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Imperator[TFD]

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Everything posted by Imperator[TFD]

  1. Imperator[TFD]

    What do you think of ArmA3's futuristic setting?

    If we're going back in time I'd rather see Korea get some light shone on it. Not called the Forgotten War for nothing.
  2. Imperator[TFD]

    scope removal feature.

    You do realise that removing a scope from a rifle is not a button press to release right? Scopes are screwed onto picatinny rails and require a small amount of time to unfasten, then one would also need to unfasten your own scope and swap them over. This would usually mean taking the weapon in question into your own hands phsyically; something that is represented by the current system. Just like healing or rifling through dead enemy equipment in the first place there are some activities that should just not be undertaken while in combat. If you get shot because you're too busy rumaging through some poor bastard's kit in the middle of a bullet storm that's your fault. Stop making stupid decisions.
  3. Imperator[TFD]

    scope removal feature.

    Okay so at most say 10 seconds?
  4. Imperator[TFD]

    scope removal feature.

    It already literally takes less than 2 seconds. How much quicker do you want this to be? Right click on the rifle in their inventory - drag optic off - right click on your old rifle in their inventory and then attach new scope (if desired). The current system is already substantially shorter than the amount of time it would realistically allow an optic to be removed and transfered to another weapon.
  5. Imperator[TFD]

    Would you buy a DLC with more UAV content?

    I love the amount of work they've gone into with the UAV's in Arma 3. A MQ4A orbiting an area at 2km providing valuable intel which then has to be communicated to a ground team; this is in itself a huge challenge (when playing on non-numpty difficulty) as you have to try and figure out their type/number/location and relay that information in a way the ground team will understand. I try to incorporate them into my missions as much as possible and for others to dismiss them is a bit laughable especially given how prevalent they are in modern combat. A UCAS/UAV pilot isn't going to be earning any glory but they're an incredibly valuable part of the combined arms war space.
  6. Imperator[TFD]

    Arma Reflecting Today's Modern Day Warfare Tomorrow

    A man after my own heart. Also don't forget that CSAT and AAF have been conducting a counter-insurgency operation against the FIA for quite some time at the start of the campaign so who's to say that the FIA didn't have more valuable assets but then lost them?
  7. Imperator[TFD]

    General Discussion (dev branch)

    Incorrect. Switch to dev branch - bind keys for raise/lower turret - switch back to standard build - functionality remains(client side only). :)
  8. Imperator[TFD]

    Takistani Army A3 - TKA_A3

    The L-39 was in Operation Arrowhead. The AAF jet is a re-skin of the Takistani version with some very slight changes.
  9. Imperator[TFD]

    Arma Reflecting Today's Modern Day Warfare Tomorrow

    Perhaps I'm miss-reading your post but the general feeling I'm getting is that you believe it is possible to acheive a mil-sim level envrionment with mods in Arma 2 but somehow it is not yet possible in Arma 3? I'd need clarification before I can address your post. :)
  10. Imperator[TFD]

    Arma Reflecting Today's Modern Day Warfare Tomorrow

    All completely achievable using a mere handful of mods (at most 10-13gb depending on selections) in Arma 3. Something I find quite amusing was that despite delivering the modern day content that so many people vocally desire in Operation Arrowhead most of the mil-sim communities out there went and got community mods that added slightly different versions to replace the very same weapons that were already in the default game. How many M4 or AK packs were there for A2 despite there being an abudance of variants of those very rifles already in game? I'm glad that BIS branched out and created (the majority of) new models of weapons/vehicles we've not used before on a map we've not seen before because everyone who's a fan of the game, mil-sim communities especially, will eventually end up with modded versions of the game using modern day content while binning vanilla content because it doesn't meet their rivet-counting fetish or whatever reason they feel the need to moan about.
  11. Imperator[TFD]

    More Options for Squad Leaders

    Key options 1 through to 9? What exactly are you looking for in a "rudimentary squad management gui"? Currently you can change or manage almost anything about the AI via the current menus. You can even order them to open up their inventory no matter where they are on the map and fiddle with their equipment.
  12. Imperator[TFD]

