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nkenny

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Everything posted by nkenny

  1. While I stand in the other camp, an argument for a modular approach is that some community create terrains require only the resources of CUP_terrains, not the terrains themselves. Which in turn reduces the mod load for players downloading such a release. -k
  2. Sweet! I have been using a slightly modified version in my most recent slew of missions. Players enjoy the features very much :) - k
  3. nkenny

    (SMA) Specialist Military Arms

    You make good points. This alongside Spartan0536s response leaves me very positively inclined to future releases. :) -k
  4. nkenny

    (SMA) Specialist Military Arms

    Wow, just goes to show how much personal preference goes into sound design. I actually like the SMA sound as they align nicely with the current vanilla sounds. In stark contrast to the sometimes overworked Toadie2ks or, woe is me, CUP weapons*. I have lurked the SMA forums, where there are more WIP pictures. If you haven't checked it, do so! This mod is highly anticipated. *Thumbs up* - k *Disclaimer: No, I am not interested in starting discussion on the topic of the sound design of these mods as a particular. Leave that to the appropriate threads.
  5. nkenny

    AI Discussion (dev branch)

    In regards to grenade launchers vs hard targets. I think that the added explosions serves to not only populate the battlefield in interesting ways, but may help confuse the crew to the efforts of proper AT weapons. In short, I like it. Indeed I think a strong case could be made to see the AI use more projected HE against soft targets. Specifically: (1) More active use of shoulder fired launchers versus slow moving helicopters and infantry. (2) The use of HE against garrisoned infantry units. The former can be experienced in modded games and definitely increase the tension of flying over enemy territory. Active projection of HE is effective and a highly visible indicator of danger and war, key aspects in establishing superiority on a battlefield scale. As to the latter, I believe that if the AI, and in particular vehicle crews, were more able to recognize infantry hiding in buildings, and dealt with them explosively, houses would become tactical terrain, rather than a blind spot in the AIs awareness. I can think of two chief arguments for such changes. Players do it. Human players are willing to level buildings and risk missiles against slow moving helicopters. And anyone who has been on the receiving end knows that being targeted thusly is dangerous, and alters the battlefield in meaningful ways. That the AI does not simply means the AI fails to operate in the same environment that the players do, and while perfect human intelligence is beyond reach, these changes are very much within reach. Destructive, projected HE, is fairly realistic. One would need look no further than pictures from WW2, or more recently Syria, to attests to the awesome destructive might of modern military hardware. The principal forces of Arma3, CSAT and NATO, are conventional armies locked in war. While policing/coin actions, like Iraq or Afghanistan, do not permit wholesale destruction of civilian property, all out war operates along different rules. However that is besides the point, I am not suggesting a case where civilian buildings are being targeted willynilly, it would require enemy presence. Indeed I can think of few negative sides to such changes. While it certainly isn't doctrine to fire AT weapons against helicopters, I submit that given the ranges and speeds, and capabilities of Arma3 weapons-- if the opportunity presented itself, the shot should be taken. A good hit is devastating, and the visual effect thrilling, and the projected HE has a firm suppressive quality. Again, that players do it is quite telling. Likewise one could note the danger of expending ammunition on non-traditional targets, thus leaving AI troops unable to defend themselves against armored targets. However both factions are saturated with AT/HE weapons, and very able to rearm and reequip. Isn't logistics a large part of modern war? I argue that the benefits outweigh the penalties-- the added battlefield control and exploitation of the tactical environment will pay dividends in both the short and long term. Indeed such changes may make the AI considerably more dangerous, houses almost deathtraps, but isn't this also the case against human adversaries? Modern war isn't nice. It is destructive and dangerous. In summary: Having the AI fire shouldfired rockets against more types of targets, and recognizing that occupied and garrisoned buildings also are valid targets for HE, would be great changes for gameplay. -k
  6. I had the same thing in the previous version. I did not however try to run without mods. -k
  7. Are you running the latest development branch version by any chance? I have noticed spawned AI not moving, when spawned inside buildings, but haven't had time to do a fine comb analysis. -k
  8. nkenny

    AI Discussion (dev branch)

