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kireta21

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Everything posted by kireta21

  1. Only in ACE Only in ACE Only in ACE, and No.
  2. While player can shot almost up to 1km due to engine bug causing rockets to not be affected by gravity as long as rocket booster is working, AI rather won't engage enemy from beyond 300m using RPG-7. That's realistic range of this weapon aganist vehicles btw. You need to get closer, tell your boys to hold fire and crawl as close as you can, then give "fire at will" when spotted. Oh, and take 2 or 3 RPG gunners, single hit may not disable BMP-2, 2-3 will take it down for sure.
  3. kireta21

    Does This Look Familiar?

    I thought they did cancel it some time ago, but it seem it's back again, or ZIL continue project on its own accord. Might be even better, if military don't buy them, they may still be selling commercial model for civvies :D
  4. kireta21

    Can play MP with Alpha Lite?

    And here I believed players that want PAY2WIN games exist only in publisher's twisted imagination.
  5. kireta21

    ACE for OA 1.13

    When BIS backpacks are replaced by ACE backpacks via script on mission start, equipement is also saved to new backpack, but does it happen to everyone, or only player's group? When playing we quite often get by scavenging, but with ACE most backpacks appear empty.
  6. kireta21

    Can play MP with Alpha Lite?

    I can assure you most of us did. Games just don't jump on top of Steam sales without buyers. The point of releasing "lite" was because BIS wanted to show improved engine, especially perfomance, to boost sales. Most old players considered ArmA3 too heavy for their hardware (me included), so now they have chance to try it out for free. Smart move, as demo version usually appear after full game. Basically we got what we needed to convince friends or strangers met in forums (when all your friends bought it before you) to buy ArmA3, after they try perfomane, engine tweaks, new animations, AI and other features very related to core playing, and say, "Hell yeah, I'm in". (or cry a little and start saving for rig upgrade) We got what we expected, because we've read what's on label (of store page, if you like). Functional ArmA3 Alpha + 3 invites for ArmA3 Alpha Lite - same Alpha just without mods and MP. What you essentally expected four-pack (1 paid and 3 free copies) probably because your expectation was based on nothing but your own guesswork. This is why I was like: "Cool, I gotta send it to my bros, too bad no MP, but it's free anyway" While You are like "What??? No MP in free version? WTF??? Cheating bastards!!!"
  7. kireta21

    Theoretical Gaming Engine

    So basically like Arena and Daggerfall, but using Google's maps data instead of templates?
  8. kireta21

    OPFOR too Futuristic?

    @Krycek There might be huge quality gap between batches produced for SpecOps, where due to small numbers unit price is irrelevant, and for army request where rifles are bought in huge quanity, and usually there's strict price limit, forcing cost reduction wherever possible. Capitalism, Ho! ;)
  9. kireta21

    Silencers - Why do they exist in ArmA 3?

    That's good to know, thanks.
  10. kireta21

    Silencers - Why do they exist in ArmA 3?

    Only problem I have with silencers, is there are only silencers avalable for muzzle mount. What ArmA3 guns could really use are flash hiders, even old ones, meant to prevent gunner from blinding himself when firing with NV on.
  11. kireta21

    What would an insurgency in 2035 look like?

    @r3volution I agree on most , but would like to add two things: Hacking UAVs won't ever get big, comm will be better protected if hacking will ever be more than single incidents. While I believe UAVs will become important asset for any kind of insurgency, those will be mostly hand-held short range UAV, maybe even build from RC planes. Easy to hide, deployable literally from car's trunk and very hard to detect and engage. As for IEDs, those are problemative, you can't rely on them when fighting on your own turf, since those kill mostly local population, and that can easily result in locals denying support, or even siding with occupant/puppet gov military forces. I, for one, would welcome new cool-looking insurgents instead of overused Taliban theme. http://s1282.beta.photobucket.com/user/kireta21/library/?page=1
  12. kireta21

    What would an insurgency in 2035 look like?

    Latest wars show creativity went up quite a lot, mixing old military tech with modern civvy tech and wonders of free market seem to work out just fine. In Syria we see old AKMs with civ parts, laserpointers and reddots, M16A1s with modern hunting scopes, civvy rifles effectively working as sniper systems and homemade armored vehicles with remote controlled turrets. In Lybia digital cameras with all that cool but seemingly useless stuff: x25 zoom, IR, movement detector, became important tool in counter-sniping. cell phones work just fine as makeshift radio equipement. About 5 years ago US forces lost several AH-64s in Iraq, due to dead-on mortar fire. Insurgents likely used Google Earth to find their exact location, after dumbass soldier uploaded pictures on facebook without removing geotags.
  13. First of all there are 2 health values. First is overall health, by itself used only when using script damage, fire damage, bleedthrough damage for vehicle crew etc. basically things that not include direct hits. Second is bodypart health, there are 4 bodyparts in stock game: torso, head, hands and legs. Health for bodypart is based on base health. Too much torso or head damage will kill you, legs and hands damage will only criupple part and affect overall health after that point. Bodyparts use multiplier to calculate how vunerable to damage given part is, and how much damage taken by part affects overall health. It's simple system, really. Now, to the question: Bullet damage is based on base damage value, changed by velocity when hitting target. Headshots are not headshots by standard mechanics (instant-death), but head is considered weak enough for most bullets to kill instantly in standard ranges. If you score headshot with relatively weak (like 5.45mm) round over long range, hit will likely not result in death, because bullet will not carry enough power to do lethal damage. This is also why some pistols can't kill with a single headshot from beyond 20-30m. I assume this is suppose to simulate helmet, as bullet will unlikely penetrate it, but can still cause nasty injury. I guess it's as far as we can go without working damage thresholds. Chest takes less bodypart damage than limbs (to simulate body armor I guess), but unlike with limbs, crippling injury will kill character.
  14. kireta21

