synch_c
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Posts posted by synch_c
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Treat the ai like idiots bacause they are. Tell them where to move, what to do, when to fire and what stance to take. You haven't got to do their job for them, just know their limitations and don't take any chances.
Use MOVE (LMB), STOP(1,6) and WATCH(ALT+LMB) all the time. Use ADVANCE to have one or two ai point men. Have all your squad HOLD FIRE until absolutely necessary. Even while under a HOLD FIRE order they will still cancel the order when they see themselves to be in danger. Use column when on the move and wider formations when expecting trouble. Have your LMGs cover open expanses and main roads in urban environments with STOP/MOVE, WATCH and GO PRONE. Keep your peeps in AWARE until mixing it up in the woods or towns.
Treat the ai like humans and they will always disappoint. Treat them like the sub amoeba intelligences they truly are and they'll sometimes surprise you in a good way. Remember that the enemy ai is just as limited as friendly ai but, like in any good game, the difference is you. I don't even open fire until my squad absolutely positively needs me to or when I'm afforded the rare luxury of security. If you're concentrating on a target or a group of targets you aren't concentrating on your squad and surroundings.
Most of all keep aware of your squad, your contacts, your position and your environment. Rambo only went lonewolf because the rest of his squad was dead ;)
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Long shot but but maybe you aren't going to the right guy. There's a guy already being healed by another guy. Ignore him. Look around and there's a guy laying wounded by himself. He's your boy. The action menu won't appear unless you have an action to perform. You roll the mouse wheel to make the action menu appear and select options, if there are then you'll see the new options flash up when you get near him.
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I don't think that's true. It was just bug in Arma 1 and they've got rid of it.Didn't work for me on clean cut 2. Blew up a squad on a field from behind a low stone wall 200m away while prone and in 3rd person I saw the two remaining enemy from the squad look straight at me and stayed covering me. Could be coincidence though, I havent tested it with a knowsabout text output.
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Think part of the problem is that satchels still count as high visibility weapons. Even if you blow them at maximum range with no enemy LOS all enemy within a large radius still get alot of knowsabout and will pinpoint your location as if you'd been spotted at the scene.
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People paid for this game and expect it to be able to work. If the game has so many bugs, why didn't it get released as a trial beta?I've got about as much sympathy for them as a maths student who didn't revise algebra and then starts mouthing off at the exam moderators because the exam isn't what they expected. They knew what to expect. They must have.
TBH I'm disappointed in ARMA 2. I think for eight years of developement OFP hasn't come anywhere near what it could of been. I was hoping for alot of the old OFP systems to be broken down and rebuilt from scratch but it just hasn't happened and probably never will. It is, however, still worth it's cost if you intend to invest the time and effort to get out of it what you want.
All this flaming and flame baiting is ridiculous though. I can't believe this thread hasn't been closed.
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Mission seems good. Blew the radar without incident on the third retry after I'd improved my approach but every time I try to use squad mates to use satchel charges they blow them as soon as they're out of blast radius. Putting me off playing this and like missions totally. Pretty sure it's a new bug because I've tested it with no addons in the editor and get the same results and I'm sure I can remember giving touch off orders in OFP without incident. Anyone else getting this?
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You are so right! North Korea threatens to wipe out America with a Nuclear FirestormThey did? Wow, that's brave. Or they didn't? And you're slightly insecure.
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More than they already did? All of these things were much improved for ArmA2.You can't say the inventory is much improved over ARMA. It's basically the same as OFP. I remember seeing shots of ARMA (then game 2) where the concept was to have a space based open grid and weight. Instead I'm still reloading disposable rpgs I cant pick up when I've got a SAW, being restricted to one rifle and making a tough and inexplicable decision about whether to carry rifle mod grenades or pistol clips.
My av goes from prone to standing behind sand bags under fire because I went too close to a crate. I have to aim and maneuver at ladders for longer than I do the enemy for a 1km shot.
The list goes on and on and so could I but there's plenty of people doing that already and I'd rather play. I'm not moaning about these things because I learnt to deal with them years ago. They didn't dissaude me then and they don't now.
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Bushes also. I was only just mouthing off at the game after putting two draga shots into a soldier at about 250m and not even wounding him. He was right behind the bush. It's abit excessive I think.