    I agree with Ruebe. The thing is, once a squad is doing the danger dance, it is essentially pinned, or fixed in place. There can be no withdrawal, no rapid attack manoeuvres; only a gradual grind towards the enemy. Now this would be fine if we were only fighting in forests, but we aren't. In the open landscape of Arma3 being static is death. However, thats not all. If the terrain is favourable, in such that a squad is able to attack the enemy with impunity-- stand off range-- then that is what you would want to do. However, the danger mode acts contrary to this, by forcing a gradual movement shift towards the enemy. Adding insult to injury, the danger mode dance consumes important time that would be better off spent shooting. A squad positioned favourably would only move if the enemy was destroyed, or it started to take effective incoming fire. In either of these cases the movement would be rapid, and often away from the enemy, something which is unsupported by danger mode. It bears mentioning that this affects vehicles as well-- why would a well positioned tank or helicopter gunship choose to charge into an area, when it should be playing peek-a-boo with cover and generally engage things at maximum range? Worse still, the act of going into danger mode is automatic, and therefore essentially unavailable to the player-squad leader (or mission designer). As a long time player I find the most efficient use of AI forces is simply to toggle their stance. Go prone, when they should be afraid, keep them crouched, if assaulting something and abandoning them if wishing to withdraw or quickly assault. In the past setting them to DELTA or CLOSE COLUMN formation used to mitigate some of the danger dance, but this no longer seems to be the case. The combat modes are therefore pretty much useless in my eyes. In short, a squad in danger mode is essentially pinned, immobile and unresponsive. While danger mode works adequately in heavy forests, it is often a liability in other terrains. Having a way to break that suppression would be great. Both to protect player sanity, and to permit mission designers the option of creating 'WAAAAH STALINO!' type charges by appropriate forces. -k
  9. Praise. I have been meaning to make this post for some time. This is one of my favourite mods. While I haven't had the opportunity to develop any missions for it, I greatly appreciate the quality of the work, alongside the consistently applied scope of the mod. Not too big, not too small. Simply an excellent addon which extends the gameplay of Arma3 in small but effective ways. If I had but one complaint, it would be the sounds for the machineguns are a little too similar. Good job! Ken
  10. nkenny

    Commanding Controls Changed?

    AGM. Active?
  11. nkenny

    Firing from Vehicles feedback

    http://vignette1.wikia.nocookie.net/warhammer40kfanon/images/c/cd/Drive_me_closer_i_want_to_hit_them_with_my_sword.png (305 kB) ~ Goes excellently with the DLC weapons design.
  12. nkenny

    AI Discussion (dev branch)

    This. While decreased rate of fire offers a sturdy game mechanic, the lack of feedback as observed by a player only draws attention to "how dumb the AI is"-- where in reality it is the opposite. Reduced fire rate can come from many things; low server FPS, AI not having spotted the player, or simply low ammunition-- all of which are invisible to a player. To make the suppression mechanic DISTINCT the state should induce an immediately obvious response: An animation, A sound, Or other distinct behaviour. -k
  13. The new Vehicle Arsenal is a joy to play with. :) However, while the export feature is great, I really wish there was an easy way to read class names directly in the arsenal-- like it is in the editor. I guess this goes double for the weapons and uniform arsenal, where editing, exporting, hunting for lines of code, quickly gets cumbersome! -k
  14. nkenny

    Marksmen DLC Weapon Feedback

    I agree. It seems like BIS is going down the Warhammer 40k Bolter path of futurism rather than the sleek, miniaturized, and tacti-cool we're commonly seeing today. -k
  15. nkenny

    Killoch's MultiNational Pack

    Brilliant! Thanks for the release-- I use this mod pack in nearly every mission I make. Particularly happy about this change "Generalised ( i.e removed flags ) several uniforms.". Thanks, Ken
  16. Thanks for you excellent work Toadie2k! Your addons add exceptional quality to the arma3 experience.
  17. nkenny

