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Daniel

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Everything posted by Daniel

  1. We use green smoke to mark a safe LZ if necessary, red smoke to abort a landing (along with an abort call over the net), and yellow 40mm smoke rounds to mark targets for airstrikes. More smoke colours would be excellent. You can always pre-determine the meanings for various colours at the start of a mission.
  2. Daniel

    Bayonet/knife poll

    Also not a programmer, so I guess it could take a fair allocation of time to get working smoothly. But bare in mind it was implemented quite well by a modder from PUKF way back in OFP's early days, so it's definitely possible, i'd say especially by those with access to the engine.
  3. Daniel

    Bayonet/knife poll

    Crazy possibly. Not always a handicap in certain situations. But if you want to play this game, try this: Squad A has Rifles, Grenades and Bayonets. Squad B has Rifles, Grenades and Pistols. Squads A and B occupy a building. Squad A and B lob grenades at each other. Squads A and B run in screaming, empty their mags and kill most of each other. The remainder of Squad A stabs the remainder of Squad B in the face while they either reload or reach for their pistols. Any clearer? Oh, and you do realise you can still fire your rifle with a bayonet fitted? Also, people keep referring to CQB as if you're either fighting at distance or you're fighting in a house, as two distinct areas that never meet. Long range, grab your Barret. Short range, grab your M4. In real life (not talking from experience but it's to the best of my knowledge), and in ArmA II, one moment you could be engaging at distance, the next you're suddenly literally meters from your foe. It's not always a matter of bad planning or tactics, sometimes circumstances simply take you by surprise. Having a bayonet fitted allows you to deal with the chance that the enemy may close on your position.
  4. Although it seems an obvious one, will Arrowhead incude western forces beyond the US, as possibly implied by Ohara? Will Arrowhead by one of a series of expansions using the ArmA 2 engine?
  5. Daniel

    Bayonet/knife poll

    I think Pilfius somehow linked to Direct VOIP should be mandatory with any bayonet addon. TrackIR headbut as an optional extra.
  6. Daniel

    Isn't it just too easy?

    Or even better, find a bunch of people who make missions in the same style as you, make loads of missions and play them online! Then you're getting the most out of the game. I havn't played singleplayer since OFP. ...had a hard time beating Abandoned Armies anyway... :p
  7. Besides, I don't think this has the potential to be as bad as QG. The major flaw there was it causing some of the best maps to have QG dependencies. A middle eastern setting with the possibility of NATO troops should sell like wild fire.
  8. Less "game modes", more massive battles. For me, if you want to do that properly, you have to join or form a unit. Friendly AI is and always will be a headache. With shed-loads of like minded players, there is no limit to how far you can push this game.
  9. Daniel

    Tools Released

    So is anything friendlier in the new Visitor release? Want to get back in to terrain building again.
  10. Daniel

    Rotor collision

    Yes please to: Rotor collision with terrain/buildings resulting in rotors flying off or at least loss of rotor power - no bouncing or explosions. Rotors chopping up unwary infantry. But mainly the first one. If you can't land without 3rd person without attacking the nearest tree or pylon, you really shouldn't be flying.
  11. Daniel

    Bayonet/knife poll

    Where on earth is the fun in that? Looks like all the other clans are missing out big time. :p Also, epic posts Whiskey Tango and Ludovico Technique, you summed it up better than I ever could.
  12. It'd be nice to have a level of injury where the casualty must be CASEVACed back to a field hospital or forward ambulance, once stabilised. Otherwise with MEDIVAC choppers and field medics, there's no call for CASEVACs, which our unit at least and I suspect others would enjoy implementing. I'd say for gameplay's sake, have them back to full strength there, maybe after a mission determined duration.
  13. We're freakin doomed! I mean, yay, more content! Seems nothing's ever simple. :p I know I bitched no end about Queen's Gambit but I see this as being more of a Resistance expansion. After two screenshots? Are you serious??
  14. Seriously looking forward to a new map! And a developer made Apache! Can't wait. :)
  15. Daniel

    Bayonet/knife poll

    Forget knifing enemies. Bayonets are used by a large number of forces, and are effective. It's a fact of warfare, it's just baffling to see people arguing against it. The engine does support it, as it was modded into the 2001 version of the engine wayyy back by a certain PUKF. Surely the developers themselves would be best suited to implementing it? And anyway, surely the ability to stab a sword into someone's face over the internet is wanted by all?
  16. We so need this on a Harrier GR9! Impressive work, hope this finds its way onto British aircraft. :) *wink wink RKSL, looking at you!*
  17. Daniel

    Bayonet/knife poll

    And yet it happens in real life. Strange one isn't it. Who's to say how cut off you are from an ammunition supply? What happens if you're putting rapid fire down to keep back an enemy, only to find your resupply chopper can't reach you for whatever reason? I fail to see the issue with bayonets in ArmA II. They worked fine in OFP, besides a few minor niggles (to be expected in community created features). I don't see how they could be any more of a problem with the more advanced ArmA II. Hell, if a mission maker didn't want them in his mission he wouldn't even have to add them!
  18. Daniel

    Bayonet/knife poll

    The environment doesn't have to be target rich, could just be putting down a lot of fire. Still don't like it up em. Bayonets only.
  19. Daniel

    Drag? Carry?

    Not way points no. Literally click F5 then drag a blue line between the First Aid Module and the group leader.
  20. Daniel

    Piloting?

    If it's Evolution or Domination, then you have to get enough points in that particular mission to unlock helicopters. Or as said, in some missions only the pilot can fly helicopters. By default, any unit can fly a helicopter, see for yourself in the mission editor.
  21. Daniel

    Drag? Carry?

    It's not there by default because it's highly customisable. So you can add it so only your squad can get healed up and dragged. Or you could add it to every unit on the map. But then it might start getting laggy...
  22. Daniel

    AI too easy after 1.03

    "We" was intended to imply the Romeo 2.5 community, not the ArmA 2 community as a whole. We don't spend a lot of time sneaking around (apart from recce) so I guess that wasn't much of an issue for us. So my point that i'd rather have AI that shoots more off the bat, and is as accurate as I want them to be for our community (via the server settings) still stands. I'm happy that the issues been addressed, but from the 1st page references it seems they blatted the wasp with a bazooka.
  23. Daniel

    Patch 1.04 suggestions

    Please for the love of God get rid of the "mouse click action menu". This wasn't present in OFP or ArmA 1, and falling out of helicopters when attempting to engage a target has finally stopped being funny. Middle mouse button and Enter have been sufficient since 2001, and resulted in far fewer helicopter crashes.
  24. Addons aren't used that often on public servers (besides big mods like ACE) because they require all players to have the addon downloaded and installed. They are more common on private servers.
  25. Daniel

    AI too easy after 1.03

    Crap, this explains a lot. We were quite happy with the 1.02 AI, all we had to do was lower their precision. That way firefights still had shit loads of fire, but we could run with covering fire without being picked off every time. Please change it so that the AI will always fight for their "lives", and leave us to decide how accurate they are.
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