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I agree in so much as the old magic is back but it's still the old magic.
I would've liked more work on the animations, avatar control (fluidity), squad control, inventory, sounds and physics. Plenty of attention has obviously been spent on the graphics but you can't blame any developer for that. It sells. The ai I like. I gave up on ARMA very quickly because BIS seemed to have gone backwards from ofp and I'm mostly a sp and coop player. The (sometimes) micro movement, the covering and the suppressing is what is making me want to play this game at the moment.
If BIS have spent alot of time making the scripting, modeling and mission design more powerful and flexible then in my eyes ARMA 2 is a success. It's all behind the scenes stuff that won't be obvious at release but it's been ofp's trump card from the start. Only time will tell.
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When prompted by the pilot (or artillery officer for arty) open the map and click where you want the LZ (or arty strike).
The chopper rides are a bit glitchy in the campaign at the moment though, I'd stick to the heaviest transport you can get your hands on. If you don't feel like driving tell a squad mate to jump in the driver's seat, jump in the vehicle yourself and click on the map to have him drive there. At x4 time acceleration even the ai drive fast.
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This is one tough mission! The only real gripe I've got is that too much depends on the AA. Whether they perform dictates whether you stand any chance at all from what I've seen and their performance is flakey at best. I'd suggest reducing the amount of AA and jets. It's still a really tough job even on the rare occasion the jets go down very quickly. And yes, before someone mentions it, I have found the Strela in the crates but if you're doing that you aren't doing something else ...
Anyway, suberb design. Very challenging, alot of different tactics and avenues to explore and a thoroughly professional finish. Looking forward to your next one.
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All's well that ends well :). Can't wait to fly her. They fly over our house quite often at afew hundred metres and can't half make a racket.
wugga wugga wugga wugga.
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Thanks for the good mish Ubi! Worked ok for me although if Bravo had any infantry I don't think they arrived in the town. I just saw the LAV scooting around for about 4 minutes. Didn't need them with a ten man revivable squad with two machineguns.
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I have thousands of gold but can't seem to buy any units or anything but that goddamn default V3C (whatever it is) and default weapons.You can only buy the V3(?) at the capture points. If you're loaded use the fast travel on the map screen to go back to the main base and buy your units there then fast travel back.
The V3S(?) you get at main base is useful as it allows you to build defences anywhere, not just inside bases and strong points.
Haven't played many warfare missions but I'm attracted to this one because it's so nails. Dying to complete it.
Has anyone got anything useful out of Razor or the smugglers?
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To target with a mouse click. Select the unit or units in your squad, press 3 once (it brings up the engage menu) and then right click on the enemy that you would like your unit/s to target.It doesn't matter which menu you select. It only matters that you don't have the quick menu open. The quick menu doesn't seem to be able to recognize RMB. More of an oversight than a bug, really.
It annoys me as I have absolutely no use for it and can't switch it off. The command menu system could've done with a rehaul but, honestly, the quick menu isn't the answer. All it adds is an impediment to people who are used to ofp and ARMA controls and a crappy visual cue to new players that will need to learn the detailed menus to get anything out of a squad anyway. Don't want this to sound like a rant but the system wasn't broken before it was just clunky. Now, because BIS slapped on another layer instead of rethinking the entire design, it's clunkier than ever with very little added functionality and afew added frustrations. I'm sure I'm not the only one who feels this way about the quick menu and I'm sure BIS will address it when other, more serious, issues are resolved.
---------- Post added at 03:17 PM ---------- Previous post was at 01:44 PM ----------
Ah just found out why. RMB is assigned, along with backspace, to the "back" control which exits command menus. Delete RMB from the "back" entry in controls and targeting works as before.
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Anyone notice Disengage not functioning (or at least not obviously)? I could be mistaken but since OFP I could have sworn you could issue a Disengage command to cancel an Engage or Engage at Will command, now it seems to do nothing (not able to issue it even).Yeah I've had the same experience. DISENGAGE seems to be broken even when combined with a RTF. I had to give a move order to get the guy to come back. Thinking about it, maybe it might work with a NO TARGET.
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One thing that is bothering me ... when I give a map move order to a second unit the vehicle I'm in always follows the order as well. I can't remember having this problem in ofp or ARMA. Very annoying having to tell your stationary vehicle to HALT everytime you give a move order to a seperate unit. Even more annoying having to re-issue a move order that the vehicle you're in was following prior to the last move order. Pain in the arse when you're trying to organize a ten man, 3+ vehicle mechanized squad on a CTI mission!
