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Everything posted by Tom1
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Improved netcoding so we don't lag and desync otherwise all the RTT and other features in the world I will not buy, and by the way I have been a player since OFP days and even bought an original xbox and OFP elite so i could play away from home, yeah I'm a big fan, BIS please fix lag issues online. ---------- Post added at 07:34 PM ---------- Previous post was at 07:32 PM ---------- @ZUkov if a game was made a,ong those guidelines it would be cool, but arma/ofp is not about pvp, it has an always will be mainly focusing on COOP with support for TvT objective battles in which it feels like COOP rather than standard PvP anyway. No offence but if that is what you want then arma/ofp isn't for you.
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Mando Missle Mod was quite realistic, much more than vanilla and even ACE, but could have been heaps better, felt like I was playing an experimental mod not a game. If MMM could be implemented well enough to feel natural ARMA 3 would be the tits.
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WOUNDS: http://forums.bistudio.com/showthread.php?t=119415 Been updated and completely redone to suiot everyone's wants, please check this out and feel free to comment. I might put on DevHeaven later.
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+1, players complaining it takes ages should play CoD... oh wait, even CoD takes longer to reload machine guns.
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Heat haze, RTT, wind and bipods/weapon resting should deffinitly be added. Most small features of ACE should (NVG brightness, towing and loading, APCs with AP and HE ammunition and being capable of swapping between, gasmasks etc) be added, just nothign big like arty, wounds and AI, leave that to BIS and then ACE can redo those with arma 3's release. ---------- Post added at 07:10 PM ---------- Previous post was at 07:09 PM ---------- I will happilly wait another year ontop of what we are waitign now for arma 3 to be released with all of those and improved netcoding to stop warping and extreme desync.
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Please dont take notice of previous comments, entire suggested system has been redone and made much much more simple. Read from here on. ---------- Post added at 07:00 PM ---------- Previous post was at 06:30 PM ---------- Post name changed to clear any confusion too :)
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love all the sounds especially the sonic cracks although they ar way too quiet. Please make ALL sonic cracks 2-3x as loud, as they are breaking the sound barrier and would be very deafening.
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how is this going, havent heard much for a while?
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Putting units inside buildings
Tom1 replied to Grampz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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1) assuming they are right handed, sneak up behind them, use your left arm to cover thair mouth and right arm to slice the underside (soft side) of elbow before stabbing in jugular and slicing the windpipe to ensure the quickest of deaths (so even the slightests of mublings will not be heard). That is a very good place to slice, I am also studying krav maga and my instructor told me (while teaching counter attacks with knives) to slice here as it will disable the arm from tht point down if down deep enough. 2) damage is dealt to head, body, arms and legs in arma 2, whilei would love for this to be improved, it would suit a knife system well, no sweet pixels just big bulky heads and bodies to cut. 3) crosshair, maybe an awesome diagonal slicing crosshair :D the attack is dealt to the object in the crosshair if at a cerain range.
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and bullet fragmentation, tumbling, expansion etc will cause more trauma than a knife wound but otherwise Rye is right.
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mate he said he does krav maga don't fuck with him :D
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well if china is involved....
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what about a tactical gun, bullets are better at killing than medivil style arrows :D
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IMO controls and flying is great now, just gte rid of that dam auto-corecting rudder :(!!! IT SUCKS!!
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yes, but if it can't be fixed can you please release with optional smoke grenades? Then we can still have awesome WarFX but use smoke nades effectivly too :D
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do smoke grenades move in the correc t wind direction in 1.2? Someone please tell me before i update.
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The current system is good, you just slow down when tired. A weight system would be nice to determain how much you can carry and how tired you get how fast, but in ACE you just randomly collapse and this could do with a lot of work.
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A great sound engine like that in BF3 would be nice, but the sounds themselves are not too important as sound modders will fix this. Check out RWS and JSRS and combine the two for the best experience.
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That wouldn't be very realistic though. Modern body armour can stop multiple rifle rounds from close distances, and a non-penetrating round will only bruise and wind th target at worst. When talking about modern body armour, it is important to remember that we are not just talking about kevlar vests, which are designed mainly to reduce the probability of shrapnel and pistol rounds penetrating, in this case rifle rounds (because of their shape) will easilly penetrate the kevlar vest. Hard armour plates on the other hand are very very tough and will stop multiple rounds and therefore allowing non penetrating rounds to still do damage isn't really realistic, and making a unit invulnerable (except arms and legs) is unrealistic too as the ceramic will crack and shatter allowing rounds to penetrate AND seeing as today (not to mention in 10-15 years time when arma 3 takes place:p) many big and modern militaries are fielding hard armour (USA, UK, Aus & NZL, Russia, Germany... heh, even China) obviously armour piercing ammunition will be used when fighting another 'armoured force'. @AirborneCowhead, I do believe Quik Clot is still used occasionally as a last resort because it is very dangerous (due to it having to be completely removed before surgery:p) and other methods of administering hemostatic agents (other powders, injections and even bandages and field dressings) are being tested and fielded although the same principles would still apply to a game; haemostatic agents are used to stop bleeding:p Please read up on the first post, as I am about to update it with some important information mentioned elsewhere in this thread that may be missed by people who don't have time to read more than just the opening post. I have said this before but the point of a medic system like this is not to make the wounds and treatment super realistic (because in real life the casualties do not just get up and continue fighting) but to improve the realism and authenticity of the flow of modern combat. Modern ammo is designed to wounds and not kill because a wounded man is essentially two men down as atleast one man is required to administer first aid and further medical treatment by a combat medic will slow down the squad thus disrupting their movement/plans. Some have suggested MEDEVAC, and although this is a good idea for single player, in my oppinion it wouldn't work to well in a good chunk of multipayer games as many do not have respawns (hardcore clans and communities that is, the MEDEVAC idea would work wonders in public games with AI that can be switched to and played as by a wounded soldier). Maybe if the MEDEVAC was a module to be put in by the mission designer that had to be synced with an existing (or non-existing just like the artillery module) MEDEVAC vehicle (helicopter, ambulance Humvee, BMP etc etc) that had to be set up would work? Although a unit getting up and walking after having a medic do his thing is unrealistic, it would still add playability to the game while at the same time giving consequences to the wounded player and every other medic system in arma 2 allows wounded units to get treated then fight, so it is nothing new:p
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I didnt know you could get more :p I reckon BIS should keep it completely up to date with top of the line hardware. Sandy bridge and bulldozer CPUs are coming out soon, hopefully support for them will be in arma 3.
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easy, look at ACE's vehicle damage system. They achieve this by adding another damage value to the ammo's config called vehicleDamage and then shove that in a formula that determains the damage dealt. Do the same for body armour and you have an improved body armour system.
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Even with the current 'system' for body armour the armour is penetrated wayyyy too easilly.
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Ai that will split into fireteams, one team will put down heavy supressive fire, the other(s) move to flank/assault enemy. Also soldiers can already bound and leapfrog, but teams should be able to do this aswel. AI can see what you see, so a camoflague implimentation that still makes the ai realistic (not super stupid and blind just because you're in combat camoflague gear in a shadow (cough far cry) would be cool.) Also ai canot see through grass, smoke, dust, walls and through the back of their head ;) realistic body armour, ball, armour piercing and other types of rounds being included rather than just "30round STANAG", fast roping, all buildings enterable, vehicle interiors, 3d sound engine, cool visuals like stuff seen in WarFX, better vehicle armour simulation. ---------- Post added at 16:38 ---------- Previous post was at 16:33 ---------- Improved medical system! Netcding improvements, optimisation!!!!!
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Support for quad and hex cores and lots of threads (up to 8?).