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jasonnoguchi

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Everything posted by jasonnoguchi

  1. jasonnoguchi

    What the heck am I doing wrong?

    I totally agree. It makes no sense to put up a "final stand" against overwhelming odds. If I find myself in a situation where my position is going to be overrun, I will retreat and run like hell with the remains of my team mates to the nearest settlement we can find and then garrison ourselves in one of those walkable buildings and aim at the doorway. This is the only way to beat overwhelming odds. One at a time through an open doorway. + 1 SIC-Disaster. COD and R6V are more arcadey than tactical. Anything that allows you to jump shoot and with contact ranges consistently within 50m is arcade. Period. There is no way you can get instantly used to the style of play in ArmA2 if you are used to those styles of play. To quote an old game, ArmA2 is more like Ghost Recon 1 style of play.
  2. @tobmic, to heal others, you need to use the ACE interaction menu to "Examine" the condition of the person before you are given the choices to apply the medical items.
  3. @mrcash, I face this same issue whether I run zeus OR GL4. It seems like friendly AIs are only armed for 1 contact rate. The key becomes quickly flanking and getting rid of suppressed enemies so that friendly AI don't waste bullets continuously.
  4. jasonnoguchi

    What the heck am I doing wrong?

    That's my experience when I first started playing ArmA1. Now, I pretty much kick AI ass. You need time to get this game right. Go through the basic missions, finish the default campaign and you would pretty much figure it all out. There is absolutely no need to adjust any settings or mod anything to win in the default campaign. And yes, like in RL, planning how to achieve your mission from your map BEFORE actually doing it is KEY to success. If you hadn't been using the map at all, then I would think it hard for you to complete missions in ArmA2. One way I trained myself in ArmA1 (and even in ArmA2) is to keep playing armory. It throws a lot of random situations at you and rewards you with some unlockables when you succeed at them.
  5. Running 1.05 with trackir 5.0 software no problem at all... first of all, have you ever gotten it working in arma2 before 1.05?
  6. jasonnoguchi

    What gun are you using (And why)

    Depending on how you like to shoot. Personally, I always gear myself with an M249 para and a TAC-50SD. M249 has the smallest recoil signature of all weapons in the game. In full auto, it has far far lesser recoil than M16 or M4, comes with bipods and it rocks with the elcan sight (ACE2). With some practise, I can score about the same accuracy as M16 with controlled 2 to 3 rounds burst hit at about 350m (M4 accuracy is way lower than M16 due to higher dispersion. In fact, I get higher accuracy than M16 when prone and bipods deployed. yeah, I spend about an hour a day in my self made range testing weapons in editor.). It also carries about 7 times more ammo than normal 30rd mags and with controlled firing, it keeps you shooting for way longer. The para is definitely my weapon of choice for mid to short range work. TAC-50SD is my choice for long range work due to range, suppressor and bipods. My choice of sidearm is the Desert eagle from RH. Its like having a shotgun in your pocket and is the only pistol that guarantees single shot kill at close range. So, how I usually gear myself is para in hand, TAC-50 on back, Metis launcher and a desert eagle whenever these items are all available. Of course, expect to walk a lot and collaspe a lot (in ACE2). (reason why I carry a Metis is because RPGs are no longer tank busters in ACE2. I would rather have one guaranteed tank kill than 3 gambles. In the default game, RPG7VR is my all time favorite launcher.) If I have to pick up an opfor weapon, the bizon would be my first choice for close range shooting and the AK74 my first choice for mid range shooting. The bizon has almost the same low recoil signature as the M249 in full auto (but only iron sight with the non-surpressed version making drop compensation for longer ranges impossible) and the AK74 is a lot more controllable in full auto than an M4.
  7. I have been using ACE2 with the Desert Mercenaries and Black Ops by SchnapsdroSel for a very long time now and have never ran into any problems.
  8. Yes, spotting distance is the most significant change running Zeus with GL4. Makes enemy snipers absolutely dangerous. I got hit by an enemy SVD as far out as 650m before.
  9. jasonnoguchi

