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Everything posted by kireta21
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Is this a kind of bug (Dogs of War)
kireta21 replied to pravinrocks4u's topic in ARMA 2 & OA - OFFICIAL MISSIONS
NAPA or CDF depending on your decisions in previous missions. They should be allied, unless you let Prizrak get away in Badlands. Russians won't move from their positions at north, unless you will attack them yourself. And you really shouldn't attack them because -
Is this a kind of bug (Dogs of War)
kireta21 replied to pravinrocks4u's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Low perfomance = more bugs and script failures. It's bug, but not this fella fault. He's not visible in your map - if he isn't marked "red", game doesn't count him as alive. You can't do anything. Just go capture another village, hopefully your allies will capture it later. You don't need to capture every town in Chernarus. Only rebel mainbase is mandatory I think. -
ArmA II: Operation Arrowhead discussion thread
kireta21 replied to Tonci87's topic in ARMA 2 & OA - GENERAL
If you feel embarassed buying game with such cover, how can you survive buying porn :p? Jokes aside. Only real problem with cover will be likely flood of CoD players on MP servers, various retards like teamkillers, people learning to fly in MP, or accusing others of camping and cheating every 30 seconds. But they will die out eventually (pretty fast I suppose), and maybe even some good number of new players will join community. There is a lot of people who would like to play soldiers, they just didn't realized it yet :D. And yes, I will use ACU "community cover". I wish there would be marpat version for vanilla ArmA 2. They would look awesome, next to each other on shelf. Marpat ArmA 2 and ACU ArmA 2:OA. -
ArmA 2 > OFP > ArmA ArmA 2 has everything OFP had. And much more. OFP is technically inferior, but has a lot of great campaigns, and SP missions. I'm still playing it, using GRAA 3.0 modpack modded for my taste. If ArmA 2 will ever recieve fully working mod allowing to run OFP missions and campaigns there will be no reason for me to keep OFP on hard drive. Only thing OFP is better about is AI actually doing what they are told to. Resistance campaign with often order-ignoring ArmA 2 AI would be Nintendo hard I guess. Two more points for ArmA 2 are: ACE2 (god tier), and quality fan-made campaigns avaliable already. A for ArmA, well. When ArmA came out, I played, raged, came back to OFP. SP was shit, MP acceptable (since you didn't have to rely on retarded AI). ACE made it playable, but that's all.
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If you don't like happy ends, You could make special "reward" outro on succesfull extraction. Like: Bird gets shot down, and you see Russian troops walking around crashsite, finishing off wounded marines, one by one. Or allow player to surrender (and be executed anyway) [edit] Now, that's weird. Mission finished by itself during firefight in extraction point, even though my team had no casualties, and more than half of enemy was still alive. Oh well, at least I've finished it. Also I found ArmA 2 AI very annoying at not giving a damn about keeping formation in combat situation, so running away from firefight is simply impossible.
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Well, I'm stuck at Fade to Black. When we arrived to extraction zone, 3 T-90's with dozens of infantrymen rushed our position. After loosing armor (Javelins, HELL YEAH!), and like 20-30 troops (with 2 KIA on my side) enemy divided and most ran into forest, while some others took our extraction zone. We recaptured extraction zone, called bird, flew to the base and nothing. Bird is just flying 50m above airstrip. Do I seriously have to kill ALL OF THEM?! No ACE, just CBA and ZGB
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Just played some specop SP mission, and I found breaking off / escape from overwhelming enemy simply impossible, because AI teammates prioritize moving in cover (even with "hold fire"), ignoring "stay in formation" or "go to" orders. So they move slowly, enemy is catching up, team gets killed. New order switching AI's priority betwen covering and moving, would be very useful,
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ArmA II: Operation Arrowhead discussion thread
kireta21 replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Weapon sounds in games are never perfect, probably because gun sounds different when you firing it, different when buddy 10m from you firing it, and when you hear someone firing from 100m away. It's cause there's certain level of loudness hearing can recieve, above that sound gets awfully deformed. Most rifles sounds to their gunners like BIS M16 in ArmA2 (just much, much louder). There are also other issues, like, after firing long enough you barely hear anything. You can't just repeat sound as loud as real gun to cause temporally deafness, obviously effect have to be simulated. It was done quite well in Vietcong, when player using silenced pistol could hear empty cardidges falling into grass, or enemy sneaking from behind, while after going through whole AK mag in one go, you shouldn't expect hearing anything other than gunshots. -
How realistic is this game to actual soldiers?
