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rye1

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Everything posted by rye1

  1. Thanks but your reply I can't agree with this part... :( "How CQB really is" It's training. And bad tactical-level decision making through-out. It's bad training, creating training scars. I don't like this team. It's far from the realities of warzone Close Quarters. Unfortunately it's only one example I can find of a 10-bang. A counter-terrorism DLC would give me a hard-on. Plus it's from one perspective: BLUFOR. You ever seen OPFOR training videos? :D Afghanistan and Pakistan training camp videos? Some are beyond laughter. I cried at some of the Close Quarter training. So funny... :rolleyes: http://www.youtube.com/watch?v=m-3bsv2Rmpo I love his spins. Pretty sure he watched Billy Elliott before conducting these drills. P.S. we need to add his 'girl throw' animation for sure! Great idea though about grenade throwing. There's thousands of videos out there.... Many of grenades being thrown, especially in first rooms or out-houses. Most of these are conducted blind, you don't need to see the enemy to throw a grenade - that's the whole point of a grenade. Live-saver, risk-mitigater. Will reply to more later... when I fix my display driver. O_O ---------- Post added at 03:33 PM ---------- Previous post was at 03:03 PM ---------- If you're weapons too large to pull back then agreed but if it is then that means your characters either under a lot of stress and forgets or a semi-retard lol. Leads to a noise compromise for those who aren't operating for Close Quarters, i.e. those fools with M107's in a corridor, spinning them around and shooting! This differentiates Maturins posts about sub-machineguns vs others.
  2. rye1

    Firefight Dynamics in ArmA 3

    They've added haze-like effects haven't they? Mirage like effects? That will make longer distance observation harder. I saw something similar mentioned in the confirmed features.
  3. A mixture of idea's and opinions. Realities and possibilities. This isn't "BIS, do this". This is "Hey, take a look at this", "This may improve this aspect". This is valuable information to a point, not a wishlist full of 'I want da big gunz'. From a gamers perspective it shows you Arma's constraints, from reality (and pushing towards realism gamers) perspectives it shows you their opinions, for public players it gives you an idea of what new kids to the block want and old hardcore gamers. Some things here, they may be a small sentence or a few words to a whole paragraph on a topic/subtopic really deserve to be in game, or be fixed. :D
  4. In some units, yes. In those heavily involved in Close Quarters, Counter-terrorism, Room clearing then you will see them more often. But some units in Afghanistan have them, say working in Kabul. Contractors have also used them in defensive driving. Vehicle CheckPoints have used them. So, yes it's used. But to what value that has in Arma 3? I don't know. The 50+ cities, villages and towns it has. The enterable buildings. Just a thought... Yes you can get more than one bang. 6-12 that I know of. You can also get them mixed with CS/CN gas. No joke... 12's are fire starters as it is, nevermind mixed. :D Then the oxygen/NBC kit comes out. :mad: "DD is called P1, its made with 6, 8, 10 or 12 bangs. There is P2 too,its with bangs and CS together." - Slovakian SWAT member. Probably different model names in other countries. See here: 1:07 and 1:44. P.S. my fellow clan member Snakedoctor does not endorse this video! (And neither do the sane ones) From playing today, what we also need: Better penetration through windows and flight path Better effect through windows (bullet deflection, breaking glass) Better AI sight to muzzle ratio Less, way less clipping!
  5. rye1

    Aiming Accuracy in Arma 3

    Multiple discussions on accuracy - gahh. With windage, not like ACE please. They did good, but do not account for cross-winds. They do not account for objects (i.e. shooting from an behind an object, blocking wind = less effect on bullet). They do not account for terrain, and how that effects the wind. Limnos would be hard for this. You have the current coming from the ocean. This can make the wind go CRAZY! Literally turning from 12o'clock to 6'oclock. Headache central for scripting, if they want it done 100%. If not then I accept. :D You're awesome just for trying it. A simple system works just as good, why? We have the tools to mod it, and it fits for the game... getting better.
  6. Name: Ryan (Nickname: Rye). Soldier name: Ryan. Age: 20. Language: English-Australian. ;) Games: Arma 2 Combined Operations (A2+OA). Timezone: Australian Eastern Daylight Savings. Location: Sydney, Australia. Mic: Headset, G35. Experience: 1000+ (Around 3 and a half years). Ex-AAF Clan Leader and Lead Recruit Instructor, played with communities such as TG, F2F, UO. Roles preferred: Any except pilot! I have Teamspeak 3. I have skype. I have many mods including ACE, ACRE (All up to date). I have no problems with downloading more. I am looking for a mature and tactically conscious community. I am looking for a community that want to constantly improve. I'd love to work with a community who share the same interests and concepts as I. I'd love it if those who have that to offer could PM me.
  7. 6-12 bangs. :) Single flashbangs are OK but do not expand all scenarios and longer enteries, etc. I'm sure if BIS gave us a single, someone could mod a 12bang.
  8. rye1

