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Ferrando

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Posts posted by Ferrando


  1. Campaing great fun, but why use Panthera?

    IMHO (and with all due respect to great effort in creating Panthera), Chernarus is way, way better map to play around in. If you believe BIS, they created it based on real satellite imagery, and that piece of marketing rings true because Chernarus looks damn realistic. Elevations and depressions feel logical and real-life like.


  2. 9/10, just because Ed Winters is NAVY and NAVY don't have Apaches. He should be Army. Arma is not CoD, so things must be authentic.

    Finished w/o glitch, the part on the docks was a bit confusing, I didn't even realize I had to kill the guy in the boat. Russians did that.

    It was depressing to be left all alone in the world with a bunch of SPETZNAZ.


  3. Awesome campaign, a bit short yes, but still very immersive. I liked the way OPFOR moved around dazed and confused because of the blast. At first I thought this was way too easy but then it started to make sense.

    However, why am I NAVY? NAVY don't field Apache helicopters...It's a small oversight but it still riles. Arma is not CoD so everything must be authentic. Ed Winters should be Army, piloting an Apache attached to a Joint Task Force. So, because of that I'm giving it 9/10.

    For BIS, keep 'em coming. You need to continue making Campaings and/or missions, this is your product and you should support it. This is akin to BMW stop producing spare parts for their cars. I love community addons and missions, but BIS must also be a part of it.


  4. I'm working on a mission where the player leads a platoon of Marine infantry to reinforce a town held by the CDF. The time is 0220 and the Russians have just launched an offensive on the town with mechanized infantry and Spetsnaz who are landing in the area via helicopter. Luckily, the Marines have a battery of 'Avengers', a platoon of AAV7P's as well as two CDF ZU-23-2's.

    The player's objective is to secure the town by destroying the Russian armored vehicles and then overrunning the Spetsnazs' landing zone.

    Any tips or feedback on how to script or storyboard? I have all the units and movements created, I would like it to be as realistic as possible with the mission.

    Sounds great!

    In terms of storyline, I think OPFOR structure and numbers should be unknown to Marines. I don't think USMC would send a platoon of Amtracs to counter a mechanized force w/o Cobras or priority air support, such as a pair of Harriers on call, orbiting and ready to attack.

    I would structure the story so that mech elements were an unexpected development that Marines need to address with what they got.

    In real life I think this would be dealt with from the air and/or with arty. AAVPs would move in only after mechanized vehicles were destroyed as they are poorly armored and have only limited firepower (GLs, machine guns). LAV-25s would probably engage but only if they had an element of surprise and superior firing position.

    If the town needed urgent reinforcement and no support was available, Marines would probably dismount and enter the town on foot, and then use the urban environment to create hasty defensive positions but only if they had sufficient number of AT weapons (Javelins, SMAWs) at their disposal to delay the enemy advance. All offensive maneouvers however would not be possible without the elimination of the mechanized threat first.

    The bottom line is - nobody would sacrifice Marines's lives by initiating a deliberate operation against a mechanized threat w/o the means to counter it.


  5. Hi All!

    This weekend I have played OPFP DR for PS3 so I'd like to share some observations with you, especially those of you who have been waiting for DR as a kind of remedy for frustrations caused by all the bugs in previous versions of Arma 2. First I'd like to stress that I am in no way connected with BIS. Although I like Arma 2 very much (especially v 1.04) I was open minded as it comes to OPFP DR.

    I own both PC and PS3 but decided to buy PS3 version of DR to see how the console port of what is supposed to be a complex game would work. So here it goes:

    General gameplay.

    Alas, DR is not a complex game. It feels like a cross of Call of Duty Modern Warfare and Band of Brothers. However, it fails to deliver the epic cinematic experience of Modern Warfare and is nowhere near as fun. Some of the missions are badly conceived and your orders border on lunacy. There is no freedom of execution, unless you want to die a thousand deaths. So you are left with no choice but to follow fairly linear waypoints that pop up on their own. Campaign so far is tedious.

    I am in day 5 of the campaign and have yet to see any action other than infantry support/spec ops type operations.

    Also, you have no freedom to choose your equipment at the beginning of the mission. The weapons are assigned in random fashion. For instance, as a specop who is a part of the team constantly in country, in one mission you have SCAR-L and then in the next you are given SCAR-H with thermals. As the same Marine seargeant, in one mission you sport an M4 with ACOG optics and in one other you end up with an M-16 with ironsights. I don't think it works that way in real life. I fondly remember Ghost Recon AW where you could select whatever you wanted, from guns to optics, grips, GLs and whatnot. This criticism also applies to Arma2. So game designers take note...let us fight with what we want (if I were in USMC, if not issued with I would buy my own forward rifle grip because I just find shooting with it much easier.)

