JackandBlood
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Everything posted by JackandBlood
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In Badlands it seems you cannot reinforce the other high command units. They just go into your squad which maxes at 12 units so choose wisely. I suggest buying all BRDMs.
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Are these bugs?(Dogs of war)
JackandBlood replied to KillerBunny's topic in ARMA 2 & OA - OFFICIAL MISSIONS
No your english is just fine. Actually if someone just said "Dogs of War is Kaput" I would understand completely. -
Dogs of war: Units creation
JackandBlood replied to Wouser's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Ya I know, i've made 4 so far. All pretty simple action-packed squad based and emphasizing infantry combat. And with the randomness options and the AI's general unpredictability they are replayable. But in ARMA 2 the campaign is actually interesting story and character wise (despite the inconsistent voice-acting), with Manhattan being the high point (brilliant when the scripting works). Then came the dreaded Warfare based missions, complete FUBAR. Its a shame they worked hard to deliver a complex and broken game mode rather than keep the campaign going in the interesting recce squad sandbox direction that Manhattan delivered. -
im assuming you used your ammo to kill things. you can grab weapons and ammo off the things you killed.
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Dogs of war: Units creation
JackandBlood replied to Wouser's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Ok i've read quite a bit, this thread and others. It has become clear that in Badlands and Dogs of War there is no way to buy units then create a new high command team from them. You can only give them to existing high command teams. So playing Dogs of War as a recon team is not viable, The AI takes a town then leaves often without setting up any defense and you are maxed out at one 12 man squad, so you cant possibly leave effective garrisons in enough towns to make much of a difference. Furthermore static defenses come unmanned, so you have to give up more of your squad to make use of them. Since they cant be put into a new high command group, you have to be extra careful in giving orders to your attack team (I am of course assuming you assign garrisons color coding), one wrong slip in the command interface, and your garrisons or, god forbid, your manned static defenses will be given orders meant for your attack team, and now your garrisons are traveling 1000 m to join up with your attack team. Truly horrific. Now I underlined that specific part on the off chance that someone finds a way. I've read maybe around 20-30 posts asking that same question (on BIS' and other forums) but I remain optimistic. -
Is their flight model accurate (regarding rudder)? The manual does say stuff about that particular control quirk. Even briefly explains it as an accurate model.
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My impressions after 20 hours of play
JackandBlood replied to Rhammstein's topic in ARMA 2 & OA - GENERAL
Never tried emptying hundreds of small arms rounds in light armor. I did find it odd that when I used the Barrett 0.5 as anti-material rifle, emptied full clips into BRDMs and BMP-2s, no damage. Only damages was when I blow out the BRDMs tires (which a regular rifle could do) or when I hit the tracks on the BMP with a few clips worth. This was in ARMA 1 ver 1.16. ---------- Post added at 02:44 AM ---------- Previous post was at 02:05 AM ---------- I dont think anyone here was implying anything about your military background. (I read the posts, didnt see any offense). In the campaign I dont recall many instances where I had to engage at long ranges, and many times the sit. would call for sneak up for a nice easy firing squad tactic than trying to hit at range and alerting the whole garrison, so I can see how you may not have really encountered the ballistics aspect. Some of my custom missions have me playing sniper, doing targets at 500+m, I get a better sense of the ballistics modeling in those mission than the campaign. From your experience M-16 loses most of its energy at 400yards? That's pretty close to what I saw with 5.56NATO weapons in my ARMA 1 range. Red targets would not drop at around 430m. I'd say BIS did pretty good. -
Soldier 2,5,7... and 11,12,13,14. CONSOLIDATE!!!
JackandBlood replied to Jaenus's topic in ARMA 2 & OA - SUGGESTIONS
Absoltively! Though I'd never let the enemy get that kindof drop on me :D I of course have lost members. Not sure how consolidating the numbers would disrespect the dead, the numbers are purely a command interface mechanism. If your number 2, say a Sgt. dies I think its common sense that his duties pass on to the next in line, say a cpl. The guy is still a cpl., he doesn't get a raise just cuz sgt. so-and-so bites it, but someone has to occupy that second in command spot. -
Just "move to" the guy out of ammo to a dead guy, use the #6 submenu, click gear. The gear UI for said guy will display, then you can pick and choose what you want your guy to loot off the corpse. You can direct your guy to loot a specific corpse (say you want your squad to have additional anti-armor capabilities) find a dead AT corpse, "move to" command guy to that corpse then submenu 6 and gear. No need to switch to the guy and lose command. In the earlier campaign missions (before you get money and buy stuff) I always do this so Razor team will have 3 guys with rifles AND RPGs for dealing with light armor, and Robo stays heavy MG. Incidentally if you are traveling by vehicle, you can load up (gear command again) the vehicle with ammo and weapons looted from your victims if you anticipate a fierce battle that will require resupply. Its kind of tedious tho. (Going from dead guy to LAV-25, then to another dead guy, and so on) What I have trouble with is trasnferring munitions between squad members. I'm a better shot then Razor 2 so I feel I should have the DMR in some situations. If the mission is under way all i know to do is drop my gear, have Razor 2 goto my gear then have him drop his and take mine, then I goto the pile of gear and pick up his stuff. Tedious, and it can lead to bugs where Razor 2 wont use the rifle i swapped with his DMR and will permanantly have his sidearm drawn. ( well I guess he could be pissed that I took his baby and so refuse to use the junk i gave him...)
