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That guy

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Posts posted by That guy


  1. best way to improve the grenades as well as making them more realistic

    make them thier own selectable weapon, much like launchers and sidearms.

    when you select a nade, sing/holster weapon and pull out a grenade. switching fire modes changes the throw type, and holding down trigger adds strength to the throw (although it should add a little slower than currently implemented, with on screen throw strength indicators even with cross hairs turned off), and (as others mentioned) the throw only occurs when you release the trigger. when you click the right mouse (iron sites) you raise your other hand giving a general idea of where the grenade will land and its trajectory.

    additionally give all thrown weapons approximately the same trajectory. currently the frag grenade is thrown a 45 degree angle to where you aim wile smokes and strobes are thrown at a flat trajectory. this allows frags to be thrown like a friggin pro baseball player wile smokes are a little more realistic in 'average' distance.

    also i hope that the grenades are not covered in a thick coat of rubber :p

    with the new physx hopefully grenades will preform a little more realistically


  2. for some conspiracy theorists physically taking them to the moon and showing them the landing sites is not good enough proof :p

    some people just need something to believe in. and honestly they could do a hell of alot worse than this

    edit: i should also mention that those are some pretty cool pictures. its amazing just how small each of these expeditions were.its quite amazing


  3. i am going to assume that you meant "none" instead of "one". if those vehicles are not in the editor mission, then they maybe spawned via script, in which case you are probably out of luck. unless you want to go through each script file and locate them manually... and messing with complex spawning scripts is something i would not advise.

    an alternative is to simply add in what ever vehicles you want to the mission and have fun


  4. the Private Military Company (PMC) and British Armed Forces (BAF) mini expansion packs are downloadable addons that bring some new cools things to the game. as others have mentioned, the PMC campaign is 2 player coop and great fun, if you dont take it too seriously (like some people like to do). the BAF campaign is single player only, but a couple of the missions have mutliplyer coop versions. check out the main arma 2 web site for more details

    also, the campaign that was linked earlier (mighty justice) isnt coop compatible to my knowledge, unfortunately.


  5. Me and a freind just started playing the MP version of NC, and we have spotted a couple big problems.

    firstly, the second player starts armed with an m40 sniper rifle. since every mission takes place in CQB range and almost no opportunities for long range combat, p2 is worthless until he can get another weapon (makarov dont cut it when a horde of blood sucker are trying to chew your face off). additionally when hes killed, he respawns with the original gear (prob a BIS respawn thing, not mission problem). granted, it is easy too pick up the old gear from the body, but generally when you get hit you are out somewhere in easy reach of baddies and are usually just milliseconds away from a second lead transfusion.

    second, player 2 weapons and gear are not carried over from mission to mission. quite annoying to have to go looking for weapons at the start of every mission when player 1 retains all gear

    also, in mission 5 (where you wake up after blowout) player 1 starts with supressed G36c and not the M4 from earlier missions

    and the fixes for the bloodsuckers are great :)


  6. in general ArmA has always had good music, but (especially ArmA2) it has not fit very well into the missions. to me it seems that most of the games music is better suited for listing to, and not playing to.

    that of course changed with EW. those are some of the best ambient tracks ever. OA, BAF and PMC also improved on the "game" music and using it at appropriate times with appropriate tracks.

    and for a game as diverse as ArmA you really do need to cover the full spectrum of music sounds, from dramatic, quiet ambient, sad, epic, upbeat etc.

    im sure A3 will improve on this model.


  7. the issue with choppers detecting infantry is not an issue with the beta, but the game in general. i was playing the OA campagin the otherday (the flying mission, open season i think), and trying to clear that damn village is a pain. the AI gunner cant see infantry standing out in the open unless i got really close. of course since i was getting so close the inf were trying thier hardest to ruin my day. you have FLIR for a reason gunner!

    of course a fix needs to be very delicate. realistically it is difficult for air units to spot and ID targets on the ground with out marking or whatever. but a "fix" could easily make air units unrealistically deadly by spotting, IDing, and killing you instantly from great distances.

    i have not been keeping track of the betas, but has the issue of "watch" commands been fixed for vehicle units? i am terrified to give a command because you can never get an AI gunner out of it

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