    Graphics and sound

    Voiceacting is poor considering the production levels. For instance, the HQ sounds sounds like a gay call center operator.

    Graphics is a major disappointment. Textures are too simple, terrain seems a weird combination of Hawaii and New Zealand. It's completely devoid of life and leaves you with a feeling you have invaded an alien planet. In contrast, Chernarus is spot on Eastern European theatre in which you can feel October in the air, and most importantly, the time of day has major impact on operations. In DR you don't even need NV at night!!!! In Arma2 it's adios amigos if you don't have goggles after 7pm. And try shooting with the sun in your face! Impossible!

    On the positive side, in DR weapons sound and look great.

    Physics

    OMG, where to begin? First thing you notice is the way your weapon sways as you walk. It's ridiculous, it's as though you are some nancy boy wearing high heels. Engagements are usually at 100-200m, to kill something beyond that is impossible. The prone enemy moves around as though sailing on the water surface.

    Overall, it reminded me of Delta Force for PC. I loved that game but it was released in what, 1999?

    The only upside is that the Humwee "feels right", similar to vehicles in Far Cry. Now, I have never driven a Humwee in real life but this is better fun than in Arma2.

    Conclusion

    DR cannot be considered a competitor to Arma2. It is in effect "a game", something you pick up at a store, pop in the PS3, grab the controller and off you go. So it's a dissapointment really. Whereas it borrows heavily from other media (notice that overall commander's call sign is "Capone", just as "Godfather" was in Generation Kill), it fails to give a nod to other succesful war movies like Modern Warfare succeeds with Black Hawk Down.


  6. I just played several missions of OP Flashpoint Dragon Rising on my PS3.

    I remember reading the posts about people waiting for Dragon Rising. But I can tell you it's a completely different game. It's a Call of Duty basically and can't really compete with ARMA2.


  7. Amazing, amazing campaign! Congratulations for the excellent work!

    I found the placement of OPFOR extremely challenging as I died a hundred times. I also like the realistic employment of an USMC MEU, although I don't think they use trucks that much to move around.

    In particular I liked Steamroller mission, it is way better than BIS mission design. It was very cinematic to see TF Bear come rolling in.

    The destroyed armor on the road to the Russian border was a very nice touch that created unforgettable atmosphere.

    .

    I do have a couple of objections. First, stay off the cheesy dialogue...a USMC lieutenant would never

    tell his Colonel to fuck off. And he would not quit on the radio because the arty mission went bad. Also, I don't think the part where the team is placed under CDF command is very realistic. I think that in real life the situation would be reverse.

    May I suggest a sequel? Say

    there is a coup in Russia and a renegade general orders a Russian division into Chernarus just when MEU is about to leave the country? Then MEU ends up fighting the Russians for 4-5 days before the government in Moscow is restored. Because MEU only has 4 Abrams tanks with them, I see a river of Russian tanks flowing to Zelenogorsk and Krastostav while MEU launches every Javelin they have at them...


  8. I left the PC running overnight as I was tired and did not want to fight at night. :D

    So it was about 2300 hrs at night when I parked Team Razor back in the HQ (it was 2200 hrs in the game).

    So next morning, 9hrs later, its 7am in the game, a truly lovely morning, the AI had taken all of Chernarus except for the area

    around Msta where the Chedaki base is

    . And oh, I had almost 250.000 USD available.


  9. first it's seems to be very buggy and inefficient.

    The enemy ai loves to build nothing but pickup trucks and btr90s and bum-rush each village with it, later scatter around and randomly show up at various places.

    When an sp mission start (or the campaign mission with badlands and dogs of war), the "ai commander is selected" and issues commands which town to take over and if i fail to take over the mission can end.

    This is confusing and doesn't make sense if you ask me.

    I can vote for myself to be the commander, but again, if i issue a command which town to take over next and if i'm not physically present during the conquest, then i "failed" the mission.

    I can't build helis, even if i built an "airport".

    When i build mounted defense they are empty, an now i have to assign my troops to sit in it, which is a waste of my squad slots, since now they are sitting in a mounted position somewhere on the map and i can't use them for the missions.

    Same with the strongholds, there are nobody in them, nobody defending them, no guns in them, this doesn't make any sense.

    When i buy a machine gun nest or anti-armor or anti-air defense, it should come with a gunner in it, who is not under my direct command (as a quad leader) and will defend the village or base. This would make the towns a lot harder to take over for both me or the ai.

