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nkenny

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Posts posted by nkenny


  1. Hold Fire and Stealth

    I'm thinking that most of the problems with Hold Fire lay with the 'Bounding Overwatch' that is often forced with Stealth and Danger modes. (used to be initiated by going PRONE too)

    The AI will often senselessly navigate and SPRINT to forward pieces of cover. You might not see it happen, but the AI still compromises himself. Thereby resulting in premature firefights. :P

    Stealth mode REALLY needs to affect the MOVEMENT SPEED of the AI.

    The stance chosen REALLY needs to be chosen based on distance to enemy.

    -k


  2. It takes a bit more than that I'm afraid.

    You'll need to define an area to be defended (Trigger, Guarded by xx) And even so they will not magically communicate.

    Speaking of which this would be an excellent improvement drive for BIS. A simple 'contact sharing' Module. (where two squads could be synchronized to a module and then share target data.)

    -k


  3. <snip>

    It would be more comfortable to aim without crosshairs if the weapon was closer to your eyes and closer to the center like in Rainbow Six 3: Raven Shield, but that would very annoying in ArmA if it was like that all the time since the weapon would obstruct a large portion of your view.

    <snip>

    Good first post and welcome to the board. :)

    Your reasoning is entirely accurate. The animations are actually quite off-center and rather unrealistic. Look at the animations from the third person, you will see that the rifle is shouldered way to far out to the right. Particularly noticable when equipped with a holosight. This also goes a long way in explaining why it appears that your weapon is 'hipped' in first person. (when it is absolutely not)

    Also when entering Ironsights mode, your actual point of view shifts from your eyes and to a new 'camera' centered on ironsights. This centers the ironsights in your view; but isn't represented in the animations. Again producing an important disconnect between what you see and what is actually happening.

    Reworking some of the 3rd/1st person animations would go a long way in making crosshair-less play more comfortable! As is I doubt BIS has neither the will nor the resources to rework animations for OA. So the effort will undoubtably have to come from the community. (if at all possible)

    -k


  4. <snip>

    I was very tired and little dehydrated after a week of climbing, walking etc. But i still had some powers to run to that train with 22 kg (other 8kg was food) on my back and i did it, without stuff like closing eyes or falling down 10 times... of course i breathed very hard, but that`s all, only hard breathing. Of course it was kinda extremal situation, but being on battlefield is more extremal than to be late for your train.

    <snip>

    Did you wear body armour, carry a 5kg Rifle, a bunch of ammunition/grub/navigation stuff on your chestrig, and also maintain a perfect arma2'esque 25km/h running pace all whilst getting shot at?

    The biggest problem with Arma2's inventory system, which carries over to ACE2, is its nonsensical nature. Sure its a slot system; but why exactly do 40mms take up pistol slots?

    As much as I enjoy the visual nature of ARMA2s system. I cannot help but feel a simple list (with weight/CC) would have been a better solution.

    - k


  5. 5.56x45 NATO is not the same as a 5.45x39mm Russian.

    The NATO round might very well have superior ballistic capabilities. BUT.

    I think you ignore that many of the russian weapons have different capabilities, different ironsights, and much much more. Overall the 5.45 weapons seem to have less recoil than their US equivalents. Not to mention the blistering rate of fire of the Ak107.

    Or what about the fact that the Russians have a Scoped 7.62 LMG in their default Infantry platoons? HUUGE advantage. Not to mention the Dragunov.

    Arma2 is not balanced.


  6. AFAIK NVGs are exactly the same on both sides.

    But not issued to the same extent. In generic russian forces only Squad and Teamleaders have NVGs (as I recall)

    To make matters worse the DMR is easily comparable to the russian Dragunov. Aside from the fact that the Dragunov has only one scope setting (long range) and a 10 round magazine. Again the DMR offers superior performance.

    DMR wouldn't have been half as bad if it replaced the optics with something like an aimpoint and added slightly more dispersion. Come to think of it I haven't checked ACE2's solution. (I usually avoid the weapon like the plague)

    -k


  7. Do you think the audience is enough? Cause if yes, I can do rather easily. What kind of PvP mode?

    Frankly I haven't got a clue. But like needed for the main game. Something small and sharp. Something reasonably tactical. Something round-based Something addictive. Something simple and sweet.

