That guy
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Everything posted by That guy
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it really comes down to what you want your AR for are you going to compete with it? home defense? plink/fun shoot? if you dont plan on doing anything serious with it, i would say just get an inexpensive one. whats the point of getting some $2000 custom built, heavy barreled AR with a $2000 optic if you just are going to plink with it? if its for plinking i would also suggest getting the .22LR replacement bolt. (unless you are better off financially) it lets you shoot more often at a lower price i would suggest checking out one of your local gunshows, or www.gunbroker.com for general browsing and pricing (i dont know what your local gun laws are, but in my home state its very easy to purchase at guns shows, plus you can find some killer deals, get some very good info, and make some links)
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there should be an example mission bundled in already
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heh, i actually kinda like some of the blur effects. being suppressed, and running are good (have you ever had to run through a forest? try and focus on anything but where your foot goes next :p). also the "fatigue" effect when your are really tired is a nice little touch but the turning blur, i wont say i dont like it, but if it were to disappear i would not mind i have PP on low i think, just enough that i can see color filters and other PP effects that a mission maker might add it, but with out the depth of field effect (the one that essentially make the whole screen blurry). that i dont like
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my wish for arma 3. dont make it for another 5-8 years!
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in my opinion more than enough weapons something i noticed though, if you give one of your squaddies a different weapon from the pool, you loose that weapon next mission. for example i gave my guys an m240 and the m3 MAAWS. next mission those weapons were unavailable maybe add the persistent weapons to your squad as well? or at least add the weapons they use into the weapons pool after a mission if you want some help with texts, or dialogues, feel free to PM me.
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the scenario is not realistic in the slightist. in order for such an event to take place, would require failings on every single level of the intel and maneuver elements. a total utter failure. even down to the admin guys not making the coffee proporly. a total failure. but hey, WHO CARES :p this campaign has a much differant tone than every other campaign released to date (ok of the ones i have played), offical or user made. in every campaign you are operating from the position of strength (harvest red, arrowhead, crimson lance, black gauntlet (well, sorta), chesty puller, piorg, mighty justice, forgotten few, gambit royal etc) trying to uproot the insurgents, or break some other force down. this seems to be the only one where you are the weak one, the vulnerable one. it adds alot of tension, and makes the missions more exciting. oh, something else to add on. in the briefing screens, please add in where you start on the map. in several missions i had no idea where i was, or which way i needed to go. in many cases i needed to run around in circles for several minuets before i got my bearings. since i play on vet and with most of the visual ques turned off, it just made it needlessly irritating. so please add in start locations on the briefing screens :) and maybe start times as well. additionally, in several cases i have seen russian soldiers, napa fighters and some ChDKZ fighters in missions. is this intentional or just an accident? i most cases it just seems like you placed the wrong unit in the editor, because these guys are mixed in with the takis
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well im currently on mission 5. so far it has been very fun. nicely done so far the only real problem i have seen are some funky english texts (but thats easily fixed), and in mission 4 the rifle is not in the motor cycle. i have the mags, but no rifle.
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im sure we can all sit here an spout off a list of 50 things we would like to see the AI do/improve, but we do have to acknowledge just how sophisticated these AIs really are. they may look dumb, lack any grace or charm, but they really are very impressive. they are also misunderstood. when they get things right, people call them cheaters with x ray vision, and when they fail people decry it as horrible or broken.
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The Forgotten Few - SP/MP Dynamic Campaign for CO
That guy replied to KingN's topic in ARMA 2 & OA - USER MISSIONS
great changes! especially the one with the fog. i dont think the particle effect fog impairs AI vision. i couldn't get past mission 2 because of it. the enemy AIs would seemingly easily pick me off long before i ever saw a soul. and the change to the ZU23 ural might be helpful. its also responsible for failing mission 2 so many times. i think i only ever saw the damn thing once, and thats because it was tearing spark a new hole... great changes, i hope its stable :) -
SECOPS - COMBAT/TARGET - wounded only ?