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Drinking water, MRE's and soldier's needs...
JackandBlood replied to Blake's topic in ARMA 2 & OA - SUGGESTIONS
It takes you 12 hours? You need medical attention pronto. Whoever ends up making this module: "7 is down!" now can mean multiple things. I suggest brown tinting on 7's icon for the deuce. In seriousness tho. A massive campaign, where you're squad is a combo intelligence gathering, recon, and combat unit, expected to act autonomously from the brass. Must rely on local resources. Stay in people's houses and be feed and sleep. And you can either do this by winning the hearts of the towns people through side missions, or by intimidation. Warfare elements: Vague objectives, you get money for spotting enemy units, finding out useful details from the locals (again through a good repport(sp) or intimidation). The money goes to buying ammo, packable foods, bribing info from dubious locals. If you are in good terms with a town the money can be used to recruit units from the town, provide defenses (which would be very expensive but have the benefit that adjacent towns get word of your generousity and warm up to you automatically). Not sure how combat would go, usually deep cover recce are compromised the second they fire their weapon and must extract. Just say the massive battle is away from your area of operation so you get still engage patrols and sabotage (eg blow up) things for money. Just a notion... and it would take some serious talent and dedication to pull off something like this. -
After dividing your squad into color coded teams...
JackandBlood posted a topic in ARMA 2 & OA - GENERAL
Is there a way to select a team with one button? Or say a button you press once, highlights the whole squad, press twice, highlights one team, press again, highlights the other team? I remember ARMA 1 had this feature. I want to be able to say leave a team as garrison in a town and be done with them. Then attack with the other team, but using the middle mouse button and scrolling through menus is just too slow when attacking. -
After dividing your squad into color coded teams...
JackandBlood replied to JackandBlood's topic in ARMA 2 & OA - GENERAL
Roger that thanks. I read this is the manual but misintrepreted it to mean hold space+shift then click on a member. Close thread. -
Sound effects/music playable from editor
JackandBlood replied to JackandBlood's topic in ARMA 2 & OA - SUGGESTIONS
ok there must be an existing way to do this given the cold reception to this thread. Can someone please just tell me how, then this suggestion can be put to rest. There must be nearly 50 sound assets in the trigger/waypoint menu that have no description. No one sees the value of using the vast existing sound resources for their own missions? And being able to play said unlabeled assets from the editor itself? -
Has anyone written a decent Warfare Tutorial? Something for the SP campaign missions as commanding and managing several companies worth of AI (in say Dogs of war for example) is quite a handful. On a side note: If you play Dogs of War without becoming the commander, is it possible to buy units and create platoon sized high command unit (you know the ones represented as boxes and such)? Its awful hard to make much of a difference if you're limited to your squad max. If you could create high command groups you could sent up defense posts (which the NAPA AI tend to not do, they just take a town then up and leave) and continue on to help attack other areas. I starting to get the picture, you cant play Dogs of War as just the Recon team. I always rack up tons of cash (without doing anything) then I cant even know whos who in the NAPA formations to properly send money to weaker groups.
