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That guy

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Posts posted by That guy


  1. Bio and Chem weapons are strategic weapons, and dont fit very well into armas more tactical level focus. they would fit better into a grand strategy game like hearts of iron where the longer term and 2nd 3rd order effects come into play.

    since in arma you are the boots on the ground, you get hit with this stuff its pretty much game over. they can make a good scenario, but its still game over if they are ever used. they could implement some big advanced CBRN system into the game, but what is the point?

    it seems like alot of effort just for a simple "game over".

    a mission maker can simulate the same thing if the mission calls for it. a scud lands, blows up, some one calls "GAS GAS GAS", your screen goes blurry and you die. simple (in an advanved way :p)


  2. personally, i really dont see what such weapons would add to the game. besides, a skilled mission maker/scripter can already add such effects to the game with out needing a dev to do it.

    so i guess i just made my opinion useless :p


  3. to set up a disassembled mortar (or other crew serverd) pick up the tripod bag. move to where you want to deploy the weapon and drop the bag. get the tube or weapon bag (i forgot what it is called) and move to the tripod bag on the ground. look at it and in the action menu there should be an option to 'assemble weapon'. the weapon is now manable. you can now do a bryce outline with the arty computer

    hope that helps


  4. they smell like smoke. for the most part normal smoke. granted i try not to breathe it in too much or pay too close attention to the smell, so im not an "expert". im sure if you really tried you could smell the difference between the different colors :p


  5. this sounds interesting. so its like warfare but no base building? is there high command, and some AI subordinates? or is it only for you and your buddies?

    how does respawning and equipping work?

    so like i said sounds interesting, ill give it a shot later today

    edit: you should mention that its meant for ACE mod in the main post.


  6. i have been following this for a while, and it looks awesome. i am especialy looking forward to the armored units.

    i know you said that you dont want to turn this into another PRACs, but something has always bothered me about the taki infantry. FAL mags wont fit into their LBVs

    perchance you could add in a new infantry model with mag pouches that will accept a fal mag? :)

    maybe a machinegunner as well?


  7. modern US SAPI plates are capable of reliably stopping a 30.06 AP round, and multiple 762x39 hits with out needing to be replaced. though its always best to replace after a hit

    i am really hoping that A3 has better armor simulation. its just silly that i can kill US marines or US soldiers with a makarov by shooting them in the chest or helmet in A2 (i dont know the capabilities of the russian armor or plates, but im guessing it should stop pistol rounds)


  8. it seems highly likely there will be some form of warfare or high command in the campaign

    the whole "LONE WOLF TO COMMANDER" thing. plus the main character will be a captain. its his job to tell people what to do :p

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