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Everything posted by kireta21
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ARMA 2: Operation Arrowhead / Combined Operations / Reinforcements update 1.62
kireta21 replied to Dwarden's topic in ARMA 2 & OA - GENERAL
You don't have to believe anyone, since you can just test it yourself in editor. Also I believe problem was with AK-74 at medium to long distances, not 47 -
ARMA 2: Operation Arrowhead / Combined Operations / Reinforcements update 1.62
kireta21 replied to Dwarden's topic in ARMA 2 & OA - GENERAL
This one seem simple, we need separate ammoclass for handgun and smg ammo. Also first, bullet's power reduction due to airdrag should be revised, then, based on results damage should be adjusted. Non-lethal headshots with AK-74 is kind of problem. ArmA2 don't simulate helmet in any way other than simple damage multiplier. Unfortunately AFAIK head is treated as whole - no difference between armored and unarmored part, so we assume bullet hits helmet. 9mm requiring multiple headshots seem acceptable at 50m, as it shouldn't penetrate helmet, but SF operators often use overcharged cardidges and steel-core penetrators. If I recall well, 57-N-181 9x18 round can pierce 5mm steel plate at 20m. So headshots from SMGs should be lethal on armored targets, but only at short ranges (<30m?), and very short (<20m?) for hanguns. For AK-74 question is, if 5.45mm is capable to penetrate standard helmet at given distance. And also we may need not only damage rebalance, but armor rebalance as well. -
ARMA 2: Operation Arrowhead / Combined Operations / Reinforcements update 1.62
kireta21 replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Bullet damages are indeed reduced. Few examples: Full rifle cardidges wary between 9 an 12, This one I approve, rifle rounds should be still quite lethal, but not one-shot-kill regardless what bodypat was hit, like it was before. Rifles don't look so bad, for example 5.45mm wasn't reduced much, was 8 now it's 7. Not sure why headshots became suddenly non-lethal. But handguns lost A LOT of initial power and ballance don't honestly make any more sense that did before: 9mm Makarov was 6 not it's 4. 9mm NATO (M882?) was 5 (why? It has same diameter and TWICE as much initial energy as 9x18!) now it's also 4. .45 ACP was 9 now it's 5. Yes, 5. Less than Makarov pre-1.62. Now it takes 6 rounds in chest, or 2 headshots to drop target. Oh, and 12 gauge slug, 18.4mm in diameter, that IRL can drop friggin boar in one shot, was even more reduced, from 11 to 9. Same as 7.62x39 before 1.62 I understand BIS had to adjust values for fixed airdrag bug, but why for Pete's sake they're messing with damages rather than adjust what was broken before and now is fixed. Airdrag. -
recruit difficulty affects number of people/enemies?
kireta21 replied to -Anti-'s topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Mission designer can use difficulty level as condition for units to appear, but AFAIK it's not used in Harvest Red. There are many patrols, but with map that large there are good chances to avoid them. Note game is balanced for higher difficulty when any firefight might get you, or your buddies killed, so it's more about avoiding troubles, than looking for them. You're not only friendly force in area, friendly patrols, both foot and armored, can be met, I remember when in Manhatan rampaging tanks spotted patrol in forest, chased survivors and wiped-out one enemy camp for me :D. Also as stated above, with lower difficulty AI won't spot you unless they're really close, so many possible threats will just past you by. You might want to try AI mods, like ASR_AI where (via adjustable config) units may be set to spot and engage you from far away (like in Veteran), but their accuracy won't be dead-on at direct fire distances. -
Add "Save as preset" and "Load preset" buttons and it will be perfect.
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Iranian Call of Duty? - Persian Gulf Warriors!
kireta21 replied to Thanatos-san's topic in OFFTOPIC - Games & Gaming
Well, at least this time it will be some FRESH propaganda. I'm getting really tired of all those Honest-to-God US Soldiers fighting dirty towelhead terrorists, as featured in probably zillion games in last 10 years. Just imagine that mission from BF3 when you fight VDV reverted: You're VDV trooper, and you fend off US Marines so GRU guys can capture VIP first. -
For me I can't access other units backpacks as long as they have it on their backs. When they drop em or die, backpacks are fully accesable. To make it more weird I have no problem accessing backpacks when playing SP missions, this happens only in editor. It's true also for replacement, so it likely model, not config issue.
