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Sauragnmon

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About Sauragnmon

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  1. Sauragnmon

    Akm74 released beta of bmd3,btr80,bmp3

    I'd love to see a ZPU-4... a little outdated, but still... quad 14.5mm machineguns... that would just be power incarnate... just to hear the rapid thumping of the guns, panning them across the skies or the ground, mowing infantry down with them... mmmmmmmm...
  2. Sauragnmon

    Seb nam pack 2 (full) or 3

    Damn... I'd love to play a round on a Nam map with tunnels... just that claustrophobic "what the hell's around the next corner" flashlight and handgun tunnel-crawling experience... that would just be insanity for me... I'd be in love with that...
  3. Sauragnmon

    The s.j.b. handgun project

    I'd love to suggest that some Russian handguns be included in Pack 2 or later... like the Makarov, Grach and Rook... you can find stats for them at www.guns.ru and they're pretty reliable. I'd love to see somebody add an An-94 Abakan for the Russians... something about that 1800rpm on an assault rifle... makes a SAW look weak... just gotta get that feel once... Thanks!
  4. Sauragnmon

    Addons at ease!

    If I may make a simple suggestion... if the BSI team is going to be supporting the mods, why don't they produce an EXE command line switch that opens a pre-game window to select/deselect the mods that the user wants activated, if they're going to put in the whole installer idea. And furthermore, in situations where multiple mods require another mod installed so they have some little tech base to work off of, why doesn't the team derive the tech necessary from the mod in question and make it a standardized feature after some thinkwork... it would remove a lot of legwork of having one mod installed and constantly running in the background, possible other sections of that mod weighing in on the RAM requirements of the game, and thusly make it much much faster for the team to put these mods into an easily accessible area? I am speaking from a simply techie sort of angle, because if we make things more simple for the average newbie and the person who hasn't got a clue where to look, it should likewise be simple to apply the system. What use is a simple to use tool, if it requires twenty other steps before you can use it in the first place? Just a thought. *wanders back to drooling over the BTR-80 and hoping it doesn't require any other mods to run that he'd have to go digging up*
  5. Sauragnmon

    Addons at ease

    If I may make a simple suggestion... if the BSI team is going to be supporting the mods, why don't they produce an EXE command line switch that opens a pre-game window to select/deselect the mods that the user wants activated, if they're going to put in the whole installer idea. And furthermore, in situations where multiple mods require another mod installed so they have some little tech base to work off of, why doesn't the team derive the tech necessary from the mod in question and make it a standardized feature after some thinkwork... it would remove a lot of legwork of having one mod installed and constantly running in the background, possible other sections of that mod weighing in on the RAM requirements of the game, and thusly make it much much faster for the team to put these mods into an easily accessible area? I am speaking from a simply techie sort of angle, because if we make things more simple for the average newbie and the person who hasn't got a clue where to look, it should likewise be simple to apply the system. What use is a simple to use tool, if it requires twenty other steps before you can use it in the first place? Just a thought. *wanders back to drooling over the BTR-80 and hoping it doesn't require any other mods to run that he'd have to go digging up*
  6. I know pretty much that if it's been made, they have a model for it in OFP, but has anybody done or tried to do rocket artillery? I've seen the LAW rounds drop in flight (much to my frustration as I tried to take a Vulcan out at long range, many re-loads later I finally got the round on target and silenced it), and was wondering if somebody's done things like the infamous BM-21, BM-27 Uragan and BM-30 Smerch (my fav). The easiest ones to do in the rocket artillery areas would probably be the BM-21 and TOS-1, since they're built off Ural and T-72 chassis respectively. I was just wondering if anybody's done them, and if so, where I can find them, among many of the other really cool vehicle addons.
  7. Sauragnmon

    Btr-80

    Enjoying the air time? Question, will the BTR-80 model with the 30mm Autocannon be added in addition to the standard original model with the 14.5mm Machinegun? In addition, has somebody put in the fact that a 14.5mm machinegun is very deadly to helicopters? And my third point... I WANT!!! Oh yeah, a request, if you guys do an urban version, don't forget the wheel cages. that Aside, it's my favourite APC from Soldiers of Anarchy, come to life... I want to drive it sooooooooo bad... and please tell me it's Amphib like the BMP seems to be in the RH beach assault mission... I'd love to see the look on somebody's face as I take it out into the water, bring it around the point and up the beach, behind enemy lines. *grins*
  8. Sauragnmon