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My impressions after 20 hours of play
JackandBlood replied to Rhammstein's topic in ARMA 2 & OA - GENERAL
Wow you can do the campaign at hard difficulty, that's pretty awesome:eek:. As far as the projectile ballistics modeling goes, I think all the optics are zero'ed to 300m, except for the 0.50 rifles. So for the ACOG for example you start using the lower lines for targets past that range. I know that in ARMA 1 kinetic energy is a consideration for different calibers at different distances. I made a range with pop-up targets. I practiced at that range obsessively. I found that at around 430m NATO 5.56 will no longer knock down the red targets, u just see a puff of smoke where you hit. Unfortunately I think the ammo is the only consideration, so both the 5.56 marksmen rifle does this as the m4, course the M4 isn't availble with optics for hitting at 430m. There was also a range at which 7.62 NATO would no longer knock down red targets (cant remember, somewhere between 700-800m). I can only assume ARMA 2 would at least have imported that model. ---------- Post added at 10:31 PM ---------- Previous post was at 10:21 PM ---------- As a kinda funny addendum, in ARMA 1 there are sooo many weapons additions (and in time ARMA2 will likely have em). But some modders would create great models and textures but not really configure the weapons performance too well. In particular one mod added Chinese firearms, 5.8x42 rifles. I could hit and knock down targets at 1200m (A range I reserved for the Barrett 0.50) with those Chinese rifles :D. Fun stuff. -
Ugh my mistake I've been mixing up Dogs of War with Badlands in all my question posts.
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Question about ambient bullet sounds .actual or random.
JackandBlood replied to BeerHunter's topic in ARMA 2 & OA - GENERAL
They are actual indicators of the bullet passing close to you. Remember this game doesnt use hitscan point and click gun mechanics. Every bullet is modeled as an object, so when one passes close you will indeed hear that crack or hiss. I love talking about this feature cuz I think its so cool and it exists only in BIS games. -
They will defend themselves, especially in close contact. This is a GOOD thing.
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Sound effects/music playable from editor
JackandBlood replied to JackandBlood's topic in ARMA 2 & OA - SUGGESTIONS
Sorry is there already a way to do this that i'm missing? Cuz if not then so much audio resources will go untapped. I kinda expected a bit more support for this suggestion, in ARMA 1 i ended up making a mission where I just run through way points triggering the various sound effects so I would know whats useful. Pretty silly, and not practical for ARMA 2 which has several multitudes more audio resources. -
Manhatten Walkthrough (Spoilers Obviously)
JackandBlood replied to Archamedes's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Well its the luck of the draw i suppose. I had a great position, wooded forest, a large boulder that would stop anything short of a tank cannon (and of course i would always hit the T-72 with the RPG-VL (or PVL, i dunno the heavier one). Crew always abandoned the tank afterwards. Elevation advantage meant i had no problem picking off OPFOR infantry trying to flank. But then the MG nests just open up. I couldn't return fire, one nest was visually blocked by adjacent tree foliage, but the AI could see me clear as day. Despite being in dark woods, i couldn't even move or change posture behind the boulder, they'd put pinpoint fire on me. Course the other razor members were nothing but liabilities, getting killed the very instant I attack the tank. Learned to just have em just lay prone and hold fire. Just another one of those AI bugs I suppose, the MG nests clearly could see me and my intentions straight through a solid boulder. No biggie, sort it out later in a patch, i just ended the mission and continued with the campaign. -
How do you get injured in Editor missions? Have squad heal?
JackandBlood replied to WMike20052's topic in ARMA 2 & OA - GENERAL
Maybe I'm confused, are you making this as a cut-scene in Intro? -
Drinking water, MRE's and soldier's needs...
JackandBlood replied to Blake's topic in ARMA 2 & OA - SUGGESTIONS
Soldiers needs...Lets not. I object to the notion of a piss or poop indicator, and the corresponding animations... -
High Command Instructions?
JackandBlood replied to Jimmah's topic in ARMA 2 & OA - OFFICIAL MISSIONS
This game deserves a manual like the ones in the haydays of flight sims. Course that stuff died as gaming transformed into its current state. And it is money money, especially for a small studio that would have to have hire people that can playtest, translate, and write. Fortunately we're blessed with a great community of selfless enthusiasts willing to do this work for free. In time we'll get proper documentation. In the meantime, i'm just going to screw around and get killed by infinite spawning BRDMs :p. -
Manhatten Walkthrough (Spoilers Obviously)
JackandBlood replied to Archamedes's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Sorry if this has been asked before. The main base will eat you alive with their amazing MG bunkers and the T-72. I used my artillery support on another outpost. Do you only get one fire mission (and obviously this fire mission should be used on the impossible otherwise main base?)? If this is the case... well done Shaftoe, really the fact that we get only one fire mission before the arty ups and leaves did not occur to you as an important piece of info... Skooma, I think your backup died. I spotted some of the friendies, infantry and a LAV-25, likely chewed to pieces within seconds of being detected. I swear to god that main base could stop the entire armies of Mordor... -
Im wrong about the manual. Its first impression is tiny text, cheap drab printing, so I didnt really read it. It adequate.