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turin turambar

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Everything posted by turin turambar

  1. Badass one is very problematic. First, why use a cutscene when you call the airforce? I don't see shit in it, it's all black, because it was a stealth mission so I'm doing it by night. But more importantly, the A10 crashed 4 TIMES into water in the cutscene, failing the mission. edit: 5 times already. I'm going to try the dev version, and see if it's better there. ---------- Post added at 10:43 ---------- Previous post was at 10:05 ---------- edit: nothing, impossible to do.
  2. turin turambar

    [OPEN BETA] [SP] bCombat infantry AI Mod

    First place where I looked, of course
  3. turin turambar

    [OPEN BETA] [SP] bCombat infantry AI Mod

    So, uh.... where is exactly the config.sqf file?
  4. My progression has been "fair" and steady, as I didn't the clean Stratis sidejobs... in fact, I just did the first one right now (just before doing the last 'first hub' mission), obtaining some nice equipment (mx mg, satchel charge). If they are bandits, pirates, etc maybe they should have only pistols, smgs, revolvers, maybe some 5.56mm rifles? That way you could control somehow the balance. I'm liking a lot the variety of the missions and the imagination put in them. You have put some effort in making them feel unlike the typical "go and advance to point A and B and kill enemy soldiers!" which I played already for the 100th time. Yeah, I get the recommended objects are just recommended. For example when rescuing the girl you could go guns blazing, or you could go by night and with a silenced weapon avoiding most enemies, as I did. In some missions I noticed if you search well enough there maybe items that help you in the mission if you didn't get the recommended. And you know what, in Eye for an Eye I should have reverted and tried again hiring a pair of AT soldiers, thats what the functionality is for. The idea of the permanent stash is great. Not only because you can buy equipment bit a bit which gives you that rpg feeling of progression, also because it feels great to loot something in a mission (like a AT launcher, nvg or a explosive charge) and then use it in a later mission that recommends it without having to spend your hard earned money on it. It's the "you are smart!" compliment that rewards attentive players. And yes, I noticed in the first mission you can get free shit from the Ion chopper ;). And then I reached the second hub with its plot twist and new features. Permanent free mercs but in limited quantity, camp enhancements and defenses, buying vehicles... great. It's what BI should have made in their campaign. If anything, I hope I can come back to Stratis or have another set of hideouts to clean in Altis after the first mission because now I have reasons to win the extra money.
  5. turin turambar

    Action Button Mod

    It seems to me the flaw isn't the seat locations but how to interact with the objects of your own inventory. Stuff like putting explosives, setting timers, etc.
  6. Panzerfaust was inconsistent. I had problems completing it, related to the AI. I chose to cover the attack from the hill. The Black Arrow squad lost themselves in the west part of the combat area, sometimes they disappeared, sometimes they went back and forth in the fence area, only once I got to see them fire the Titan launchers, but I think they hit obstacles in the way like the bunkers of that area. The allied tank likes to step over their own allied soldiers at the start, in another occasion a 4 man AAF squad was behind a small ridge camping and chilling around (in the middle point between the briefing area and the objective), they wouldn't attack. And the goddamn MBT are so tough, I used up two pcml guided missiles in one and throw all the mortar and he was still alive. I did it finally restarting a few times until I tried changing roles and doing the main assault, then the Black arrow mercs used their titans much better, and also it seems our friendly tank had better luck and didn't explode within 120 seconds of starting the mission. So I "did it" without actually doing anything at all. All this is in the stable version, no mods. Eye for an eye. How much you have to destroy of the main base to consider it done? Do you have to kill all the hostiles? I used all the mortar shells and all the uav rockets and killed all the vehicles and 95% of the troops, do I have to go to kill the remaining 5%? (and you don't even need the uav or get close, you can use the mortar from the base and just 10 well space shells of the mortar destroy almost everything). BTW, the "change uniforms, use satchels" option is almost broken. When I changed uniforms, my very expensive backpack disappeared (which is bad enough) but also I couldn't carry the explosive charges because precisely, I didn't have a backpack to put in there! edit: ok the backpack didn't disappear in the second try. In fact the mission, if anything, was too easy. Getting the uniforms is super easy, just 4 guys, then you can plan 4 big charges, and blow up everything, return to the base, and finish it all with a few mortar rounds.
  7. Riot mission was nice, pushing the cars with the bobcat and scaring civs, though I had to play it twice because I had one of those occasions where you kill all (or it seems so) the enemies but the mission won't finish, because maybe some single enemy got stuck outside of the combat area or whatever. Mission designers should be very careful when designed objectives like that, sometimes a enemy runs away to a far away hill or he in in the combat area but he is stuck in a bush and you can't see it. Scaring the vip mission (the one with the uav) has been the best for now. Having to search and follow the car, choosing when and where to attack (and with care, you don't want to kill the vip!), all while avoiding aaf patrols and using the uav for monitoring everything felt cool as hell. A question, the "police" missions where you recommend police vest + beret... is there any penalty if you don't wear them? A npc that complains you aren't a real policeman or something like that? In the previous mission I found a police vest so having that, I just bought the beret so I had always the recommended loadout. Overall I like the mission variety and the feeling of progression, as you obtain more equipment and the difficulty and overall lethality of the missions increases.
  8. I imagine. Playing other user mission the other day, some AI soldiers just got... stuck, as in a logical closed loop, and they refused to move from their positions. Stuff like that still happens in Arma... (I'm a veteran of the series, started with the Ofp demo...).
  9. Closed. I was doubting between that, the usual Arma AI ;), and an event of the mission where a driver try to cross the checkpoint by force. Overall I'm liking the campaign, a very interesting one, combining good narrative and more free structure (choosing missions, buying and selling equipment, etc).
  10. Checkpoint charlie: one red truck instead of stopping in the checkpoint turned right and tried to skip it, so I shot the driver. But my buddy complained as I did something unneeded and now we had to hide the body. Is it a bug, is it intended?
  11. Ok, I finished the ransom demand. Still, it's a mission a bit clunky. If you happen to search a car by the left side of the stadium, you will find it in time, but if you start by the bottom side (the closest one if you were on the hill), then right, then top, you will reach the game over screen before you mount on it. Again, that's just luck factor same as the mines: "if you drive by this featureless terrain, you are blown to smithereens, you drive by this other featureless terrain, you will live". "If you search starting by the left side, you will continue the mission, if you search starting by the right side, you will lose it and have to restart". Pure trial and error. I would add a second car on the SE side, to increase the odds of the player finding a vehicle before the timer runs out. And that's of course supposing the player notices what's happening, a comment from tattoo guy saying "I think I saw a car on our way here!" would help some players so they can understand what they should be doing without putting a too explicit "get in a car and pursuit" goal. And because the AI is slow in comparison with the player, you can lose the mission if you wait for him to mount in the char. You are going to want to drive the car without waiting for the AI to catch up with you, which isn't ideal. After, you can assault the pirates alone or wait until the AI catch up with you, and he needs a good amount of time to walk 2.5 kms... Never mind that it's doesn't make a lot of sense that the chopper loses track of the enemy car depending of your proximity or not, I understand it from a gameplay standpoint, but it isn't exactly "realistic". ---------- Post added at 15:32 ---------- Previous post was at 15:01 ---------- Sauerland Express mission: increasing the detection radius of the trucks in the destination by another 10 mts wouldn't kill anybody. Stupid sergeant believed we hadn't delivered the trucks, just because one of them was a few meters away from the point.
  12. I use the campaign version in Steam. I will try to search for the car, but I went up to the hill to observe them, I don't know if I will have time.
  13. Every time the first hub loads... is it normal?? ---------- Post added at 10:37 ---------- Previous post was at 09:37 ---------- Very important pickup mission: frustrating mission, mines/ieds I'm not warned against nor I can see, it makes basically a trial & error mission where obligatory have to die in a few spots to know where you shouldn't drive the next try. ---------- Post added at 11:02 ---------- Previous post was at 10:37 ---------- Ransom demand: What are you supposed to do? The chopper starts reporting their positions, you are on foot stranded, and at one point the tatooed guy says "we lost them! we lost the money!" and mission is failed, even if while saying it, the chopper reports a new position of the car.
  14. ...and this is the mistake. I've been playing since Ofp in this game series. And when I'm prone in the grass and start hearing shots and bullets flying everywhere, I don't have any fucking idea of where is the enemy. And I have a surround system! The soundscape is too chaotic to detect the enemy position with it, and even with less chaos and only a few enemies, you just can guess the general direction (N,E,S,W). If the enemy is at a decent distance, it's even harder to know where he is. The AI in comparison have a sonar for ears, they gain too much knowledge about player position only through sound. There should be a cap.
  15. turin turambar

