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Callsign

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Everything posted by Callsign

  1. To follow on but slightly offtopic - the first mission of Harvest Red would have had much greater significance if datalink had been a feature back then!
  2. Callsign

    TAC-OPS DLC discussion (speculation and hopes)

    To be honest, we don't really know that yet - but that would seem logical!
  3. Callsign

    TAC-OPS DLC discussion (speculation and hopes)

    @ineptaphid - this seems like the most appropriate place for things relating to the Tac-Ops mission pack. Please move this if needed. While I'm looking forward to the DLC, especially given the quality of the narrative and immersion aspects of LoW and the FFV Showcase recently, I definitely think BI has dropped the ball in not providing any platform improvements alongside Tac-Ops. It just feels like this is exactly the right time - like with every previous DLC. I'm not so fussed about extra assets, but with much better use of the ones we have (ie. making the most of their unique features/ characteristics). 8+ hours of game time seems good, but I'm more worried about quality than quantity. So here is my list/ rant of (not so) small things as suggestions: AI - 1. CBQ/ room clearance - for the love of all things Splendid - BI - you even have a whole mini game (Arma Tactics) surrounding this! Why on earth is this not in the main game when CQB/ building/ room clearing is probably the most procedual the AI can be. It just seems like madness that you continually avoid this area - even more so when your DLC is called Tac-Ops! As an officer or commander of AI, you should be able to give a command to clear a building and the AI carry it out. This is what 'Assign Red/ Green/ Blue team' are made for! You can then order them progressively to clear a town. Even better if you could coordinate artillery/ mortar strikes beforehand in-game. Company-level attack style. Please BI - do it now so you can learn for Arma 4. 2. Make exiting vehicles more fluid (why do AI always raise their weapons when getting out of a vehicle? - it breaks immersion when there is no enemy). Conversely, AI should hit the ground running in a combat situation. Some form of greater awareness for this would help massively. Please, either in Tac-Ops or Tanks DLC - especially considering IFVs and mechanised infantry. 3.. The AI need a militia/untrained behaviour profile (ie. no formations, random group compositions). Even Operation Game-that-shall-not-be-named had different infantry tactics. Syndikat should not fight NATO-style. Feel/ Immersion - 1. Seriously BI - stop with the lone wolf scenarios. No military does it - unless in rare circumstances. Snipers have spotters, SF work in fireteams, soldiers work in fireteams, attack helicopter crews work together, and so on. I don't care if I just have someone else (AI) with me while I do everything alone. But seriously. Stop it. It robs you of opportunities to have dialogue between the characters which adds depth in the game. As a result, SP can feel soul-less (ala Apex), so... 2. Add more conversation and dialogue. The short briefings at the beginning of most of the Showcases just come across as stunted and unnatural. The reason we connected with the OFP characters is because they said more and they were unique. We'll ignore Will Porter. Despite the -at times- flippancy, the opening mission of the Arma 2 campaign seemed perfect. Arrowhead and BAF were great too. 3. Add more military jargon to dialogue and maps/plans - it adds depth and realism to missions and provides a sense that you are a cog in a machine. 4. Use of proper radio procedure. This is a world most of us are not involved in but want to play - immerse us in the experience. 5. Tac-Ops should be the most 'green' Arma 3 will ever be. Just like Helicopters and Jets DLC should have been the opportunity to get into the technicality and specifics of those areas, Tac-Ops should get you up close, into the technicality of being an infantryman - of teamwork, skills and drills. Yes, we're nerds for this. Indulge us. I'd love to see others contribute in a similar manner. There has to be enough SP players like us to make BI reflect and change their mind.
  4. Callsign

    Orange DLC (wild) SPECULATIONS !!!

    Only one way to find out :P
  5. Callsign

    Orange DLC (wild) SPECULATIONS !!!

    Woo!
  6. Callsign

    Orange DLC (wild) SPECULATIONS !!!

    I'm pretty sure that it's just this guy (or a retextured guy like him);
  7. Callsign

    Orange DLC (wild) SPECULATIONS !!!

    Unfortunately I'm pretty sure that's a guy in a T-shirt.
  8. Callsign

    Orange DLC (wild) SPECULATIONS !!!

    Yup - an equally valid suggestion, I'm just suspecting Orange is humanitarian mission related (minefield clearance, convoy protection).
  9. Callsign

    Orange DLC (wild) SPECULATIONS !!!

    I think the update to the plow is an obvious sign...
  10. Callsign

    Orange DLC (wild) SPECULATIONS !!!

    @DnA I think out of all the DLC and Apex - Orange is the most exciting for me - keep up the splendid work! :P
  11. Callsign

    Orange DLC (wild) SPECULATIONS !!!

    I wonder if we'll see something similar to that in BAF DLC in Op. Arrowhead then? Transporting civilians or aid to a camp via a series of obstacles? Similar to @lexx's great Evac Convoy mission.
  12. Callsign

    Orange DLC (wild) SPECULATIONS !!!

    I hope BIS make up for the delay to Orange DLC by providing more teasers like this :P
  13. Callsign

    Arma 3 dev team decreasing?

    Ooh, please publish!
  14. Is R Ctrl+ L (Flaps Up) not working for anyone else? R Ctrl+K (Flaps Down) work fine. As does using the action menu. Clearly my keyboard isn't at fault...
  15. Callsign

    EDEN Editor BUGS

    I am currently unable to move the camera around after previewing missions I'm designing. I have to exit Eden and then open it again. It happens everytime.
  16. Callsign

    Jets DLC Terrains

    This surely is the next logical step for Eden *cough*BIS*cough* :D
  17. Callsign

    Sling Loading Feedback

    Is it me or is the scaling of the white distance circles in the SLA panel incorrect? Also, could the attachment/hook radius be more like a cone than a vertical cylinder? At present you need to be quite low and exactly over the cargo, when the length of rope you have would easily allow greater tolerance - especially when you'd likely have a ground crew helping out! If not - could this be adjusted in a mission .ext or .sqf file at all?
  18. Callsign

    TAC-OPS DLC discussion (speculation and hopes)

    You've already made a thread about this, there's no need to repeat it here given this is not a request thread.
  19. Callsign

    VTOL 4 Flight Model

    What?!
  20. Callsign

    Orange DLC (wild) SPECULATIONS !!!

    I think BIS could alleviate some of the flack they will inevitably always get by grounding how much hype the community manages to winds itself up with by limiting expectations. Surprises are great, but people's imaginations can go wild in the silence.
  21. Callsign

    Orange DLC (wild) SPECULATIONS !!!

    I think there is a need for BIS to start announcing what Orange DLC actually is, even if just stating what the theme is and then fully announcing later. I fear that if they leave it too long people will naturally be disappointed as they'll tend to expect more with increasing time. This has been encountered previously with other DLC and I would urge BIS to learn from that experience. It's often not a lack of communication, which I think BIS does very well, more a question of timing.
  22. I thought about creating a separate thread but here is as good... With the Tac-Ops DLC coming up I think it would be really good for BIS to run a mission competition like Make Arma not War, focusing on different themes that showcase different DLC features and that link into the Armaverse. It would be good to celebrate mission makers and scripters more!
  23. Callsign

    Jet DLC?

    That's what I mean really - it disappears into the ground at present.
  24. Callsign

    Jet DLC?

    Excellent work so far BIS. I echo dragon01's comments. Additionally, the ejection seat seems to disappear on landing - unless it bounces and I can't find it. Could it be made to land properly so as to be used as a prop - ala Behind Enemy Lines?
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