    Let's talk about the artillery computer

    There already is an element of error in using the artillery computer; the error margin radius. This increases the further you fire the shell (and get up to 150m variation in some instances – that’s a large distance to miss!). A savvy operator/FO team can then call in minor adjustments which can be tweaked via azimuth and elevation changes in the actual optic of the artillery piece. What I find though is that in the majority of the time people just cannot be bothered with the patience and communication levels required to pull of that sort of co-ordination. The same goes for calling in air support, very very rarely do I see players attempting any semblance of combined arms play other than happening to be operating in the same area. If you want to nerf the power of the artillery computer look at what else happens in the same battle space that makes it so simple to use. Force trackers + enemy markers + the ability to just slap down a marker on the map that everyone can see and it’s not hard to see why the arty computer can become so powerful. Take that away and you’ll find one of two things: A: Players won’t bother playing artillery as sitting in the arty computer screen waiting for a fire mission can get pretty boring pretty quickly and random firings will usually result in wasted ammo (which in itself should be a control measure) or FF OR B: Players will work together using a gunner/FO duo to find the enemy; relay grid co-ords; execute the fire mission and then correct inaccuracies – and if this happens there would have to be an inordinate amount of excellent communication skills and knowledge of map reading and artillery computer usage to pull off successful artillery support. At that point I’d say “ripper job mate†and let them continue! Edit: Thanks for bringing up Arty radar again Gib, I'd forgotten to address that. If this could be implemented somehow; fire an eventhandler upon firing that marks a rough location ( I don't know how accurate they are in real life?!) on the artillery computer screen or map that can allow counter battery fire to occur would be AMAZING and would open up an entirely whole new world. Shoot and scoot would become an entirely legitimate thing in Arma.
  13. Imperator[TFD]

    Arma Reflecting Today's Modern Day Warfare Tomorrow

    Thanks mate; I was writing mine from my rusty memory while at work haha! The duplicating of statics and AT/AA launchers are probably my main gripe with assets available to players.. Personally I LOVE Altis/Stratis and cannot wait to see what the new terrain holds for us. The BIS Twitter at one point had some posts regarding some of the devs travelling to Hong Kong and posting lots of Asian themed images. Perhaps we're in treat for an Asian themed island that fits into the Pacific theatre? Also, as much as I loved and played Takistan to death, it kind of was a terrible map. Missions either had to take place entirely in a 'green zone' which at best were some 300-400m wide or they were in the open desert areas where the AI could be plinked off at a distance with relative ease. Altis at least introduced better differentiations in terrain level eg; dips/ditches to take cover in.
  14. Imperator[TFD]

    Let's talk about the artillery computer

    I beg to differ good sir! http://steamcommunity.com/sharedfiles/filedetails/?id=387230549 Personally I think map markers indicating a players exact position, and in some instances enemy positions, need to go from the community. I'm a bit hardcore like that though and understand that the average player probably isn't interested in trying to ID their position and navigate to their objective let alone call in a fire mission reasonably well. There are other limits, some of which you've mentioned, that can be used to mitigate the power of arty without having to develop a new artillery system. Limited ammo is one, selected class restrictions is another (only the most dedicated arty players will sit in a mortar/SPG/MRLS for a whole match.) I'd rather see a script that works something like this: _rounds = mortar1 ammo "82mm_mortar"; If [_rounds < 1] then; eject player; hint "insert message here"; mortar1 lock = true; sleep 300; mortar1 lock = false; *insert a reload script here or something Anyway, how have you been mate? Where are you hiding these days? (PM me)
  15. Imperator[TFD]

    Let's talk about the artillery computer

    Perhaps the mission makers should stop incorporating useless systems such as Force trackers or allowing map icons for units so that the artillery computer doesn't become the death dealing machine it is on lower level difficulties. By removing map icons you force the artillery operator to communicate with a forward observer (FO) to direct fire onto a target. Sure the arty operator may then try spamming known areas with indirect fire but that risks FF and then servers/missions can deal with that in the usual manner. Also you'll probably find another reason those assets are moved is not neccessarily due to the ease of use (although that compounds the issue) but rather the lack of defense against artillery. More often than not you cannot shoot back at your attack and there is little you can do when the shells start falling. Airplanes/helos/tanks can all be shot back at in some form but artillery cannot (in a generalised term.)
  16. Imperator[TFD]

    What do you think of ArmA3's futuristic setting?