    (right now, i just drive to a place and wait until it turns green then rush to the next one. If i got a few tanks, they can easily hold each position with no further help but it's a waste to build any defense buildings or guns because there won't be anyone in it anyway and i have use my assault troops to defend and now i'm limited with my units where i am on the map, so is the ai)

    there are plenty of vehicles sitting empty on the main base and the ai doesn't utilize them, instead they walk to each towns and get massacred by the light armor btrs and pickup trucks.

    The entire game becomes nothing else, but me , building a bunch of rpg guys to take out the light-armor apcs and watch out not to get ran over by the supply trucks.

    There is so much potential in this, it could be an incredible feature if it would work right. Imagine tanks, helis, planes and all sorts of combat vehicles and various special ops making contact and waging war.

    This entire rts part needs a serious restructuring and re thinking.

    There are more problems, i'm only listing a fraction of the problems so add your own comments.

    amen!


  10. I know a lot of people like Vietnam era war games, but there hasn't really been any good Vietnam era games with great atmosphere and realism since Vietcong game by Pterodon.

    Now, ArmA II is a great military simulation, basically everything I've ever wished for in a realistic military game. Having ArmA II's great game play and realism combined with a Vietnam era jungle, units and weaponry would make it absolutely perfect!

    All that would be needed is one huge jungle island with right type of jungle trees and some villages and base camps in it. Vietnamese civilians, VC and NVA enemies, Vietnam-era weapons (Basic M16, Thompson, M1 Carbine, AK47, traps, etc). A lot of things are in ArmA II already and just need to be a bit modified, like M16A2 rifle, can be easily modified to earlier version. UH-1 Huey is already there, can be converted to earlier version too.

    I guess the most time consuming thing for making a Vietnam mod would be making the textures and stuff for trees and realistic jungle in the island. I'd be happy even if it would be just a "sandbox" expansion with the island and units and nothing more, community could create the missions.

    Not really! I think a game like Far Cry 2 would work much better as a Vietnam game.

    I really like Chernarus. It's just so perfectly European, amazing scenery, landscape, it's brilliant. And because it's supposedly in the Black Sea region the scenario possibilities are endless. Why not make "Georgia 08" campaign?


  11. How do you do this ? That's my main question for Badlands, and no answer found yet. Can I order razor members to quit my team in order to replace them with fighters I buy ?

    When you capture a city you can access the city menu. It will be enabled when you are in the vincinity of the city HQ (it's a big square on the map). When you open the city menu you will see the resource allocation slider with percentage points. By default, the city will allocate 40% of resources to defence. Click on the arrow pointing to the left until the resources for defence are 100%. You can do this in most of the cities in Badlands as you don't need that much money for unit construction anyway.

    You have to "live" with Razor, unfortunately. Try assigning recruited units to different color teams...play with the menus a bit.


  12. All the radio chatter came in when I wasn't sitting in a vehicle but walking on foot. Then it's hard as hell with the machine gun trucks but (if) the M24 arrives in time (the one that picks up the girl) it will take out the trucks.

    Meanwhile get away into the woods (that's what I did) and shoot from there, put the guys in either stealth or prone position not to get them shot and wait until the chopper cleans up the field, then the girl automatically rushes to the chopper once it lands.

    Sometimes it works, sometimes it doesn't.

    Jeez! Too complicated! And dangerous! Do this:

    Take a LAV-25, get the girl and drive her in that to the LZ. Sit tight in the LAV. Once the trucks arrive schwack them with 25mm rounds and watch the fireworks. When the helicopter arrives, the girl will leave the LAV on her own and you get the credits for task completion.


  13. Thanks for the reply.

    At the moment I'm STILL playing 90% on my own, I find that if I send the groups 2, 3, 4 etc. anywhere near a town they get decimated. I find using the command system a pain to be honest, more trouble than its worth.

    You have to be mindful of all the other tactical considerations...terrain, timing, approach etc. Interpret the map, use maneuver. For example, in the opening attack you can position the NAPAs to attack the northern strongpoint while you should wait in the small forrest to the south. Enemy will react to NAPA attack by sending all the UAZs north. If you coordinated well you should be able to destroy them all because they will expose their flank to you. In military parlance, use NAPAs for a feint to the north while you are the main effort!

    You can also set the units' awareness levels, just like for your squad...if you select DANGER they will not charge mindlessly across the map.