    Hell. I'll settle for CTF. Best way to learn a game is through a medium with a high amounts of deaths/retries.

    -k


  8. Hi people,

    since i hadn't actually a chance to put my hands on the game in the last few days and many builds have been released (60902 and up), can anybody tell me how AI infantry behaviour was eventually tweaked ? If so, is it now more like 60588-60819 builds (softer sormation, longer bounding) or its just similar to 60890 - 60899 builds (harder formation, short bounding) ?

    Thx, i'm very curious/interested in that.

    If anything the bounds seem shorter, but the formations softer. Frankly its pretty hard to tell as the AI is terribly cautious and will often disobey a direct movement order to sit in a bush. :P

    Groups of AI tend to crowd around the same piece of cover too. Easy meat for a single MG burst or Hand Grenade.... *shrug* then again so do people.

    On a more positive note I've seen AI climb into towers (or lighthouses) of their own volition. That is nothing more than a simple GUARD - Safe order was given. This is amazingly cool; and I expect it might have something to do with the heavily urban landscapes OA seems to offer.

    Overall the AI is better than 1.04 but suffers due to unexplained behaviour and general lack of situational awareness. I submit the list I presented earlier as a set of simple tweaks that would help the AI tenfold in appearing real.

    -k


  9. ARMA2_Build_60902.zip

    Is by far one of the best betas I've played from a "squad control" point of view. The game is immersive as I spend much less time micro-managing the AI. This in turn makes the game a lot more enjoyable.

    The new formation and bounding alterations are very functional and the warrior skills of the AI has improved immensely since the 1.0 release. Even so I'd like to offer some thoughts on simple game enhancing changes that would offer significant upgrade for those of us who prefer hands on handling of the AI.

    MODES and ROE

    • STEALTH

      • Movement
        should ALWAYS be limited to walk/slow

        ;the
        single
        exception is when returning to formation form beyond 80 or so meters.

      • Stance
        should depend solely on distance to nearest known enemy.

        ;
        [if None or beyond 300-200 meters (standing), less than 200-150 meters crouched, less than 80ish meters prone].

        ; First exception. If the Squad leader drops prone, so should the entire unit.

        ; Second exception. If under fire the squad reverts to Combat/Bounding overwatch.

      Think about it. Stealth mode should be slow, purposeful and just that. SNEAKY. While the AIs ability to locate concealment is praiseworthy, his ability to inhabit and utilize it is the opposite. The AI will invariably RUN to his next destination and also spend an inordinate amount of time shifting through stances.

      I propose that speed and stance changes should be kept under rigid control in stealth mode.

      [*]
      COMBAT

      • Static/Stationary
        AI should invariably prioritize the
        crouched
        stance.

        ; First exception. If regrouping with Squad Leader.

        ; Second exception. If engaging enemy at 200+ meters. Prone is permitted.

        ; Third exception. Certain situations such as being damaged or "in danger". Prone is again permitted.

      • Fire and Movement
        within 30 meters. AI that engages enemy at close range should be able to MOVE (towards his next position) and SHOOT at the same time.

      Combat mode needs to offer deliberate and aggressive movement, combined with effective firepower delivered from reasonably protected firepoints. Again the AIs ability to recognize concealment is commendable. However the tendency of the AI to remain standing at the most inappropriate places and to limit his ability to engage targets by going prone behind cover. Leaves much to be desired. AI again spends too much time shifting between stances.

      AI in combat mode is obviously anticipating trouble. AI should be prepared to move at a moments notice. Preferring crouched stance while stationary is a reasonable compromise for this.

      [*]
      DISCUSSION

      The AI flows from cover to cover with a smoothness that is a joy to behold.

      Unfortunately the AI doesn't always get it. The AI tends towards two extremes of postures. That is standing and prone.In the psudo-realistic setting/situation ARMA2 offers neither are ideal.

