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Everything posted by Muahaha
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[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
Definitely better with MK82/MK84 loadout for targeting, plus a lot more fun doing bombing run than shooting missiles miles away, banking and avoiding incoming missiles at the same time. -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
Loadout changing is done via MMA addon which is additional to what is required to play, by default the loadout can't be change. Refueling and rearming is done via the tow truck and re-fuelling hose on deck, if you are using MMA then it's just as simple as parking on the launch deck to get refilling and rearming. -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
Awesome, can't wait for this update. May I add a few more suggestions, the map seems bit dull w/o much conflicts, perhaps having random spawned small skirmishes between rebel and army will spice up the place, might also add in side missions such as take out certain buildings with snipers/destroy certain convoy heading towards certain place or take the bridge down/chopper performing CAS or air support for rebel forces or spec ops doing certain raids or hostage rescues. For the "heal and rescue the general" mission, i think it's more suitable for the player to be the spec ops leader rather than the pilot, having the pilot running around performing spec ops tasks seems slightly out of place - my 2 cents. Any night missions ? -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
I've been trying out navy blues a few times to find the best way to bring down the cruisers w/o my AI wingmen, apparently the mk82/mk84 loadout is the best way to do it while allowing me to individually targeting the AA pods. Funny...while the rest of A2S missiles like AGM65 doesnt allow me to target those pods. -
ARMA 2: OA beta build 88738 (1.60 MP compatible build, post 1.60 release)
Muahaha replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
difficult to strike a balance, probably something in between then. -deleted- -
ARMA 2: OA beta build 88738 (1.60 MP compatible build, post 1.60 release)
Muahaha replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
If long burst causes the issue, changing the number of ai burst round will minimize the occurance of it and might also improve their accuracy as well right? -
US is heading towards China's way of controlling the masses ? Hope that this bill is going FUBAR.
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Hey guys, Do you think BIS will do a new UFO game as well since now this newly announced game is getting all hyped up. http://www.gameinformer.com/p/xcom.aspx I think BIS might do a better job.
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Heard they have delayed the FPS version of XCOM, looks like the strategy title is picking up more steams.
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didn't know that, good to know there are alternatives.
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[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
darn it to be overseas now, wish i am back home playing. I do agree that we need more night missions, with the lighting and all on the flight deck might look cooler and possible with nightvision as well.... not sure whether it's realistic or not thou...***imagining night flight with bullets lighting up the night sky... epic*** -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
Hi KBK, did u download the addon from the link on the 1st page? If you are using Six downloader to download then chances are your F18 addon are outdated. -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
J_frost, I can confirmed they were white when I played it. But it can still be manually locked on after visually seeing it. -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
I think it's an arma limitation when comes to targeting. I shot 6 antitanks missiles on the ship hoping to bring down the ship by destroying the "guns", maybe only managed to get 1 while my wingmen took out the rest. So best to use your AI friend.. (a bit sad it wasn't me that did the hard work :) ) But I do agree if it's script-able (no idea how) to allow player to target those gun points ourselves will be much more satisfying experience. If possible J_frost, can I suggest that some of the menus are hardcoded into the custom menus like (9 or 0 ) for action such as "gear down", "get out", "avionics" etc, having a pain trying to rearm without those action items. -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
yes sir, will be a honor that you use it. (please excuse the error popping up in the video though ) It was done using simple add and paste in windows movie maker in Win7. It's quite user friendly. I've haven't really finish the campaign yet, maybe after i've done so. More idea/suggestions might come. :) -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
Just to showcase a bit on the gameplay of this rare plane centric campaign. vuxwp2G46us -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
got the trap door rearming working but quite difficult to pull it off perfectly, cause sometimes the tow car gets trapped inside the ordinance room if you didn't park your tow car correctly inside the elevator while sending up the elevator. But not an issue, just need more practice or use MMA rearming method instead. Been fooling around on deck and also launching or landing, a few more things i've noticed, - some menus missing after landing like "getout" or "gears down". (need the landing gears down to move back for relaunching) In fact, the first version of auto landing in my opinion might be better as a workaround allowing player to manually put down the landing gear and hook and cut off the engine before touch down, it won't make the plane explodes as compared to current version that does. - the scripting errors popping up during launch or reloading of saves ( I thought it was the additional MMA i used but it happens without it as well) - Animation issues: the wingmen plane's seems jerky after turning on the afterburner on deck during launching sequence. (only happens on v1.04). I think most of these are only fixable by the addon makers but just to put it up here as well. -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
Just realised that I couldn't rearm and take off again or am I missing something? -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
Thanks j_frost, will try out the new build and provide feedbacks. -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
Further thoughts on this great campaign. Again this is just my suggestions not demand :) - potential bug: the avionics menu seems missing after launched. - Any chances of integrating MMA suite into the campaign? - 2 F18 against 1 Mig21 most of the time seems a bit unfair for the AI. Since the airplane draw distance has been increase. Can we get longer or tougher air dogfights? :) - More night time missions - The carrier deck crew needs more animations or activity to make it more "busy". My whole Christmas was playing this, it's really enjoyable. -
Mando Missile ArmA for ArmA 2
Muahaha replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Silly question here, how do i target lock any building using JDAM in MMA after assigning the target via "G" screen. -
Cold War Rearmed² : Demo³
Muahaha replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you all for your hardwork and Merry Christmas. Going to enjoy all these and the patch. -
[CAMP] Carrier Operations - Duala
Muahaha replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
Landings for F18 on the carrier seems buggy, most of time the auto pilot will land without gear out and explodes after landing. Only way seems working it to auto in but manually cut off engine and drop gear. weird... but the campaign is quite enjoyable. -
BIS, all you need to do is just put in some new content and maybe another campaign on top of this and put a price tag on it. I will gladly pay again. :) edit: ok i'll pay even without the campaign
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Congrats! hard works paid off.