    It's always a good idea to set their waypoints short of the objective and ideally in a covered position, such as in a forrest or behind some building. Also, use them to support you, and not as the main force. This will make your tasks much, much easier while it saves poor NAPAs' lives.

    The second time I played I lost maybe 2-3 troopers overall....So, I guess practice makes perfect!

    In Badlands you cannot reinforce NAPA formations, which is a shame.

    In DoW you can recruit a unit, select it with appropriate function key, then open COMMUNICATION, then SEND UNIT, then select 1-6 the name of commander whose formation you want to reinforce. It is more useful to remember commanders' names rather than formation numbers because it is misleading as you are F1. So formation F2 will be 1 in the radio menu.

    Once you have sent the unit its tab will disappear and it will automatically proceed to the position of the formation's commander.


  14. I've got another question a bit about this mission and dogs of war. I managed to succes in this mission but:

    I drove to the mill next to Vishnoye to meet Prizrak and let my guys do the rest with conquering the last town. They finished first and I was still in the middle of the conversation with Prizrak and I didn't get any chance whether to kill him or not and in Dogs Of War he speaks to me at the beginning but it worries me that the tags of the guys of Team Razor are red, so I wanted to ask, can I load a savegame from Badlands, without replaying the whole mission? I just wanted to return to a point, where I conquered 2 towns and did not gave the order to attack the third one. Is this possible?:confused:

    Nope. You'll have to revert to the beginning of Badlands and do it all over again. Do both sidequests before you conquer the last village. While you are at it you can concentrate all the troops in Rogovo and then just order them to capture the last village once you're done with the priest and the Vishonoye.

    Arma 2 is buggy! You need to save often!


  15. C'mon guys it's easy!

    There are no time constraints in this mission nor is the enemy trying to overrun your base! So don't worry too much about defensive structures. Use city menu slider to channel 100% towards defense. This will make the cities you take virtually impossible to lose. Don't worry about economics, this is not Civilization! You maybe need 2500 USD max for this mission which you will generate in about half an hour after you have built the HQ.

    This means you have all the time in the world to build resources, recruit a sizeable force and position them to take these villages

    No need to loot the RPGs when you can buy them at any strongpoint you have captured.

    Don't stand on the road so the trucks won't hurt you. You shouldn't stay in one place for long anyway, always be moving!

    And yes, if you build defensive structures you need to assign a "live" soldier to man those.

    You "dismiss" Razor by simply telling them to move behind any barn/house/doghouse/outhouse in Stary Sobor so that you don't need to babysit them.

    Sadly, in Badlands you cannot reinforce NAPA squads so take good care of them. Use the troops you can recruit in Barracks, you can command up to 8 of them...F5-F10 then press F12 to access 2 more with F1 and F2 again. Just be careful when you give Regroup orders to not include Razor. Try experimenting with Team Assignment commands to create different teams (white, red, blue) although it is not very useful.

    In previous versions the game allowed (or was bugged to allow) construction of a Heavy Factory. Alas, not in 1.04! So then it was even easier.

    Patience is key. Take your time, use the AT teams that you can expend at will. My advice is to build 6 AT specialists and support those with a BRDM that you will command/drive/fire from. Use NAPAs as backup/covering fire and as soon as you defeat the counterattack send them to forrests near Rogovo to stage the next attack. Use similar tactics for Rogovo that I outlined in my post above.

    And finally,

    the toughest battle is for Stary Sobor. You will also have a hard time in the side quest, which you should accept because you need all the evidence in the subsequent mission. Other than that, it's plain sailing.


  16. So I managed to take Novy Sobor even without the NAPA guys ( You can shout for help a bajillion times they won't show up). I first ran across the field to the strongpoint to the left when you look at the town from the woods where you start. Then a bunch of blokes ran towards me but they are pretty easy to take out. I met 2 UAZs in town. One was directly by the church. Take this one out first because it stands pretty tricky and can spot you from there all across town. The other one was driving around somewhere.

    I took Novy Sobor, the APC came, HQ built and I got the task to take Stary Sobor and a few other places.

    And that's where I am stuck. I went to Stary Sobor with a group of guys (2 Medics, 2 RPGs, 1 BRDM 2) we took the Strongpoint, took out 2 UAZs driving towards us and then, all of a sudden half of the russian army arrived. At least 2 BTR-90's, 1 URAL and one or two Vodniks and a few guys. I managed to take out one Vodnik and the Troops, at least some of them. But the BTR are giving us hell always killing me or somebody else of Team Razor and they always kill more or less everybody else.

    How do I get past this? Do I have to take the other towns first? Or do I have to take Stary Sobor directly without taking the strongpoint?