    Aiming Accuracy in Arma 3

    The showers give you a hard time
  9. rye1

    Any interesting books to recommend?

    http://www.scribd.com/iUniverseBooks/d/63636800-The-Book-of-Five-Rings The Book of Five Rings - Miyamoto Musashi. :) Excellent!
  10. rye1

    Firefight Dynamics in ArmA 3

    There looked to be more objects within some of the videos. And better objects i.e. fences, walls, fountains and other features.... not 'a tiny flower' counting as an object, which to me made it look way better. More playable too, more cover. :D
  11. And no wonder they had the leftie on the rear of the stack, poor guy on point would of got popped before he could even let off a round. One thing though guys. I try compare features of other games, not gameplay. Firefights in COD, BF3, AA2/3 will be wayyyyyyyyy different to Arma. For one AA2 had a view distance of around 200m! It's a joke to compare gameplay. Just look at the good features you would want to see and try visualise them in Arma 3 and how that would universally change it - better or worse? Of course you can compare what happened in THOSE games - but that doesn't mean it'll happen in Arma, why? Because there are contingencies you can make to assure it won't. Now thinking of those contingencies instead of argueing about other games would really impress. And what we really need is not just getting stuck in doorways but allowing players to get REALLY close together. That would allow two to squeeze through a doorway - maybe allowing them to squeeze through if they are facing a certain direction i.e. one left, one right. Like this: http://a1.sphotos.ak.fbcdn.net/hphotos-ak-ash4/382338_10150390761102772_180015202771_8588866_529809981_n.jpg. South Africa style, 4 to a door, 3:1 split. Or like the Israeli's do it.
  12. rye1

    Aiming Accuracy in Arma 3

    So you're talking instinctive, snap, point, fast-shooting? You can do that in game already and is the most effective way of destroying someone in real-time in a PVP within the CQ environment. The problem with sway is when you move while sighting down the barrel and that figure-8 effect it has, the oversway at times (sighted and unsighted).
  13. rye1

    Aiming Accuracy in Arma 3

    Harder to shoot means balancing speed vs accuracy ( ) and not just adjusting as you shoot.I've re-capped the A3 videos and their accuracy in close quarters at least is amazing. They get good hits on target. 8 inch circle, say, of the enemies chest from 5-20m it's all going in there and the weapon looks like it is easy to control. That's good and all for CQB... but it makes me wonder what it'll be like for a 500m point target shot. I bet you, you could pull it off. This then makes me wonder... imagine an AI squad. You aren't an area target at 800m, you're dead.
  14. Body breach. :D Used a lot in Fallujah. Not actually flying ninja kick but more... bash down the door with your body. Love to see some door charges though... mmm my donut charge is getting dusty.
  15. AA2 offer that - you asked what it offers. Well, there you go! It also offers a cool medical system. Look at it's features and decide for yourself - what would you take out of it for A3 and what wouldn't you. Sure there are things you and I wouldn't. If you don't find it fun, cool story. Other people might. Same with BF. Same with COD. It's up to the individual. What the hell is a frag-CQB-grinder? I'm worried BIS won't listen and we'll be stuck with retarded hand throwing grenade animations. We obviously have a difference of opinion and perception here. My version of it means better grenade system means better CQB system. End of story. No grenade spamming, no crap like BF2/COD.
  16. And why do you always ask questions like this? Think about it: Good grenade system. That's a big fucking plus. It's also something called fun. Holy shit, people buy fun.
  17. Does anyone have any good I44/WW2 style tactics? Especially interested in some SOP's that were used by units during Close Quarters Combat.
  18. Hole you shoot or observe out of. Hence the artificial or natural - it could be some dodgey builder and a dodgey wall that's cracked and created a hole to a demolition charge or chisel used to knock one out. The latter is a bit over-the-top (actually shaping the battlespace individually), so I stated a war environment as BIS have talked about in their videos. It would be great to see partially damaged and fully destroyed buildings which actually offer some advantages such as loopholes. Like mouseholes (that the Taliban use) but not for movement but more for concealed shooting. http://img594.imageshack.us/img594/8119/captur4e.jpg And the calculation if you're into sniping: http://shanedaughtry.com/images/Sniper%20Loophole.jpg 14:05.
  19. You're right, most aren't smooth. Look at grenade throwing, especially the running/walking grenade throw animation - it's so dodgey. You can't even stop some animations mid-useage to do something else.
  20. rye1