    [CAMP] Chesty Puller

    @BARDOSY, I petition on behalf of all serious ArmA2 players, PLEASE keep the chesty puller series alive... we need Chesty Puller 2, 3, 4 ,5 ..... heheheheh!
  10. jasonnoguchi

    SEAL Team Six

    Completed Dead Kings at last with the inflatable there waiting without running NIM weather. Looks like NIM weather's huge storm took the boat away the last 2 times. It was quite hellish to take on about 50 enemies all by myself ... yes, Jester died early... again... Moving on 6! @Sick1, don't you already have non-ACE for campaign 1 and 2?
  11. jasonnoguchi

    SP - Operation Cold Harvest

    By the way, I can do arabic but I am sure as hell I won't sound authentic to real Arabs. :( Also, are you going to fix the cold harvest mission? I feel like having another go at it with a slightly different approach. :) UPDATE: Cold Harvest working perfectly now.
  12. @JTDman, the effects of deploying bipod on a 240 or 249 isn't that obvious (BIS made them exceptionally steady when prone probably due to simulating bipods?), try it with a M107/109 or Tac-50 and see the effects of aiming at a target 900 to 1000m away... almost cannot hit without bipods! :)
  13. jasonnoguchi

    SP - Operation Cold Harvest

    @USRanger, roger that! check yours in a couple of hours...hehehe
  14. Vote if you like my suggestion :) : "The round check dialogue appears only after about 2 to 3 seconds after round check animation has been completed, that's a little too slow. If it could be made to appear round about when the animation stops, that will be great." http://dev-heaven.net/issues/show/8348
  15. jasonnoguchi

    SP - Operation Cold Harvest

    Screenie looks good!!! Hey buddy, take your time, we all can wait for a GREAT mission. :) Will do the voice the moment I get it! :)
  16. jasonnoguchi

    SEAL Team Six

    ...mm... wierd... I didn't play it with GL4. Played it with Zeus though to make sure I won't break anything and I am sure Zeus AI won't take my boat out for a spin... was the boat tied to the shore? It was raining quite heavily during mission (perhaps due to NIM weather) and the waves could have taken the boat away :(
  17. jasonnoguchi

    secondary weapon + safe behaviour

    It is possible to holster your secondary weapon using the SLX mod's pistol civil module.
  18. I agree with the JTD man. Speed may be a better implementation of fatigue than knock-out. Standard ArmA2's slow down is due to distance travelled only, not weight. I think weight should be a serious tactial consideration for people like me who always lug a TAC-50 along with an M249 on my back. :) (ok, I don't have the self discipline to keep things realistic...hehehe)
  19. Vote if you like my suggestion: :) "Since stamina is modelled in ACE2 and increased weight increases the rate of fatigue, how about also increased weight affecting speed of advance? It is common knowledge that machinegunners have problems keeping up with their fire teams due to the weight they are carrying and that could be modelled into ACE2 for increased tactical considerations when carrying weight." http://dev-heaven.net/issues/show/8329 (ignore if you think its crap. :) )
  20. jasonnoguchi

    SEAL Team Six

    Replayed Dead Kings and STILL found no boats or inflatables at the beach near the extraction point..... anyone??
  21. jasonnoguchi

    [CAMP] Chesty Puller

    @Blackpulpit, the airport is not where that mission ends. Check your task list. There should be one more task for you to go back to that initial town.
  22. jasonnoguchi

    SEAL Team Six

    walked along that stretch of coastline and found no boats either...
  23. jasonnoguchi

    Tanks can be destroyed by 25mm HE

    In fact, you could destroy T-72s using 0.5 MG! :) about 150 rounds.
  24. jasonnoguchi

    Tanks can be destroyed by 25mm HE

    is that from the original game or modded? tanks in the original is weak as hell. You can go tank busting using RPGs for goodness sake! hahahha RPGs hardly hurt up-armored humvees in real life and literally bounce off tanks but you can bust tanks with RPGs in the original game. :) ACE mod made it a lot more realistic and seriously improved the survivability of tanks.
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