    Sombody please help, this is really getting frustrating. Thanks in advance.

    Greets Rupert.

    Press CTRL + SPACE, this will take you into HIGH COMMAND mode and allow you to command NAPA units. They are called up with F2-4.

    When you take the first village, deploy the HQ. Order Razor somewhere safe and leave them there because you won't really need them and they tend to die. The following concept worked for me and my side suffered 3-4 casualties max:

    Wait a while for your money to build. I like this mission because there is no time pressure. Recruit AT specialists only, as you will support them with a BRDM2 and NAPA have enough riflemen.

    In Stary Sobor, concentrate on the strongpoint next to the city HQ, on the main road. The idea is to take that strongpoint and the city, then go into city menu and select 100% resources for defence by clicking on the slider. This will make AI build heavy units dedicated to defending the city. You won't have access to those units though.

    Once you've done that you can build defensive structures around the strongpoint (such as SPG-6 or ZSU23. Have your AT specialists deployed around the city center. You should buy AT weapons for yourself too.

    Now you can wait for the counterattack.

    BTR 90 is your main concern as it is something that a BRDM cannot handle. With patience you should be able to ambush it somewhere. RPG18 or 2 RPG7 rounds should do the trick. Vodniks are not that much of a trouble.

    I had it easy because in the previous mission I took a Kornet AT missile of a dead Russian. Kornet is AWESOME :cool:

    Don't be concerned if the enemy retakes a strongpoint or two. The AI will continue to build/send defensive units into the city that will harass the enemy. You should only hold the city HQ and the adjacent strongpoint.

    What you should also do is to use NAPAs in support role. Use AT guys because you can recruit more of them whereas NAPAs don't spawn and you can't reinforce NAPAs. Also, order all of them crouched (7, 7) and put them in danger mode (7,2).

    Overall, if you increase the city defenses in the city menu and deploy your AT guys around the HQ and that strongpoint, you won't have problems in fighting off the counterattack.


  17. So I have everything done on this buggy mission except the smuggler mission and the last piece of evidence. From the research I've been doing on this forum it would appear that the smuggler is supposed to have it on him.

    Reading another post on this forum I went to 84x49 and found the White Truck sitting there out of gas. Two men were laying on the ground next to the truck.

    My APC shot them.

    One was named "Local" and one named "GameKeeper". I walked up to both and do not have an option to search them.

    Am I doing something wrong?

    Order one of the team to search the bodies. Let's have O'Hara do it. Order him out of the APC, press F4, then action menu (6) and you should have search bodies option there. There is a clue on the bodies as to the whereabouts of their safehouse. Go there, eliminate any opposition there, then go to the house and select search house from the action menu. There will be a cutscene and you will have an important piece of evidence that you will be ordered to bring to Shaftoe ASAP.

    Also, I hope you have upgraded to 1.04


  18. I blow up the house, I blow up the concealed armour, I blow up the moving armour - then there's no objectives. The active objective says to designate targets, but there's no targets to designate and the call-it-in option is no longer available. I've tried to talk to my squad, no avail.

    One thing that happened earlier is I was given a fail on a regroup, despite being stood right next to the squad leader when it failed me!

    Any ideas?

    You don't say which version of ARMA 2 you are running. It is essential to upgrade to 1.04. It is pointless to even start the 1.00 version let alone play the campaign.

    In my experience, 1.04 patch eliminated all the bugs reported in the forum. It is however important to save often as you need to revert because sometimes a script would not run properly. Other than that, 1.04 pretty much ironed the game out. Of course, IMHO BIS should only have released the game that was on 1.04 standard, at least.


  19. Im on the mission in Razer Two, Called Manhattan The Day After (or something like that).

    I've gone to the guys house, got the map case, blown up the house, and then gone back to Manhattan, after it fell under attack and everyone is dead.

    I let the priest keep the weapons in the previous mission, so some locals show up and offer to help me get to the beach. I agree (didnt take the chopper option)

    Anyway, we run thru the woods, and they take me to small red VW car. All my guys are in the car (as passengers) and a local is in the drivers seat, but he wont take us anyway. We just sit there.

    Any trick to get him to start driving?

    This happened to me once...

    You need to revert to your last save. Once you reach the car, order Razor Team in the car BEFORE you climb into the trunk.

    One time I entered at the same time with the rest of the team and one of the Razor Team entered as a driver...what an imbecile. And once you are in the

    trunk you cannot issue orders or get out again. Fortunately I had saved the game just at the time you start following NAPAs.

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