    Aiming Accuracy in Arma 3

    Seen these videos. Sure, a lot of videos I've seen of 7.62 upwards are one hitters. But that's shot placement, wound ballistic capability. Accuracy being harder, and an enemy taking multiple hits may mean more of them die via bleeding out - just like reality. It may prolong firefights, give us something to be worried about. Possibilities of injured - more likely to camp (Speaking of which, more injured animations would be great: Limping, hopping). I'm just stating this because it's a big part of the game, it's a general topic and it can change it universally when it comes to firefights. Some people may not like that due to having to get multiple hits and already finding it hard. All I can say is grab a really good mouse and create some settings for long v short range. :)
  21. rye1

    Aiming Accuracy in Arma 3

    I believe some of your suggestions are great. That will make it harder to engage longer distance targets. The way it is now is a bit too 'easy'. If this game is really more focus on longer range engagements then this should be a good thing, no? In my opinion the only way this would work is if the AI are under the same parameters, they must have their own accuracy barriers (Suppressive fire script idea relates). I believe for the base rifleman this is great news. For the different types of attachments I think it could be modified for increased or decreased capabilities in certain scenarios, i.e. Close Quarters. Smooth swaying would also increase abilities in Close Quarters, allowing the combat pace animation to be more fluid and accessible rather than a counter-tactic, death-trap. For snipers and designated marksmen I think this could be a big hit. I'd love to see a realistic breathing system, heart rate sound and system. At the same time I'd hope to see things that can put this to more of an advantage like stances that will slow breathing, bipods that will steady aim, etc. Wasn't Vietnam way more than 1000:1? Yes it was. Last time I heard some figures got up to 1,000,000:1. Yes, one million to one. It all depends on your environment, the enemy and the changing technologies and skills (generations) around you. But if you think of your average soldier, more rounds are put down range in suppression rather than in actually aiming at someone.
  22. A good sub-formation would be to stack. They could implement some pathfinding for the AI to clear from the stack, i.e. a simple buttonhook from a wall into a room. Couldn't they? Agreed with all posts so far (except Hoaks). Loopholes (natural or artificial) would also be a great idea. Detail like that in the urban environment would be excellent. They said it's going to be a war environment - abandoned and destroyed buildings, well there you go. Bullet marks, explosive hits causing holes, cracks, openings. Narrow shooting lanes for the sneaky ones. You can look at a number of mods for ideas too: - ACE CSW system. - Swedish Army mod buddy reload system ( ).They would improve teamwork and interoperability of weaponry within different environments. Now imagine AI scripts for them to do similar! Interfunctionalities. AI working together - anything from working as an MG team, a sniper team, one throwing a grenade as the other covers or shoots. This is a place for ideas Hoaks, not confirmations. I just wanted to ask you guys as well, if the grenade system was improved what would you think of being able to throw it back? Not like COD with one click but maybe with holding the mouse over it and throwing or something. And also, if so I hope blast simulation is improved so it 1) Actually kills when it's really close, and 2) You and/or objects can deflect or take the brunt of the blast.
  23. Iranian battle buddies. :p I hate seeing them try pie a corner or burst in a compound just to get shot. Working together for the same goal would be great. AI nearby can act as individuals or link-up and work together. Provide suppressive fire, move to corners to cover areas, etc. I'd just love to see it. It would make CQB harder than just "Who can kill the prone loner in the compound?".
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