    Jurassic Arma - Raptor Pack

    This is a fantastic addon!
  18. ALIABAD mission package by nkenny Version 1.5 Date 13.06.12 > DOWNLOAD @ARMAHOLIC Features - 3 Missions suitable for two to Six players - 5 Team vs Team scenarios suitable for four to twelve players - Supports SP, ADV and COOP play - Uses ACE wound system and supports ACRE - Explores many core ACE features. - Dynamic replayability - Playtested on dedicated servers. Requires: - ACE + ACEX - Aliabad - Tier One Operators - ACRE optional LIMA mission package: Inspired by the fantastic Aliabad terrain and Tier One Operator models made by McNools, I set out to create a collection of missions to utilize these. The missions follow a fictional unit designated SFOD-LIMA, on their mission to capture the former CIA catspaw Waheed Hisham Kader, and his stockpile cache of five FIM-92 Stinger MANPADS (Man Portable Air Defense System). Each mission features an extensive briefing file, dynamic elements for replayability, and a connected storyline. The mission package takes advantage of the most realistic features of ACE, and ACRE is supported as an optional extra. Extra thanks to scripts by militantsausage, krause, beta, and the mighty Kronzky. Version 1.5 adds a new twelve player scenario, Grandfather Wolf, in which SFOD-LIMA move in to snatch Waheed Hisham Kader, codenamed CHEROKEE. The Basics map has been expanded with a few small test scenarios to familiarize new players to the game mechanics. For the convenience of groups organizing scheduled events .txt versions of all briefing files has been provided. Team vs Team: Five new team vs team scenarios pits small squad sized elements in a harsh, tactical, and wholly dynamic environment. Ambient civilians, traffic, and heavily randomized starting locations combined with asymmetric mission objectives make these missions highly replayable. The old Dynamic, Take and Secure from Sentrystudios Infiltration is making a comeback and can provide endlessly variable gameplay. Enjoy. Credits: - Arma2 and Operation Arrowhead by Bohemia Interactive - Aliabad and Tier One Operators by McNools - Acemod by aceteam - ACRE by Jaynus and Nouber nou - UPS by Kronzky - Tactical Weapon Attachment Template by Militantsausage - AI Hear Radio by Krause and Beta Acknowledgements: - My testers: Calv, Clockwork, Aizen, , Rikkos, and Daftmedic. - Armaholic.com for hosting tons of wonderful missions. - Sixupdater for redefining how we play the game. Misc Pictures: > DOWNLOAD @ARMAHOLIC Regards, Ken Mikkelsen ---------- Post added at 07:08 PM ---------- Previous post was at 07:06 PM ---------- Placeholder
  19. by nkenny Version 1.0b Date 28.02.13 > DOWNLOAD @ ARMAHOLIC Features - 10 Missions suitable for six to 18 players. - Four Asymmetric Team vs Team scenarios with varied mission objectives. - Full ACE realism,with support for ACRE Radios. - Customize weapon attachments in the field! - 20 to 40 minutes playtime per mission. - Highly replayable. - Playtested on dedicated servers. Addons: - ACE + ACEX - ACRE optional Slow is smooth. FireForce TAKISTAN is a new multiplayer mission package which offers nine high intensity multiplayer scenarios, performed by an air mechanized infantry unit; mission package is suitable for six to 18 players. Objectives are varied, replayability is high. Charge your engines and read on. Smooth is fast. Do the difficult things, make the tough choices. These are cooperative missions that emphasise speed, planning, and aggressive executions. Fast roping, hot insertions, and rainbow6'esque assault plans is what this mission package is all about. Mount up, and make ready to push man and machine to the limit. Fast is lethal. When the enemy is human, the stakes are higher. Four of the scenarios are of an asymmetric adversarial, team vs team, nature. OpFor is encouraged to cultivate a fiendish cunning. The scenarios present a challenging environment, frequently urban, often populated by innocent bystanders, and weighted by civilian traffic. Enjoy! NB: For units not interested in TvT gameplay, each of the adversarial missions come with an optional coop switch. Ken Mikkelsen Credits: - Arma2 and Operation Arrowhead by Bohemia Interactive - Acemod by aceteam - ACRE by Jaynus and Nouber nou - Modified Tactical Weapon Attachment Template by Militantsausage - Vehicle Respawn Script by Tophe - AI Hear Radio by Krause and Beta Acknowledgements: - Nixxen: for producing a great video trailer! - Armaholic.com for hosting tons of wonderful missions. - Sixupdater for redefining how we play the game. Misc Pictures: > DOWNLOAD @ ARMAHOLIC Regards, Ken Mikkelsen
  20. Hey, looks like you had a blast. The PvP aspects of the Fireforce mission package is my pride and joy. Arma2, particularly combined with ACRE, makes for a fantastic delivery system for asymmetric objective based team deathmatch games. One life, no artificial boundaries, and no arbitrary equipment limitations-- beyond the thematic ones-- are designed to provide a robust and tactical sandbox. To further increase the replayability I have tried to introduce sensible dynamic elements. Objectives will start at different locations, but each location is handpicked and not the result of a fully randomized formula. The wish is to create tactically challenging scenarios which push the needs of teamwork one step further. From your video it looks like you had a fun time. Indigo Returns is definitely the mission which works best with smaller numbers of players. Bluefor, the attacking team, should generally try to outnumber the defenders at least 2 to 1. Else, I fear the advantage would be too much in opfors favour. Being the guys with a turban and AK should be hard. Earlier versions of the scenarios had opfor even without 343 radios! Bottom line is fun, and I am happy that you seem to have had that in plenty. Tangodown.nl videos are always entertaining, even if I don't speak the language (or my missions are played)-- seems like you have a good community going on. :) Ken
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