      Doing the 'stance dance' (prone-standing, standing-prone) just doesn't cut it. Particularly in the close engagement ranges of ARMA2. Let us now take wisdom in how many player-Squad leaders force the AI to stick to the Crouched stance. Face the facts a crouched AI is more capable soldier, but forcing it offers a less than ideal solution.

      Shifting between standing and prone works fine as is for AWARE mode. Typically used when patrolling, fast-tabbing forward or reacting to a contact. However when a squad leader anticipates trouble and designates the COMBAT mode active. The AI needs to be concerned with speed and hard cover. Stance requirements change. Finally when stalking behind enemy lines or setting up an ambush. ie: typical STEALTH mode work. The AI needs to act accordingly. Slow speed,concealment and low stances are now priority.

    AI BEHAVIOUR VARIOUS BETA COMMENTARIES

    • Delta and Column (Compact) don't cut it.

      At least for player run squads these movements modes offer little. Mostly because the AI is forced to make odd roundabout movements to accommodate what I assume is the AI 'grid'

      ; Perfect solution would be if the player created a set of 'micro-waypoints' behind him that the AI could emulate. (ie: the player moved there, climbed over at those coordinates, through that bush, I should be able to as well)

      ; It be even greater if the micro-waypoint
      Trail
      could be recorded and stored for mission-creators to enable.

    • Suppression and Ammunition expenditure

      AI is still quite conservative with its ammunition.

      ; It would be great if the AI was more willing to enter 'suppressfor' mode by its own volition (possibly inversely proportional to skill. (recruits attempt to 'suppress' more often than veterans)

      ; More fire at "supposed" locations?

    • "Go I'm covering"xMillions bug

      Mentioned many times before.

      ; Simple fix would be to remove those kinds of messages FROM the radio. Make them voice commands. Immersive, clean, and easy fix.

    • AI and Area Fire

      The AI is still quite helpless when engaged beyond 300m meters.

      ; Perhaps the 'Supressfor' variable can somehow be tweaked to create a faithful representation of area fire?

    • AI and Grenade Launcher

      AI spends an large amount of time mucking about with the GL yet rarely shoots. After three generations of Bohemia games, I've yet to be hit by an AI 40mm.

      ; If it cannot be fixed. Simply disable it.

      ; Perhaps permit AI GL fire while using "supressfor" command?

    -k


  10. DMR

    Take the west sniper initially a five round 7.62.x51mm Bolt Action. Give it a dual setting scope (one good for CQB, the other equal to the sniper rifle). Give it a 20 round box magazine and a semi-auto rate of fire. Oh, and retain the accuracy.

    By the almighty FSM.. Having said that I don’t think the DMR is fundamentally unbalanced; it just the weapon best adapted to the typical ARMA2 engagement ranges and situations. Particularly coop, but it carries over reasonably well for pbp situations.

    Assault and Field craft

    Even so I find it surprisingly possible to do well at closer ranges (sub-200), provided you’ve got the patience to get there, in tooth and nail PvP. To a large part because the many PvPers are so accustomed to long engagement ranges. They don’t expect you to pop up within comparatively close distances.

    They key here is field craft. Utilizing your terrain to maximum advantage. The imperative is NOT getting tunnel vision. Just as you are exploiting the tunnel vision of others, you must guard your own flank. I find simply not taking a scope the easiest way to accomplish this, but each to his own.

    In the end…

    Arma2 isn’t a balanced game. It shouldn’t be and was probably never meant to be.

    - k


  11. In reality, it's actually better for armies not to kill soldiers, but incapacitate and highly wound them, because then your units have to contend with managing the wounded people. And in a military like the US and Israel's, you're gonna want to evacuate these troops immediately, so it puts a much bigger strain on the units in the area and delays completion of objectives in a lot of cases. Count with that the psychological effect achieved from seeing a friendly soldier without a leg screaming out for his parents is probably much higher than seeing him simply die.

    Urban legend spread by crafty Sergeants and (lying/uninformed) Politicians since the inception of the 5.56 Caliber weapon systems.

    Believe it or not. Armies, guns, and tanks are all designed to kill people dead. Yes, even the 5.56 or 9mm. Consider this. If you don't kill people dead, yet win the battle. Now you are stuck with ferrying around all the enemies wounded.

    -k

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