That guy replied to cartier90's topic in ARMA 2 & OA - GENERAL
when wounded be sure to tell your AI squadies (5- 4). the new leader will send some one to help you out. if switching is available you can quickly switch to the new leader to prevent the AI from ruining your carefully laid plan, and or running to your own rescue. also with 1.59 i have noticed that AIs will come to your aid a little bit faster. -
BI Developer's Blog: An interesting new entry
That guy replied to Undeceived's topic in ARMA 2 & OA - GENERAL
ArmA 3? BAH, i dont want to see that for another 6 years (or more!). I am a little disappointed about the news, but just because they have 3 more studios and alot of new talent doesn't actually mean the core ArmA2 team has been messed with. There is no way that BIS would abandon its most popular product. expanding horizons is a good thing! -
BI Developer's Blog: An interesting new entry
That guy replied to Undeceived's topic in ARMA 2 & OA - GENERAL
i just hope that in some weird contorted logic, that all these puzzle pieces pointed twords the arma 2 content getting a nice fat upgrade to OA standards :D -
BI Developer's Blog: An interesting new entry
That guy replied to Undeceived's topic in ARMA 2 & OA - GENERAL
it has to be something big. i doubt bis would waste so much effort if everything was simply building up to a new chopper model. it maybe a new game, new arma 2 expansions/functionality, new offices studios or something. -
Conspiracies: Substance Releasethread
That guy replied to Sled88's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
yeah, as soon as the mission starts every bloodsucker on the map just hightails it right to your face. thank god they are not that aggressive though :p -
buckshot ammo is available in OA for the saiga and the m1014. did you just make your own ammo?
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had a listen on those QG tracks. i was very surprised how good alot of them were. i wish BIS would put all of its music tracks online for download. i wish i had OA BAF PMC tracks for general use
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BI Developer's Blog: An interesting new entry
That guy replied to Undeceived's topic in ARMA 2 & OA - GENERAL
I wonder if BIS is even knows what its hinting at? maybe they are just choosing random things to give out as hints just to see what you creative guys make out of it :p this famous phrase comes to mind "and now for something completely different" -
The Forgotten Few - SP/MP Dynamic Campaign for CO
That guy replied to KingN's topic in ARMA 2 & OA - USER MISSIONS
oh hell yeah! this was one of those campaigns that i was really hoping would get finished! hell. yeah. im going to give both the Chechen version and vanilla a try -
exactly! take eagle wing, it just would not be the same with out those music tracks. or in PMC in the mission TERMINATION. the music builds the mood (and if some of you played EW with music turned off, i suggest that you fix that :p) it all comes down to the right track at the right time.
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Call Of Namalsk - SP Mini-Campaign
That guy replied to wiggum2's topic in ARMA 2 & OA - USER MISSIONS
i haven't heard from wiggum in quite a while. :( I do hope that he can find some time and (maybe?) motivation to work on this. -
good to see some addons! looks good, DLing now. but I have to say that you did manage to capture some of the essences of both S.T.A.L.K.E.R. and stalker (film) and the roadside picnic (book) all rolled into one. there are jerks with gasmasks and guns, mutants and other hostiles just like the game, but on the other had you also have the loneliness and large unknown menacing zone, just waiting to eat your soul. when i played the demo mission more seriously (not just testing it out) i spent literally about 2-3 hours just walking around trying to get to the stalker camp. it was great. :D unfortunately it had gotten dark, and i had not found a better weapon. there is no way i am going after a blood sucker in the dark with that shotgun :p cant wait to see how you expand this mission. like adding more missions and dialogues and such.
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radiation kills and drains over a long long period of time. not in a matter of seconds... but the arma engine just is not suited to modeling the effects of radiation in a suitable way... in fact no game really does it well... i would say lower the time radiation kills, but then it has no threat... its a careful balance. maybe lower the damage done, but keep the screen blurring effect after you have left the radiated area its just annoying to hit a small patch of radiation, get a little hurt, back off, only to hit a couple more small patches of radiation for a few seconds and die.
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PMC (Lite) Operation Black Gauntlet campaign multiplayer. How many missions?
That guy replied to Hanzu's topic in ARMA 2 & OA - OFFICIAL MISSIONS
since BG is more oriented towards action, atmosphere and story the realism is skewed a bit (you can take quite a bit more damage in some missions, and freindly AI is invulnerable). as long as you dont take BG too seriously its great fun -
just DLed your mod. its awesome to see. however i have a couple questions about the bundled mission. is there some way to know where an anomaly is? it beeps, but with out bolts, visual ques or something elce it makes it very very hard to get around. you dont know if its directly in front of you, or if its 20m behind. healing. is there some self heal script or is there a "med kit" item that you can find? i ran into a small bit of radiation and just those few seconds of exposure was more than enough to injure. and in general, how do you deal with radiation?
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ARMA 2: OA release candidate build 78473
That guy replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
with out having played the RC, i can say please do not modify the anim speeds. as others have mentioned, it makes the game look... wonky if anything some default anims need to be slowed down. for example turning wile prone and reloading. now before you all flame me for that, lets be honest. you cant reload that fast in a stress situation the old reload speeds were good for arma 1 and OFP were you could not move. it compromised between vulnerability and reality (you can move when you need too) now, its just ridiculous that i can reload an m240 wile sprinting in a second or two.