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Sabaton is back with their new album "Carolus Rex". * WARNING * may blow your mind To quote my friend "after listening to Sabaton, all other metal bands feel off". CDs should reach me this week :)
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Bystrica might be just another region of Chernarus, where warlords took control (like pre-2008 South Osetia, minus Russians maybe, or Chechenya 1995-1999). Shortly after order was more or less restored area was hit by natural disaster, and rebels decided to strike back using it as best possible moment to turn tables. As result ACR soldiers objective changes from providing security for humanitarian aid to suppressing possible uprising before things get out of hands. Other possibilible scenario is, it's country destroyed by decade-long civil war (obviously-not-like-Yugoslavia ;) ), with army warmongers and influencial warlords, both a bit too eager to start another one. ACR soldiers are doing peacekeeping operation (possibly as part of multinational force, woodland BAF maybe?) that went horribly wrong at some point, forcing them to take blue off their helmets. Just a guesswork though.
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Funny thing is generic FPS games can have much better setting using real countries/armies, because, well, those games don't care about "realistic" setting much. On the other hand ArmA2 have fictional countires and armies, but both devs and players are almost paranoid about making political setting as close as possible to real ones, when Battlefield 3 goes on war with modern Iran, Bad Company fights in WW3, and even Game-You-All-Know fights PLA in Afghanistan in small-scale border conflict. Why? You make'em sound like takistani militia. More like ex-soviet gear (Takistani reskin will do) and variety of western gear: Tomcats, Cobras, TOWs, M48, Chieftains, Scorpions, G3, MG3, some local flavour like Zulfiqar and KH2002, and quite modern-looking uniforms. And since it's 2015 (if I'm not mistaken) in Arrowhead, you could add Kontakt-5 to T-72s, so M1 would have something to fight against. Unlikely? Same goes for AK-107, SCAR-L, M1A2 in USMC service etc. But again, even fictional country would do as long as it's different from ones we have. See fictional army in Project RACS. Nothing will change if we refuse to think outside "armaversum" box Are you suggesting new country in Green Sea region?
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This spring/summer Chernarus looks sweet :D. If I understand well, entire ACR faction will have both temperate and desert camo variant?
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Any ACTUAL army, or at least based on actual army, not generic OPFOR with iconic Soviet weapons. PLA, Iranian Army, Indian Army, Venezuelan Army, there are many good examples. This all "war on terror" (terrorist country = Sand Country which is obviously not Iraq, terrorists = militians which are obviously not generic Islamist insurgents) thing got old long time ago. At least Chedaki looked somehow different than sand people from any generic video game, still they're really far form ballanced conflict we had in good CWC times.
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Like... all of them? We don't need OPFOR for players side, as much as we need OPFOR as Opposing Force. As playable side what we have? In ArmA2 we have Russians and Cheadki poorfags. In Arrowhead we have generic middle eastern country with same equipement as Chedaki + T-55 and battle rifles. Oh, right, and some even more poor-ass militia with same equipement and AK-74. OPFOR lacks variety. No wonder for many ppl only playable OPFOR are Russians. On BLUFOR side we have US Marines with their toys, US Army with their, generic post-soviet country if we feel like playing as poorfag, British Paratroopers with their toys, German commando with their toys, Czechs with their toys, now also a full-fledged faction.
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I don't really mind more BLUFOR, but what we really need is more OPFOR. It would be VERY welcomed. Maybe North African mercs? Low equipement, old but still effective western gear (MUTT with M40 recoiless, M16A1, FN-MAG, maybe even occasional M48 Patton or Leopard 1) and just as old Sowiet one (AK's, T-62, PT-76, BMP-1, ZSU-57-2), low trained but fairy well organised and with some actual combat experience. Perfectly fitting buyable force for performing coup d'etat in any third world country.
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No, first combat mission in Soviet campaign, where you're supposed to clear town in time limit.
