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RobertJ

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Posts posted by RobertJ


  1. Wow, this truly was an epic few hours. This thread went from about 30/40 pages to nearly 70 from our skulduggery and devious infiltration of 'The Bunker'.

    Twas a Swashbuckling Experience!


  2. Yeah Newton's law of motion, and your muscles seize up. What wound ballistic video? :confused:

    People don't fly when they get hit by a bullet, they just collapse out of shock or injury. Seriously look it up on youtube or something there are plenty of clips where someone takes a bullet, generally their legs just collapse from beneath them and they fall over.

    It's obvious using F=MA and Impulses, and the 3rd Law. A bullet when fired doesn't send the person flying, firing a NATO assault rifle is like having someone poke you in your shoulder it most certainly doesn't send you flying, if a bullet could knock someone 2 metres back like they do in the movies then the gun that fired the bullet would easily bruise the person shouldering it.


  3. It's a good fix, if you are shooting something that isn't enemy then why are you shooting it? There aren't that many times when you have to shoot a non-enemy in the entire game and none of them have required me to us my squad and generally require far too much finesse for the AI to do properly since they require you to blow out a cars tire or shoot someone in the leg.

    The reason it's good is because it stops those times when you would hold right click to zoom in on a nearby friend only to have your gunner decide that you actually want to blow him away and open fire on them.


  4. Well on the 7th Cavalry servers we had a hilarious little glitch where our server was set to 70 odd people on a mission designed for 36. We filled up to 49/50 in a matter of minutes and enjoyed a truly chaotic game for about half an hour until the server just refused to go on and had a nervous breakdown.

    When we got it back down to 36 like it was meant to be we had a full night of tactical gameplay, we had an air tower controller in the airfield assigning every helo callsigns and monitoring air traffic. Anyone at base was instantly given a lift to the front and we had Infantry task squad Bandit running around in a Ka-60 doing the side-missions if anyone wanted small scale tactical squad actions.

    I mean the server crashed multiple times, about 4-5, because there was so much traffic and it kept glitching up and letting more people join than there should be. We had about 7-9 7Cav members in at a time making sure everything was orderly, the rest were Pubbers and we all had a laugh. Bear in mind each of those server crashes the server filled up instantly I lost my place once because I waited 2 minutes after it went down. And each time we got about 10 unique players in as people went to bed.

    ARMA 2 is HARDLY dead, I'd say it has got more players. We may have lost the release horde which you always get but that was because that group didn't want to play the game, they just joined and played it like Call of Duty and left when they got bored of not being able to bunny hop and run 'n gun. However I think the number of dedicated, tactical players has risen.

    Also bear in mind that most clans don't allow Pubbers in their operations for the reasons that you complain about public servers, it only takes one muppet to crash the C-130 into your squad and that's the night of tactical gaming over. They are generally intense 3-4 even 6 hour operations that can only be run once a week or once a fortnight depending on how big they are. If you want tactical gaming join a tactical squad/clan. Simple as.


  5. ACE/ZEUS/AI Mod X or Y will break campaign since they change AI behaviour meaning events won't happen as usual. For example the Osprey that takes you to F.O.B Manhattan can crash into the forest sometimes, or overshoot massively with ACE/ZEUS. In the Arrowhead campaign the enhanced spotting means that vehicles that aren't meant to join in fights do which can break some aspects of the campaign by making it to easy if say a platoon of M1A1's that was just meant to hold position comes and joins in what was meant to be a fight between you and 5 AI Takistani's. Or if an MI-24 Hind that was merely meant to be patrolling decides to have some fun it can break the game slightly.

    But hey I'm not complaining, it makes the game unpredictable and therefore a lot more fun. You never know what's coming next. In the mission where you have to destroy the AA batteries with the AH-64 you can only use your Radar AGM - Hellfires which means you have 4 Missiles rather than 8 making it a lot more tense and difficult. The AI will also spot you from much further away which lets you practice your evasive and low-alt flying. Since the AI is more observant that squad on the hilltop 800m away might lay down some fire on you. It makes the whole game a lot more fun.

    As for the Tunguska bwc153, that's the ZSU Shilka and it's usually there, I think it has a low probability of being there but even on Vanilla with no mods that thing opened up on my squad. You have to push to the barn, there's an RPG-7 on the floor there than you can kill it with.


  6. What he is complaining about is a bug, it was fixed because it ruined the game.

    When Arrowhead shipped you could lock infantry with the Tablock. Now what that meant is if you were in say, an AH-1Z, you could press tab and detect ANY Enemy within about 10Km. So say if another player was sneaking through a village 3Km away you could just press tab and your AI gunner would light him up like a Christmas tree.

    I don't think I should have to explain why this glitch was removed.

    It was just plain silly xD


  7. Like the M136 or M72 LAW being a 3 or 1 slot launcher, instead of a disposable?

    http://dev-heaven.net/issues/1876

    Like the magazine proxies?

    http://dev-heaven.net/issues/11418

    Like the bouncy grenades, which are able to go through walls?

    http://dev-heaven.net/issues/5032

    Like the non-tilted optics?

    http://dev-heaven.net/issues/9213

    I am the last one to say that OA or ArmA2 ain't playable because of their bugs, but these are the things i am angry about, as they are old and just appear on every rendition of the RV engine.

    And? There are hundreds of bugs with Valve games that were never fixed, watch a Portal speed run, there are game breaking glitches that are never going to be fixed.

    In Bad Company 2 the M60 was game breaking, it killed in 2 shots from across the map and how long did it take them to patch it? And when they did patch it they barely changed the values.

    Bad Company 2 was a horrible console port with massive bloom issues which, for another example, make it impossible to use first person mode in the helicopters on Atacama desert yet they haven't even acknowledged it existed. BIS give us constant free content, some paid and regular patches far more often than other developers do.

    As for your 'bugs' only one is an actual 'bug' and that is bouncy grenades, for all I know that could just be a base engine problem, but whatever. The rest are more requests for things you would like but perhaps BIS didn't make them for a reason.

    Think about how broken and bad Call Of Duty has been since CoD 4, a lot of the votes there are a joke. The best graphics is a laugh since 'best graphics'

    seems to be a euphemism for 'Best graphics out of the top ten console games', Just sayin'.


  8. This is a really interesting experiment, I don't think many games have tried 'evolving' their AI but perhaps this is a good way to get a brilliant AI.

    One question, how are the new AI skills formed? do survivors keep their stats and then the new 'breeded' AI who spawn to replace the old have randomized values? One idea could be to truly 'breed' the surviving AI, making the stats an average of the two survivors since it would select to a specific 'species' of AI which could be extremely interesting. Perhaps two seperate species would form with totally different stats that survive for different reasons (low courage, high accuracy AI that don't rush in VS a highly mobile AI that can outflank its enemies and get them into a crossfire where they friendly fire each other?)

    Perhaps we can have, like you suggested, Zeus AI vs ACE AI (is that possible to do?) to have a match up xD, even better you could ask for a group of players to beta test with you and we can do humans vs AI which would be a totally different selection pressure since humans are better in much different ways to AI as an AI vs AI fight (I assume) would break down into an engagement range/accuracy competiton. Maybe there should be a limit to accuracy/weapon shake to make the selection pressure go more towards tactics rather than superhuman aiming ability.

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