    Spot.On.The.Money. The Armaverse has never been a direct representation of the current world. It is a divergent or alternate history setting. For example: The RAH-66 project was cancelled in the '90s yet still operates in the Armaverse as an armed recon helicopter (even in reality it was never meant to replace the AH-64 but rather augment it.)
  17. Imperator[TFD]

    Best way to 'advertise' a new terrain.

    Here's what I look for in maps before I consider downloading and trying them: High quality screenshots. A screenshot of the terrain in the map view (textures and no textures) Some sort of list detailing the features of the map (eg # of airfields, bases, towns etc)
  18. Imperator[TFD]

    Arma Reflecting Today's Modern Day Warfare Tomorrow

    At no point ever have any of the various factions within the Syrian Civil War and it's associated spill over into the Iraqi Daesh insurgency been capable of maintaining let alone operating either rotary or fixed wing aircraft. Yes there are photos of them standing atop numerous captured Syrian combat aircraft but this is far far removed from actually integrating those assets into their operational forces. As for Arma; I got quite tired of shooting poorly equipped insurgents in sandy Takistan back in Arrowhead and relished the new environment that Altis delivered. Here's a very rough guideline to the A3 storyline: Late 2020's the Repulic of Altis & Stratis suffers through a civil war. Early 2030's NATO intervenes and overseas peace keeping operations despite economic crisis developing in the West CSAT (Canton Strategic Alliance Treaty) begins to develop as a global counterpart to NATO (the exact make up is not ever defined as far as I recall) and begin cosying up to the AAF and assisting them in counter-insurgency operations agains the FIA rebels. Relations are strained between NATO and the Altis Armed Forces (as seen during the Bootcamp missions) which results in NATO being dismissed from Altis itself (this explains why we never come across other NATO survivers on Altis.) AAF then stage the attack, as seen in the main campaign, against NATO in which CSAT begin assisting AAF forces on Stratis. I won't go too much into the rest as that reveals storyline points however there are multiple endings to the main campaign and BIS have not declared which is canonical.
  19. Imperator[TFD]

    General Discussion (dev branch)

    Is anyone able to confirm if vehicle lights can no longer be activated at any time rather now they seem only to be operable after a certain hour. In addition to this the lights on the helipad at the hospital in Kavala no longer seem to be working either.
  20. Imperator[TFD]

    What do you think of ArmA3's futuristic setting?

    this disabletiequipment true; This goes a way to helping mitigate what you are talking about but I fully understand your point and quite agree with it.
  21. Imperator[TFD]

    General Discussion (dev branch)

    We are not talking about SquadXML. :) We are talking about unit insignia which is very similar to squad XML but is placed on a different part of the unit (eg opposite arm to the XML). This is visible and test-able in the Arsenal.
  22. Imperator[TFD]

    Leights OPFOR Pack

    I'd love to see some Takistani military units from Arma 2 to populate the Takistan map with. Leight are you learning to port vehicles or are you primarily concentrating on infantry at the moment with the odd RHS reskin here and there?
  23. Imperator[TFD]

    What do you think of ArmA3's futuristic setting?

    Your analogy is moot given you do NOT have to pay for bipods/weapon resting as they are features and BIS does not charge for adding features; only content.
  24. Imperator[TFD]

    What do you think of ArmA3's futuristic setting?

    This is pretty much what it all boils down to; opinion.
  25. Imperator[TFD]

    General Discussion (dev branch)

    I'd love to see this implemented.
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