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Well, of course, with human commander even old OFP AI would have acceptable survivability. Unfortunately, it's AI leading assault in campaign. Still, I don't remember ArmA2 commanders spreading their men so thin, there's like only 2-3 every street. Might just be AI unable to cope with enemies all over the place, since most of defence are lone gunners in fixed positions every few buildings, when first actual group of enemies is placed in marketplace.
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Yeah, AI mod is must. Maybe I haven't play vanillla ArmA2 a year or so, but I don't remember it beign THAT bad. Tried SP campaign. In open they magage somehow, but when in town, they spread mindlessly in entire town doing lone runs and dying in result. Commanding AI, just like in ArmA1, is clearly suffering from Leeroy Jenkins sydrom ( "Engage! Engage! Engage!"), sending troopers to death one by one. When in buildings AI seem to hear enemies through walls (or that's old Flashpoint close-range radar), and fire at them, which is cool, but once they do, they will ignore other hostiles, that appear in their field of view. Although I dropped campaign not because of AI (I finished ArmA1 campaign, so I guess my tolerance level for Artificial Stupidity is rather high), but because game crashed 3 times in one mission, and this, combined with multi-save feature disabled (even on Recruit) was a little bit much for my patience.
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Manhattam: Lagushina killed in traffic accident
kireta21 posted a topic in ARMA 2 & OA - OFFICIAL MISSIONS
I left her arrest till after sweaping area, since extraction is hardly possible before, as CDF Mi-24 tends to ignore waypoint and goes hunt Chedakis. Couldn't find her at first, looked in any place mentioned and between them, finally found her car. Seem she was hit by some vehicle and her Golf exploded killing her. Guess I have to start entire mission from scratch. Damn. Anyway, the idea is to include some kind of failsafe, so objective gets cancelled if she is killed before Razor Team reaches her, both as way to "clear" objective and as warning I should have load game if I want this objective to be completed. -
Bootcamp first aid drag/carry movement controls?
kireta21 replied to moonracer's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
If I recall well, when draging wounded teammate your movements are very limited. You can move only backward and blindfire your rifle for some cover. -
ARMA series - Great Soldier Sim, not so great Tactical Shooter ?
kireta21 replied to vini_lessa's topic in OFFTOPIC - Games & Gaming
In gaming world, "scripted" means "by mission script". -
Iron Front - Liberation 1944, new WW2 game on A2:OA engine
kireta21 replied to Choki's topic in IRON FRONT: LIBERATION 1944 - GENERAL
Back in WW2, not really, unless you mean warant officers or NCOs. Whlle they do what is considered officer's job, they're not one by rank. @panzer_baron Nice! Now all we need is mini-campaign with randomly generated sniper missions, where player is supposed to sneak his way through enemy lines, kill an officer and makie it back alive, and we weill probably have the most realistic sniper mission ever. -
Iron Front - Liberation 1944, new WW2 game on A2:OA engine
kireta21 replied to Choki's topic in IRON FRONT: LIBERATION 1944 - GENERAL
Well, WW2 officers usually didn't bother to carry long guns, often even to wear same uniforms as grunts, So I think wearing their insignia wasn't the biggest concern. But again, WW2 officers rarely apeared close enough to actual frontline to get shot. Guerrilla warfare was not as much about sniping as it was in Vietnam, and snipers had to make deep penetration of enemy lines to find worthy prey. Usually artillery officers. That "hiding tree in forest" tactic mainly developed during Vietnam. -
Kodak's private Nuclear Reactor with 5 pounds of weapons grade Uranium.
kireta21 replied to walker's topic in OFFTOPIC
Can't wait day I can power my house with my own personnal fission battery :D. -
I screwed USMC replacement, caused error on game load. Fixed that, new links. Army USMC FR - for those who (like me) prefer them less Tier One'ish
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I they ask so nicely, just blow them up, go back to base, restock Hellfires, and go back to AA hunting. It's easy to miss AAs, since not all are large vehicles. Look for Igla pods and ZU-23-2 AAA. Thermal imaging won't show them clearly, but you'll see operators hot bodies. Switch to normal vision to confirm target, and fire away. You may also try to increase altitude of UAV for better view.