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Posts posted by rye1
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No. You don't use it on a casualty who has been shot. It is strictly used for anaphylactic shock and cardiac arrest for combat medics:- and for cardiac arrest it is hardly used at all as it is a very high-risk procedure for a combat medic. Epinephrine would be a last resort and combined with cardiopulmonary resusitation (CPR) and possibly vassopressin - there is such a high chance of messing it up and causing serious problems and it doesn't even have a 100% chance of restarting the heart even if you do get it right, there is no way it should be used like that.
You don't go around sticking Epipens into people's thighs after they've been shot.
---------- Post added at 06:13 PM ---------- Previous post was at 06:07 PM ----------
i like americas army's systemIt's a great way for PVP, really quick and simple. Because they are on such small maps they need to be like that. Arma could easily make it a little bit longer, not to the point of being frustrating but just as AA's version is way too quick. The diagnosis tool on that thing is great, shame it only has 4 options.
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No epipens, epinephrine is for severe allergies and if used on a bleeding casualty it would make them bleed out quicker. They are not used on these kind of casualties. There are other ways of re-awakening an unconscious casualty like smelling salts, etc.
All wounds would depend on area hit, which could be improved heavily in A3 if the hitdetection was improved upon. We could then know area hit and that alone would allow modders to improve the medical system dramatically, using certain kit for certain areas and conditions.
You mention explosives and I notice no burn treatment is given, but it can be applied the same way as any other treatment, just with specialised items for that category e.g. steroid injections, burn bandages, burn dressings. But it doesn't really matter, a simplistic approach is best.
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That would be excellent. If you can blow the building in half, then why not the door? :p Mechanical, explosive, dynamic, that stuff gets all technical:- it can just be simple, ballistic breach with a shotgun or even a 5.56 weapon. The modders could improve upon anything BIS gives them.
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GUNN DARGOONNNN!!1!
(http://au.xbox360.ign.com/articles/118/1182292p1.html Read this if you haven't)
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+ 1001
Mirage is important. But... would it blend? ... with Lemnos?
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That is win. Post of the day.
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If you like the vehicle physics as of now. Get an ATV, go on Takistan and try ride without dying for half an hour. :p
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All-out-war, guerrilla war. Unconventional troops in the campaign.
Wearing non-standard uniform and kit is against regulations too but the SF wore rags like the Taliban and some even used AK's. It's not about regulations, it's about whether or not it is practical for your role. The current roles the Army are in are well supplied:- if that wasn't the case then a last resort may be to do so, if you're out of ammo and there is an enemy AK near you then go for it. Covert in an unknown land, use the enemies weapon, overt in an enemies land then what's the point:- that stuff's for combat and fighting patrols. Same goes with training the host nation, it's normally done with their weaponary or at least sometimes it is.

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There's a nasal tube, NPA. That deals with it because it doesn't say collapsed lung it just says the casualty finds it hard to breathe or cannot breathe.
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Wolfire do a good job at weekly videos/blogs. Just a quick heads up, what they are doing. They even get suggestions and may be change a few bits and bats before the final product. -
That's hit locations/hit detection. Engine problem. =) Needs fixed.
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All out war or guerrilla war... nothing is forbidden. :p
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@BlackAlpha.... MYBAD! I think it was a mix lol; I didn't understand some of the stuff he posted but some good points came up. You gotta be ready when dealing with close combat and room clearing on a daily basis, look at Iraq (urban areas like Fallujah) compared with Afghanistan:- kit, small additions, changed for role. But certainly not the ultimate weapon, I'd have to say rifle before anything; that's why it's your damn primary.
And look at Special Police units and civilian clothed units, undercover and dealing with CQB 99.9% of the time, there's always a knife at the ready. Very concealable and a last resort. But who cares, BIS won't add it so meh, and it would be buggy unless really worked on, but some games did good at it like GTA4, Metal Gear Solid, Splinter Cell. You can just hope that engine issues, features will be added and fixed so it could maybe be implemented easier. But, school of thought, I hope you all look at knife topics and don't jump to the conclusion of Rambo.
Image below of a set-up that would be a good use in CQB for having both secondary and back-up to it:

German SEK/MEK.