    Jumping

    Could have jumping increase your exhaustion, and wear down as you get more exhausted... like if you just ran a click and tried to jump, you wouldn't get as much jump as if you were fresh from the get go...
  9. Sauragnmon

    Top for tanks

    Personally, for all the annoyance, I like OFP's control for tanks.. and after working with the Hip in the one Red Hammer mission, I found that helicopters, though not quite the best handling as in a genuine sim, are fairly good to control... but I won't trade in Hind for OFP's flying of a Hind... never.
  10. Sauragnmon

    Can i change/edit the optics/zoom?

    I use the Optics mode all the time, myself. I find a lot of the guns are really good optics, excepting the M-60 and M-16. The PK's optics aren't all that bad, since they're the same optics as the AKS-74U and the AK-74/47. Though I have to say, my favourite optics package is the G-36. That nice little crosshair in the ring dead center in the sight is real useful... The Steyr comes in second, though the ring is annoying (I've shot with the ring sights, and hated them in real life). Aside from that, I stick to the AK, in its millions of versions, when I'm not gifted with the choice of the Dragunov. Like said before, the easiest way to handle a good zoom is to get the crosshair near the enemy you wish to give an increased copper dosage, switch into optics mode and pop the shot. I've also noticed that the recoil is lessened in the optics mode, thus leading to the thought that perhaps non-optics represents, say, shooting from the hip, which is a poor accuracy method anyways, and optics is an actual aimed shot. Just a thought there.
  11. Sauragnmon

