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Whiskey Tango

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Posts posted by Whiskey Tango


  1. No you are talking shit actually you've already stated that "if your within arms reach of the enemy then your doing it wrong", which is total and utter shit of the highest degree and is saying other peoples tactics are wrong.

    Citing some tactic guide does'nt impress me in the slightest, if it advocates what your saying then it too is full of shit.

    Quite alot of us here have played since flashpoint and know how to play well and know what works, so keep your vast BI experience to yourself its not relevent because you seem to play one way and one way alone and engage in long range firefights.

    Just because you have never needed to use CQB drills does'nt mean it's not got a role to play ingame and many others will and do go CQB in their gaming experience.

    If you don't storm bunkers and clear trenches then you can't comment on whats needed to complete these tasks because you have no experience of doing it, so just exit stage left and let us wish for our bayonets.

    Never had a weapon on full auto speaks volumes. I'm glad I don't have to follow you into an occupied house.

    And then descending into pvp smack talk is just laughable and you completly missed the point were putting across and obviously lack any sort of tactical sense of your own. maybe your guide will tell you how to exit this post without looking any more amateur.

    Just give up, your digging a hole for yourself you can't possibly get out of.

    Or better still change your tactics and try getting up close and personal with the enemy for 50 missions and then come back tell us bayonets are'nt needed.

    Seriously on a hiding to nowhere with your weak arguments against bayonets just because you don't do it and some guide does'nt say to do it.


  2. Why, like Manberrie...if you play it tactical and in team, if you ever end up in a case your only defence is stabbing, you are doing it wrong. Meaning, you did at least two things wrong. First you get yourself in the situation where you end up without ammo and you manage to get yourself within arm lenght of your enemy.

    Wow tips lads, lets write em down quickly but we forget em.

    TBH you talk so much shit you must need wings to keep above it.

    If you are'nt getting up close and personal with the enemy THEN "you are doing it wrong"

    Protracted longrange firefights are not how you deal with incoming fire or entrenched enemy posistions.

    Fire and movement to push through and destroy the enemy and occupy the ground denying it to the enemy, is how you deal with the enemy, unless this is a world war 1 sim even then you need to go over the top and move towards the enemy and engage him in the trenches.

    It always gets close if done properly because you have occupied the enemies posistion and therefore are within arms reach of the enemy at that time.

    Clearing trenches and assaulting bunkers are going to put you very close together and that grenade and a mag on full auto maybe aint enough to kill everyone in there, then stabbing them is.

    Long range firefights means your tactics are flawed and have messed up big style, it is also the quickest way to end up with no ammunition.

    Please keep your tactical acumen within your own team. I don't need your tips especially when they are wrong.

    Bayonets have a good call to be added as it's a tactic still employed today.

    http://www.telegraph.co.uk/news/uknews/1485926/I-bayoneted-people.-It-was-me-or-them.html

    Atleast by us brits anyway and I can tell you for a fact a section of angry men armed with rifles and a great big knife stuck on it and coming towards you is a scary thing to behold.


  3. Whats a gasmask? You mean respirator :wink:

    StalkerGB. These keep getting better and better mate :)

    I can't wait to get out of these barney pajama cammies and into some good old dpm and those of us who are lmg gunners will just love an acog lmg so we can keep up with the riflemen in a firefight :) (was just moaning about this to guys in vcb )

    Keep up the good work mate.


  4. From the vid and pictures this does indeed look to be a very nice island but...

    Too many arma addons are needed. Quite a few people playing arma2 will not even own a copy of arma or like me have taken it off their machines and CBA reinstalling and patching too 1.14 or whatever just for the needed pbo's.

    Untill you can DL said pbo's alongside this, it feels to me more a novelty rather than a full blown release (much like using afghan/avgani) and kind of goes against this statement.

    ArmA 2 - ADDONS & MODS: COMPLETE This forum is for the release and subsequent discussion of addons/mods.

    Only addons/mods which have content freely available for download should have threads in here.

    Addons that are released in alpha/beta/final state are covered by this "Complete" forum.

    It's a shame too, as I said it does look to be very very good and would give us a new terrain to mess about with but it can't really be considered an A2 island with so many dependencies of arma 1 files which can't be dl'd by everyone.

    WT


  5. Great news stalkergb :)

    The more I look at these guys the more I'm impressed. The scrimed helmets are excellent.

    Although I am a bit out of date on kit these days.I'm not sure about the newer s2k smock onwards but older versions (going off s95 stuff and older) the lower smock pockets should be a bit lower, I'd say the bottom of the pocket inline with the last buttonhole and also alot bigger. Big enough to get a 58 bottle in there :wink_o:

    But with the beltkit/assault vest going over the top theres probably no need to change them.

    I hope you can get these out to us sharpish mate, the yanks will need some help in chernarussia :eek:

    PS. Tried em with M4's yet? could always throw me one armed with US weapon loadout for some exhaustive beta testing :D hehe

    'ave a good 'un mate and keep up the slog :)

    WT


  6. Stalkergb they are really looking the bogs dollocks mate:)

    The only niggly things for me is the rolled sleeves are a little low, personally I'd have them in the crook of the elbow or all the way down and maybe a bit more bulk on the chest/back area to suggest the osprey vest is underneath the smock.

