Daniel
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Everything posted by Daniel
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mechas and walkers - doom-bringers or death-traps?
Daniel replied to moach_mayhem's topic in OFFTOPIC
It's hard to think of a situation where a bi-pedal mech would be the platform of choice. Big mechs are impractical due to sheer weight and high profile. Smaller mechs might be viable if air transportable, as a sort of quick reaction asset. In this case it would have to weigh in at around 10 tons or less, unless designed around a heavier lifting future aircraft (V-44?). Perhaps a one man mech, say 3 or 4 metres tall, capable of providing accurate fire support in rugged terrain. More intimate support than most platforms while retaining armour against small arms fire. Could be something of a platoon level asset. But then it wouldn't be much use in a conventional war, where air superiority could be contested or lost. -
GossamerS Agreed. They should stick to content-only DLCs, which should in turn fund core engine development.
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If they made a Spanish DLC that was a comprehensive representation of Spanish armed forces, with a solid campaign and new terrain (larger than Shapur), I would buy it. Same goes for any real world armed forces.
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Sahrani managed it .... :p
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Well if you're talking assault rifles and effective ranges: about 300m or more? Certainly nowhere near 1000m.
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Vilas, What part of "Go ye therefore, and teach all nations" suggests they must only be Earth bound? What religion forbids the possibility of life in the heavens? I reckon it's a comet sample.
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ARMA 2: Private Military Company 1.00 released
Daniel replied to Dwarden's topic in ARMA 2 & OA - GENERAL
The only thing I was looking forward to was the map, but it looks pretty tiny. They could have at least had a less drastic fade at the edges, maybe made it twice the size with gradually less objects into the wilderness. -
Tell that to the victims of B-2 bombing missions. All assets have their weaknesses. As long as the commanders deploy the tanks where they will be useful, then there's no reason they can't be a decisive force on the field. If they want pinpoint accuracy, a lot of punch and a faster response than air support, a modern MBT is ideal. Obviously if they start rocking up in built up areas, they're asking for trouble. As I said, that's down to the commanders.
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Real Life Photography/Photo Editing II - NO IMAGES >100kb
Daniel replied to Major Fubar's topic in OFFTOPIC
Great details on the wings, good shot! -
ArmA II Photography I: Questions. Comments & Discussion
Daniel replied to =Spetsnaz='s topic in ARMA 2 & OA - GENERAL
Great action shots DaveP! Especially the street crossing, good capture. -
Jungle Wars: Island of Lingor
Daniel replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
^ Best "can't wait spam" so far! :D -
And that's precisely why it would be really nice to see a two-seater Tornado or F-18 addon. :p
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slang for Aghanistan.
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That said Javelin's don't have the logistic chain of a battle tank.
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Drugs + religious indoctrination perhaps. Might explain how they continue to try to fight on despite taking direct fire from 30mm cannon.
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ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
Daniel replied to Placebo's topic in ARMA 2 & OA - GENERAL
Momo firing from a commandeered Duhska Ardy covers as Dude flees inside Task Force Red in close quarters training -
RKSL - RAF Eurofighter Typhoon FGR4 Released!
Daniel replied to rksl-rock's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ha, tactical bird-strike :D Useful for shaking enemies off your tail. -
ACE 1.6 (Advanced Combat Enviroment) for OA/CO
Daniel replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good, it would make things a bit more interesting if players had to consider the extra weight or availability of something like SeeSPOT. Hope this gets implemented. -
ACE 1.6 (Advanced Combat Enviroment) for OA/CO
Daniel replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So that implies (IRL) you need two separate bits of kit to make it NV/TI capable? -
I think the world would be fairly shaken up if a military missile really had been launched without the consent of relative authorities. Think of the number of close calls caused by false positives, let alone an actual launch.
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Agreed, I think the little fence by the airfield makes it!
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We adored them, actually making bayonet kills became the stuff of legend in the group at the time. As long as no one killed anything "civilian", like buildings or cars. Then you got auto-stabbed by your team mates. :p So yeah, implementation wasn't perfect, but they made for some purely epic moments when rounding corners that no other game feature can boast. Typical example: You round a corner to secure a street for a crossing. There's a bad guy stood right there with his back to you. Do you shoot him, and alert any nearby squads to your team? Or do you take a few steps forward and scream "AV IT!" over TS2 as your bayonet stabs him in the guts?
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*Sniff* I miss the good old days. UKF's bayonets, Phil's tiger...
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Great work! Has a nice feel to it, especially being able to see the platform or the island in the distance depending on which you're standing. The shallow water looks great too. Should make for some cracking special forces raids.
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Yes but this is ArmA2. This lets us play out scenarios where politics has left the building and full scale war is in effect. If bayonets were used in numerous occasions in the latest conflicts, how often might they be used in a conventional theatre of war, where ammo can run scarce and air superiority is contested? (Not to say ammo doesn't run scarce in today's conflicts. Otherwise we wouldn't have seen bayonet charges...)