Same as above. They raided a murder suspects house.
US Navy Seals fighting in Ramadi. Close combat non-stop. Both guys to the left hand side have a back-up knife.
BIS modelled knives on the units like this. The Czech guys had it on their right hand side I think, facing down and the USMC had knives modelled. Definitely used in combat and non-combat roles.
How about we just ask BIS to use a (most likely clunky) CQC system that allows you to press a button and then mash keyboard keys to do hand-to-hand with enemy troops. Honestly, while it'd probably mess up the game, I'd actually like to see a module with those features. But only after everything else is patched up and worked out :pI was thinking more punch the monitor... :rolleyes:.
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1.No, I haven't, but clearly you have. Please do share your magnificent story on how to beat a gun with a knife.2.Oh my, I guess that's YOU who you are talking about, isn't it? Dressed in fully kitted military gear, you ran inside a room where another armed guy was waiting for you. You didn't even bother to check the room before entering because your superior melee tactics triumph in all situations... Anyway, so you ran inside the room and there he was, the other guy, and he was already aiming at you! How dare he?! But you kept your head cool and you knew there was only one thing left to do, you hurled your M16 at him. Yes, the other guy sure didn't expect that, as the M16 hit his head! This gave you enough time to close in and have a go at him with your knife and your BARE FISTS!
3.Yes, I've played COD as well. I know exactly what you are talking about. But keep in mind that the other guys here haven't played COD and have no clue how knives work in real life.
1. Sorry, I didn't know we had to kill someone with a knife for this to be valid. Seriously if you want a story, read them. Open minded, not closed; I don't mind your input but I feel the only ones really trying are the ones that support it. The rest come in with negative attitudes that result in nothing but an arguement with no real pro's or con's and mention stupidity like COD; thanks again BlackAlpha. Even if the Arma community don't want it, it's good to have the discussion:- it may be able to be implemented in the future where it may work better or by a modder.
2. Basics of room clearing, closed door? How to check in the room? What do you even mean check in the room? No, there is no endoscopes or optical wands. Partner opens it, you rush in. Now what? Your weapon jams or malfunctions. You have to reload. Your weapon has been shot and considered inoperatable. You drop it. You trip on furniture. You realise it is a short room and you are face to face with the enemy when all this happens. You're doing it in the pitch black, in a cave or tunnel, sewer system or bunker.
This topic is not about knifes, it can be about anything. Can we move on... I hate replying to the same thing over and over, because people fail to read or understand. Stealth kills, yes or no or maybe because of too many factors? Poll please.
If you were in that room with me, I would hate to have you as a partner. To lose the will to live isn't a good trait especially over negative views of a weapon, you'd go for your back-up or second back-up, be it a pistol or knife; and whatever happens next because of that decision is all down to you and what the enemy does also. If you want to reply, do so with a list for me. Scenarios of which you would use a knife:- combat and non-combat, I don't care, just come up with a few and show me you at least think about it before replying just to stir it yet again with questions that have already been answered. I don't care if you do not want to see it or not but at least try think about it.
If you prefer a handgun over the knife or feel it will perform better in that scenario then your supporting hand would come up to push the enemy or keep them away from controlling the weapon and yourself. The handgun would come out the holster and turn straight onto the enemy and you would engage.
But when it comes to effective take-away techniques, the US army performed a little project conserning defense against knife attacks. The conclusion was that it was in almost every scenario near impossible to survive a massive knife attack from a crazed person at close range. You can try control the arms, control the weapon, anything but you'd normally get cut to pieces in the process.
Furthermore when looking at statistics, you will see that almost all victims from knife attacks have not been stabbed once but multiple times, some even 70 - 200 times. In combat, it would be go till the threat has gone:- leaving them no chance (http://www.youtube.com/watch?v=IV0F1q9BKME&feature=player_embedded
).3. Please do not mention that retarded game. There is no one hit wonders or instant transition from primary or secondary to knife. If you have an imagination, use it and consider what Arma would be with it:- compare those thoughts to COD and realise it would be no where near the stupidity of that game. And if you have such a great idea of how a knife works, knife guru, then explain to us, why not? What are the negatives of this in a close combat situation and why would you personally not use one?
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I'd personally rather see vehicles, weapons, etc, at the back of the list. Give us features and easier ways for modders to make things work, mission makers to make great gamemodes and clans or public players to play online easily and with more fluidity.
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One thing I like as well is that you can cook the grenade while aiming at the same spot. In Arma you kind of cook it while throwing it further.... That needs taking a look at.
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I prefer no marker, a marker would only be good for lower difficulties like recruit and training scenarios. AA2 where you toss it and aim with the support hand and hold down longer to throw further but it has a limit on how far, that's perfect, they have the time of how long you hold it down to how far it throws ratio spot on.
. Other than that, I could still deal with a marker and I would then use grenades as much as possible. People want BIS to improve CQB? This is a good start. -
I seriously agree with grenades. If it was like AA2/AA3 with the way you through it, supporting hand as a guide and pressure depending on distance ACCURATELY then you would see a HUGE improvement in the way games are played, and the way PVP's turn out.
Right now you chuck it and it comes off almost 99% of the time as you would never of expected it. You aim, throw and it goes 10 inches from the start-up where you were aiming which equates to totally off target.
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In combat anything goes...
Pre-combat it would be nice if you could really customise weapons; at least we can add different sights. I would like to see the ability to cam/paint a weapon; I hated the way half the weapons in A2 didn't match the environment but others did. Same goes with gear, and the ability to add tags/designations on there. Wouldn't be a bad idea.
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Mines are used, and heavily supplied in order to be used in amphibious operations. You can easily block a whole port with one limpet mine and wrecked ship, therefore others would have to station out of port and become very vunerable to attack.
Some great successes have happened in the past; http://en.wikipedia.org/wiki/Operation_Jaywick. Mines are a warships nightmare.
Underwater rifles would be great, though you're correct about ballistics, they only go so far underwater depending on how far under and end up tumbling quickly;- that's why a divers back-up is always a knife or amphibious pistol.
BIS have given us the basics, I don't think they'll get too advanced. That's a chance for the modders to do something now they have the basics to work with. I can't wait.
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It's a good consideration though to say the map is large. But they've already thought about it:- as you can see, we've got some really awesome underwater and sea-based vehicles to get to use.
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Ready for war. :rolleyes:

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Be civil. Cup of tea, anyone?
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daggerfallhalt, halt, halt.



Extended breaching Capabilities
in ARMA 3 - GENERAL
Posted
Well, it could be if worked on. Then it would be the best of both worlds. For that, it comes down to AI more than anything else but they made all buildings enterable in A2 and are now improving the animation state. It sounds to me like it's getting a bit more friendly in that aspect. And it doesn't have to be over the top, just put a few rounds in the lock you can get in.
I know nothing of how to put it in game but couldn't you just differentiate it? E.g. by object names, Door1 = the door you can breach. Door 2 = big metal gate, unbreachable. Door 3 = metal and cannot be kicked in but may be breachable. I mean if it's a simple wooden door with a few hinges like seen in A2 then it's not going to be that hard to breach.
And a gate you'd just run down with the vehicle.
That's a brilliant idea, that opens up CQB gameplay and PVP elements with something so simple, but the same could be said about jumping over short walls and such objects.