I might be missing something but I can't for the life of me find a work around for this small but irritating thorn in my side.
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Hopefully I haven't misunderstood your issue, but you can select an AI squad member and left click on an enemy on the map to tell him to attack.I'm afraid you have. In ARMA 2 there's a difference between TARGET and ATTACK/ENGAGE. The difference is that sometimes it's desirable to assign your squad targets without them actually attacking or moving to attack range/angle (ENGAGE). For example an ambush can become a routine execution when you assign your ten man squad individual targets while under a CEASE FIRE order.
1: 2, target that officer.
2: Ready to fire!
1: 3, target that medic.
3: Target acquired!
1: 4, target that machinegunner.
4: Ready to fire!
etc etc
1: All, open fire.
This was a simple F2, rclick on target, F3, right click on target etc in ofp and ARMA. Now it's an extra keystroke for each order given to escape the crappy spacebar "quick" menu.
Remember; LMB is ATTACK/ENGAGE, useful for quick and aggressive take-outs. RMB is TARGET, useful for targeting non immediate threats for when they come into range or view. CTRL+LMB is FIRE, probably has more uses but I only ever use it for when I'm tank commander. ALT+LMB is watch direction, always useful as it can be used on terrain (watch that direction), fixtures (watch that house, tree, rock), units (watch that Rifleman) and can even be used on the map for instance to quickly set your four man special forces squad to watch east, west and south while you observe your target to the north.
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one six eject cargo.
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Best mission ever. For anything. Ever.
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Many thanks to all concerned for this great mission.
Couple of things though. I can't get my squad members to follow way point orders. They acknowledge the command but never move no matter what I try or which wp order I use. Also when playing opfor when I try to buy a ural it gives me a supply ural instead.
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ArmA have better in built voip system than PRThats an outrageous statement. It'd be better if it actually worked. BF2 voip is always clear and you never have to ask anyone to repeat themselves, even when they are on different continents. In a week of playing ARMA2 I've already given up on the vop. No noticable progress from ARMA at all. It isn't clear even when the transmission is 100% which is, in my experience, extremely rare. With some dev love and volume controls I think it could be better as the different channels is a winning idea but as it is it's, at best, white noise.
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Speaking as a long term ofp (since the demo) and PR (two or three years) player I would like to add something I think has been missed. PR's public teamplay is unparalleled, and it is; even the worst servers have 50% of it's players following squad leaders and the best servers have near 100% plus squad joining reqs and strict admins, but it relies entirely on one obvious and basic tool. BF2's voip is clear, crisp and seldom causes problems even with players from the other side of the world. ARMA's voip, while not a total loss, just doesn't cut the mustard.
Without BF2 voip PR would not exist. If you play your first game of PR, like it and want to play it seriously but don't own a mic, you buy one within the week. Comms are that important.
Without a better in-built voip you could model PR perfectly on ARMA2, exceed it in almost every aspect, but in my opinion the vast majority of players still wouldn't buy into the tight single squad ethic that PR relies on to raise it above the "TDM with flags and tickets" type game because of frustrations in communication.
I'd still play it though :) I never really got into ofp adverserial maps outside of afew "fun" DM maps and the odd game of warfare and CTI. However, I do think a good ARMA mission designer could make some great team vs team maps with some of the ideas from PR. I also think that it's inevitable that someone will try ...
I like this game but...
in ARMA 2 & OA - GENERAL
Posted
Unassign exit menu (I think that's what it's called) from RMB and use RMB to order TARGET instead of LMB to ENGAGE. That way he won't move, he'll just just wait for the opportunity to fire. I never use TAKE COVER and I try to use ENGAGE and ENGAGE AT WILL as little as possible. Better to keep them in formation or tell them where to go and what to target.
Also use your binocs to spot the enemy. Even with autoreport switched off and no target orders your squad will often (almost always in fact) get information from you on targets. I haven't tested this but I've noticed that as soon as I have binoc bead on an enemy squad my squad will open up instantly. This is especially good for MG fire coordination. Just looking at an enemy squad through binocs will help your squad with targeting at range.