kireta21 replied to D00mbuggy's topic in ARMA 2 & OA - GENERAL
Yeah, suprisingly these worked much better in good old OFP. Multiple waypoints would be great improvement. I don't understand vehicle lights part - just give driver "stealth" order, and voila. @down Dunno. For me AI turns lights off whenever receving "stealth" or "danger" command. And I launched clean ArmA 2 just to make sure it works. And yes, I was suprised there is no "Engine off" order under "action", I'm 98% sure OFP had it. -
How realistic is this game to actual soldiers?
kireta21 replied to D00mbuggy's topic in ARMA 2 & OA - GENERAL
In my opinion ArmA2 is just as realistic as good airsoft match. But with recoil, limited magazines, and quite realistic ranges. Games are about fun part of beign soldier, and ArmA 2 is no exeption. It's just much more detailed and have 1001 features to allow you arange your "match" the way you like. Hell, We played wargames with WGL mod in my army days (though it was far from any trainig purposes, but few features made it "almost" simulation for us - like AI moving in formation, and beign organized in teams or platoons). Making game ultra-realistic along with ultra-realistic missions is possible especially with all mods and addons avaliable. But the qustion is, would such ultra-realistic game be still fun? I wouldn't like mission about me doing 24h guard duty in -20 Celcius every 2 days, or 8 hour-long, completely undisturbed patrol in the middle of nowhere. ;) -
ArmA II: Operation Arrowhead discussion thread
kireta21 replied to Tonci87's topic in ARMA 2 & OA - GENERAL
More like successfull trolling to me. -
Arma 2 Addon request thread
kireta21 replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I wonder if someone could port intro from ArmA2 demo (the one with UH-1 and Ghost Wlatz in background) to ArmA 2. -
ArmA II: Operation Arrowhead discussion thread
kireta21 replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Agree. We have Russian troops using AK-107 in vanilla, so SCARs and M32's are rather unsuprising. -
ArmA II: Operation Arrowhead discussion thread
kireta21 replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Now THAT would be awesome easter egg :biggrin_o: Original Operation Flashpoint cover with only dude's gear replaced? *sings "Jizzed in my pants" by The Lonely Island* -
Arma 2 Addon request thread
kireta21 replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Is there any replacement mod giving Russian troops their real-life weapons? Like AK-74M instead of AK-107, PKM or ironsighted Pecheng instead of scoped Pecheng, RPK-74M with 45rnd box mag for automatic riflemans, RPG-7V with PGO-7 telescope sight etc. Or weapon replacement mod maybe? -
ArmA II: Operation Arrowhead discussion thread
kireta21 replied to Tonci87's topic in ARMA 2 & OA - GENERAL
I think it would be better to take advantage of new "wounding" system. I mean when your buddies got shot badly they were unable to do anything more than screaming for help. Basically making them immortal, in way that still allows them to be downed by enemy fire like any other NPC, just making them unable to die from it. -
Cold War Rearmed² Discussion
kireta21 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
While CWR2 goal is simple (let's make OFP!), I'm quite curious about CWR2 Pro, so I have 2 questions: What kind of units will be introduced? Best avaliable at 1985 (like T-72B, T-80BW, M249 and M16A2)? Or maybe more realistic, kind of what you would except to see in battle-ready unit in 1985 (T-72A, T-80B, M60 and M16A1)? Will there be CWC and Res campaigns using Pro units? Or maybe alternative config placing Pro units as BIS default in place of OFP-wise ones? Broken ballance of missions may feel weird at first, but it's place for own creativity like it was for me, when I replaced first CWR units with P85 ones (lots, lots of work, but final effect was awesome).- 1308 replies
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ArmA II: Operation Arrowhead discussion thread
kireta21 replied to Tonci87's topic in ARMA 2 & OA - GENERAL
What I really would be happy about, would be some simple (at least I think they are simple ;) ) improvements to big guns. - Rangefinders, maybe even some kind of fire control system; - introdution of 4th tank member (loader) in western tanks; - mobile artillery like M109 Paladin or 2S3 Akatsiya - bombardement mode for artillery (using map coordinates)