    Interface discussion

    I like the mention of the voice interface idea... but not just for commanding teammates. I'd love to see it so that if you were to be standing near a civilian with a gun, you could say "You, drop the gun" and had your gun pointed right at him, and do things like hold people at gunpoint (I know, I'm a little more intuitive and a little more... rough than other people, but I'd love to be able to force surrenders out of units.) This would also be nice to do if you could snipe off an enemy unit's radio, so they had no outside contact, and then force them to surrender. Give each soldier a level of Morale or Nerves, of course subject to factors like if they're getting picked on, or picked off, by sniper fire, if they can see the enemy, so on and so forth (making things real bad for troops in Vietnam, like everybody keeps pointing out, as the Vietcong were a good chunk of the time, hiding). Also, I like the suggestion about being able to inventory the weapons on vehicles... this brings it a little closer to a FPS version of Soldiers of Anarchy (here's the part where some people go "What game is that?"). SOA is a squad-based RTS, in a post apocalyptic scenario, with a real dynamic campaign. You can take trucks with your team, and you really have to worry about squandering high quality resources (like T-80s, Dragunovs, and such) while asking yourself if you really want to take the umpeenth 9mm handgun. I always nickname, in the game, the Ural Trucks I can get, "Shopping Carts" because that's the purpose they serve for me, I drive them along, tossing all the ammo and weapons I can't tote around in them. It'd definately be a good thing to look at, being able to pick what you want to drag along in the vehicles, and what you want to leave stockpiled in your inventory back at the base. *knows he'd be ditching every possible M-16 for AKs in most situations, because it would affect any morale ratings if such were implemented, amongst forces using the AK's because it sounds like friendly fire* Sauragnmon.
  12. Some of the things I'd love to see in FP2: Vehicle Suggestions: -- First suggestion would be to make the interface with vehicles more intuitive... instead of treating the vehicle as a block, allow the player to stand on top of a tank's turret. Allow the player to fling open a hatch and spray gunfire down into the commander's seat or the gunner's seat, or alternately, drop a pineapple in for more fun. On most of the tanks, I noticed one armament was ignored, the 12.7mm top mount machinegun. This is mounted to the commander's turret, and would be a good thing to see added. Granted it's not something you'd see used all the time, but it really helps against massed infantry or enemy choppers coming in. Also, make the passenger carriage area in APC's/Trucks/Helicopters an "open" area, in other words, let the player stand in it, walk around, interface with the ammo crates inside the vehicle, but at the same time if they haven't got the doors closed, if they're standing up and the helicopter banks left, they get to see what the ground looks like, coming up real fast. Treating the player, sitting down in a vehicle, from the shoulders down as a solid block wasn't the best thing in my opinion. From the hip down would have been better, allowing a jeep without MG and with passengers, to become something interesting... Drive By Shootings anybody? It would make open-top trucks a lot more dangerous to attack, especially if the passengers can see you. --My next suggestion with vehicles, is that for aircraft, have a different customizable control set for them specifically. Myself, I play sims with just the keyboard, but in OFP, I grew to hate flying choppers, because of the nightmare my controls, set up for ground warfare, became when I tried to fly the Cobra, I had no Hud instrumentation, so I couldn't figure out what ym altitude was, what my blade pitch was, or anything. As you can probably guess, I Kissed dirt at high speed on my fifth or so pass on the convoy, since I didn't even get a crosshair to try and guide the gunner's rocket fire with. For the record, my most played flight sim is the only Mi-24 Hind simulator on the market, and I play it avidly. I would highly suggest that aircraft get the workover, the HUD should be displayed, with all the pertinent information: Blade Pitch in percentage to maximum/overtorque, Altitude, Climb Ladder, Rate of Ascent bar, Velocity in integer and tape format, Flaps/Breaks/Radar/IRST/so on and so forth And also, have some way to bring the thrust to pre-set levels, possibly in 10% increments or so. Infantry Suggestions: --Having a command on hand to take the stock of your rifle and knock down an enemy would be nice... just so you could run up to that sentry, knock him flat on his face and put a few rounds into his back. Knives and such are an interesting point, but some days, for me, I just wish I could knock down a lone soldier and empty a half a mag into him. (I know, I'm weird. But I just have the desire to do that in a game, at least once.) --Another suggestion for as an infantryman, is the ability to bury a stockpile. If the campaign is dynamic (as many of us are hoping it will be) the option to save that special PK you found, with plenty of spare belts, in a place you think you can get back to, would be good. most infantry get an E-tool, or last I knew they did, for digging in. I know that allowing the ability to dig a trench would be way too hard to code, but a foxhole could be an interesting piece of code to do. Dig a foxhole, or fill one in, or dig one, drop a machinegun and a good few spare belts in it, fill it in, and go waltzing off. Come back when you have a small squad, and pick it up again... Might be too hard to code, but hey, it's a dreamer's idea. Other Game Suggestions: -- A Dynamic Campaign (I knew you'd probably gleaned this suggestion from earlier ones, but hey) would be a great idea. I can't remember how many times in the US campaign I got frustrated because I finished the mission with a PK or an SVD, and the next mission I got stuck with an M-16. and I never use grenades in the campaign, so it even more so annoyed me to start the round with 4 clips and 6 nades. I'd just sigh, find a Russian platoon, and seek out at least an AK, secretly praying for another PK or, even more prized, an SVD and RPG-Nh-75. I always have, especially in the American campaign, prized the Russian equipment, because, especially PK vs M-60, the sights are a lot easier and a lot less cluttered. And then, on my wanderings, I found a G-36. And my curiosity took me, so I picked it up and took a look at it... (feeling much like a cave-man exploring an axe) and then examined the sight, and my entire tank unit could see the smile on my face then, as I saw the nice little crosshair in the center of the sight. An Assault rifle with Precision capacity... now we're talking. Anyways, I'm rambling. So to sum the story up, I got annoyed when I finished the mission with the G-36, and had the AK the next mission. Dynamic Campaign, much worth while. Sauragnmon.
  13. Sauragnmon

    Most wanted aircraft

    What I'd like to see, is as follows: Su-35 Super Flanker Su-39 Rook MiG-39 MFI (what's with all you western-loving people seeking out the Raptor... meh...) And for the record, CANADA KICKS ASS!!!
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