow zombies have more health - I kind of liked how in the earlier beta (0.3 I think), I had a battle where 2 units of WWII guys (rustic rifles and such) one unit of spec ops, and another of those 'pulse rifle' marines were almost always nearly or entirely wiped out by a real horde of zombies, as they flanked, they absorbed lots of shots and even explosives. Maybe that's a bit extreme, but right now the slow guys seem too easy to kill. The fast are still nice and vicious, but the slow ones (And this may be as I was fighting in relatively open terrain, not cities) seem too easy.
  22. Shalashaska

    FOR WH40K fan

    Hopefully you can get the walking script used by that JDF's Mech? Looks great, regardless.
  23. Shalashaska

    VME Release !

    Ahh, so we can combine this with the ECP mod? Brilliant!
  24. Shalashaska

    ECP 1.085 Released!

    ARRRRRGG! I am absolutely estatic to try this but I realized I need to do the twinking again to have the BIS weapons be replaced by INQ's.. Still, totally worth the headache of that to get to play ECP 1.085. Thank you all very much for all your hard work. Edit: Wait. EECP replaces all the BIS-stuff with community-developed things, right?
  25. I am running the latest version of OPF: resistance with @ECP and a number of lesser addons. When I move to press the walk while aiming button (F), or the reload button ®, it often does not work, no matter how hard I've pressed it. I have to repeadly press the button for the effect to take place, and there is no set amount of times - it may work perfectly once, and the next require me to press reload 7 times. It seem's connected to addons, yet I've not seen anyone else complain about the issue, and I do have the -nomap added to my icons target. Is this an issue that is known or is public, or is it just something I've done? Thanks and I apologize if this was in the wrong forums, I only saw troubleshooting and few other areas to post problems with the game. Edit: It seems to have gone away, but it may be only temporary. A Moderator can feel free to delete this topic, I dont think there is a feasable answer to such a minor and irregular thing.
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