    And a really anal one. On the turned up sleeves the lighter side would be a bit more olive green. The older pattern stuff was almost white inside and later patterns (90 pattern I think) started to dye them more olive green.

    But hey who am I to pick faults in such excellent work. I can't wait too use these bad boys ingame:)

    Your doing PLCE beltkit I see. how about ones with chestrigs and assault vests? maybe rifleman (chestrig). rifleman (assaultvest) and not every other troop type if you get my drift.

    And without tinbins, maybe with bushat or beret? for those less aggresive posture patrols.

    OK I'll stop now I could probably go on for hours with wants hehe.

    Keep up the great work mate :couch:


  7. My pleasure mate. the "0" bit can be used to assign a colour too if you wish.

    0 - No colour

    1 - Black

    2 - Red

    3 - Green

    4 - Blue

    5 - Yellow

    6 - Orange

    7 - Pink

    never used the colours tho just having the group name is enough for my needs.

    @brevado I "think" it allows the player to command several squads rather than the usual 1. but not messed around with that part yet.


  8. Ok bare with me here :D

    This is supremekillers flak script I used in ARMA and with some tweaking should work in A2

    flak.sqs (sorry should of put this earler heh)

    ; ****************************************************************
    ; Script file for Armed Assault
    ; Created by: SUPR3ME KILL3R
    ; Thanks to Arma Edit
    ; ****************************************************************
    
    
    _K = _this select 0
    _Target = _this select 1
    _radius = _this select 2
    _altitude = _this select 3
    
    #Flakloop
    
    _a= getpos _Target select 0
    _b= getpos _Target select 1
    _c= getpos _Target select 2
    
    _gap=random _radius
    _direction=random 360
    
    _x = _a +((cos _direction)*_gap)
    _y = _b +((sin _direction)*_gap)
    _z = _c + _altitude - _radius + random (_radius*2)
    
    _gap2=random _radius
    _direction2=random 360
    
    _xx = _a +((cos _direction2)*_gap2)
    _yy = _b +((sin _direction2)*_gap2)
    _zz =_c + _altitude - _radius + random (_radius*2)
    
    _gap3=random _radius
    _direction3=random 360
    
    _xxx = _a +((cos _direction3)*_gap3)
    _yyy = _b +((sin _direction3)*_gap3)
    _zzz = _c + _altitude - _radius + random (_radius*2)
    
    _gap4=random _radius
    _direction4=random 360
    
    _xxxx = _a +((cos _direction4)*_gap4)
    _yyyy = _b +((sin _direction4)*_gap4)
    _zzzz = _c + _altitude - _radius + random (_radius*2)
    
    _K disableAI "Target"
    _K disableAI "AutoTarget"
    _K doWatch [_x,_y,_z]
    ~0.5
    _K setVehicleAmmo 1
    _K fire "azp85"
    _K doWatch [_xx,_yy,_zz]
    ~0.5
    _K fire "azp85"
    _K doWatch [_xxx,_yyy,_zzz]
    ~0.5
    _K fire "azp85"
    _K doWatch [_xxxx,_yyyy,_zzzz]
    ~2
    goto "Flakloop"
    
    exit

    it worked very well and gave a great effect as the round went up.

    all credits to supreme killer as this is his script :)

    INSTALLATION:

    Simply put the demo mission in your Missions folder (my documents/arma/missions) and load it.

    To use the script in another mission, just copy the "flak.sqs" to the same folder of that mission.

    USAGE:

    This script is my first, so its going to need some fine tuning to work for different units in different situations.

    It is however, simple to use. First, place the unit you want to act as a flak battery, and name it (aagun1 for example).

    Then, place an object (trigger is best because you can visually change its size to see the radius they will fire within, and no other AI units will target it) and name it also. Trigger1 for example.

    Now by trigger, script, or any other event, you can execute the script like this:

    [aagun1, trigger1, 250, 1000] exec "flak.sqs"

    250 is the radius the gun will fire randomly inside, in this case 250 meters.

    1000 is the Altitude the weapon will fire at, 1000 meters in this case.

    Place the trigger in the direction you want the gun to fire, so say, place it 250 meters away with 100 meter radius set in the "exec" line. The gun will fire at the trigger, 100 meters around it, in X,y, and Z directions. Placing the trigger directly on top of the AA gun with a radius of say, 300 meters, will make the gun fire in all directions, at angles within the 300 meter radius.

    Once you do it a few times, you can copy/paste and create flak batteries very quickly, in a few minutes at the most.


  9. Fantastic find Ebud.

    Just the sort of resource I was after. I am constructing a campaign and was needing some good reference material.

    And back on topic. If the game was to be ultra realistic then your game would probably consist of sitting in a sangar for the duration of the conflict with a fat lazy git who complains about his feet constantly and maybe, occasionally you would see a firefight or two, way off in the distance.

    Realism for certain parts, artstic licience for the rest makes for a better game.

    life in the military in a combat zone is 98% boredom, 1% extreme excitement and 1% wanking:j:

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