    Oculus Rift VR headset

    If you can move your head independently from the weapon, the gun scope would go wherever it would go, depending of how you move your head.
  16. turin turambar

    DirecxtX 12 for ArmA 3?

    Release date: Holidays 2015. Yep.
  17. turin turambar

    General Discussion (dev branch)

    Wooden telephone poles are indestructible and will damage a MBT if you touch them. They should fall, as most of the props.
  18. turin turambar

    General Discussion (dev branch)

    At 700 mts, while he is flying at 200km/h and in only five seconds? Wow you are good. But you see, most people aren't that good. I'm not saying that hitting a chopper with a M2 should be impossible. I'm saying right now the AI is a bit too good at it.
  19. turin turambar

    General Discussion (dev branch)

    I just checked it again. It also happens with technicals. Which doesn't have any fire control system...
  20. I think it's one thing to have a end, with a cliffhanger in a facet of the story, and other have the story ending without explaining... nothing (who was Miller, what's was he doing, and who was his boss, what was the device, who built it, what were CSAT goals, what about the AAF involvement, etc) and then, additionally, leaving the end in a cliffhanger (CSAT army attack again, retreat! The End).
  21. turin turambar

    General Discussion (dev branch)

    I feel the armor has an incredible accuracy hitting air vehicles, I've seen both friendly gunner AI acquiring an enemy chopper as target and downing it in a few seconds, and being in the role of the pilot and seeing how the enemy armor was super accurate on me, with long bursts that would own me. This with tanks, ifvs, etc.
  22. turin turambar

    Fixed Wing Flight Model (dev branch)

    A-10 isn't in the game. The A-164 is. Which is the successor of the A-10, according to the official lore of the game. We can imagine it has improved ammo, it won't use the 50 years old (in the time of Arma 3) GAU-8 and its ammo, but a more modern one with more power to take out modern MBTs. Why would anyone make the successor of a combat plane and then use the same armaments of the old one, even more when the old one have 50 years. Do the Abrams use a Sherman cannon? etc
  23. Adapt has 9 not counting scout missions, this one have only six. Though I won't complain of the length. I think with the three campaigns together (and the showcases) the game had a good duration as a single player experience. But I will complain of the lack of vehicle based missions in the campaign. Just infantry, infantry, infantry, ugh, just like the user made missions. edit: and yeah, the end is a joke, plot-wise. I hope the proper end won't come in a paid DLC...
  24. Btw, also in Preventive Diplomacy, once you regroup with the IFV to attack the town... is the IFV supposed to fight along you, like in the previous missions? He stays in the same point all the battle.
  25. Yeah, but it's a scifi concept as hell. The Earth is very big, if you haven't noticed :P, a human made device with the enough energy to shake an entire region, in 2035... pfft.
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