    They better have female soldiers...

    It's a technical issue. Just this, and as much as this. Equipement fit only male models. If you make female soldier model, harness, vest etc. will not fit, because model shape and proportions will be different, and I'm not talking just about boobs. To make it work it would either require mirrored but not interchangeable equipement for both models, which sounds like bad solution, or equipement using different model, based on type of soldier wearing it, which seem plain impossible ATM. Unless by "female soldiers" you mean male model+female head, which would look simply weird (somehow worked in ArmA2 though), but honetly, this is as far as BIS can go for such minor issue.
  15. kireta21

    The boozer!

    Lately made me want to try out Mead. As I knew close to nothing about this drink, I simply went to local liquor shop and bought a bottle of ~9€ Trójniak, opened a bottle, lauched a movie and enjoyed quiet friday evening untill I realised bottle was empty and I was quite drunk for given percentage (only 13%!). Gotta try more someday, Dwojniak maybe, or Viking Blood, cherry mead sure sounds temping
  16. No, I'm asking which of things I mentioned was done in beta :D. I hardly play stock game anymore, so I could easily miss those changes.
  17. Really? I haven't used BETA for quite some time, which ones?
  18. Well mate, if you think that's an issue, you clearly haven't seen this :D I still sometimes hear "O<enter curse in random launguage>! GRENADE!!!"
  19. kireta21

    RPG Effectiveness

    What we really need (and what we can actually do, unlike fully realistic penetration system) is component damage system for land vehicles like one we have in helicopters ince ArmA2, where Mi-24D can take 100+ rounds AND RPG, and survive, but at the same time 3-4 12.7mm rounds can take out engine, nearby miss by Stinger can damage rotor enough to make it unoperable, and lucky 7.62 through sideglass can kill pilot. So basically, system not based on weapon Hit value, but on model (vehicle parts) and caliber (how deep damage penetrate through model). RPG hits engine = mobility kill, maybe fire spreading on rest of vehicle forcing crew out. RPG or 40mm hits wheels = mobility kill, but reparable by crew (spares in vehicle's inventory). RPG hits crew compartement = minimal damage to vehicle, but whoever was sitting there was shit out of luck. Vehicle taken out in any way = job's done. No need for big balls of fire.
  20. I have slighly different idea. What about DLC that would upgrade all ArmA2 assets to Arrowhead standard. Backpacks, optic modes, all enterable buldings in Cherno, USMC and Russian weapons with NV and IR sights, thermal textures for ArmA2-only vehicles (T-90, Vodnik, LAV-25), buckshot for Saiga and M1014, and release it as 5€ DLC, that would require both ArmA2 and Arrowhead, just like ACR does. While remake of Cherno and IR textures can require some work, others are simple config and model tweaks. Surely much less work than, say, ACR Sure, there are mods for all those things, but "official" version would give as standardization, so helpfull in MP, and likely would have less impact on perfomance than 15+ mods with, quite often, much more detailed models.
  21. 1. ArmA2 Combined Operations (ArmA2 + Operation Arrowhead expansion). DLCs are not necessary, PMC is recommended though. 2. There's no always-online DRM if that's what you asking. You'll need to be online to play MP obviously, and if buying from Steam you'll have to be online to activate game when running it for the first time. If you're asking if DayZ itself can be played offline, answer is no, there's no SP version of this mod AFAIK. Also DayZ has it's own forum, if you have more questions about DayZ specifically. Link
  22. Don't take it too seriously, it's just the Internet :D If you believe models are too dark/wrong race, report issue to ArmA3 Feedback Tracker, so others can vote it up
  23. kireta21

    JUMP please!!

    It's a knee-high jump, you can basically run over object this high... ... ... Damn, now I feel like an idiot. We don't even need ability to jump, we only need ability to step on low objects. Soldier simply putting one feet on low object and landing on the other side. Or stepping on low object just to get on it, like getting on top of object for better view, or using car as improvised ladder when in need for balcony or roof access.
  24. kireta21

    JUMP please!!

    Or just simply prevent player from firing when jumping? How to avoid abuse? Using realism. Realistic jump will get you maybe 50cm up. Animation showing player lowering his stance a little to gain vertical speed will make it impossible to dodge bullets this way (much less than strafing) and will prevent quake-style "insta-jumps" when standing (you need momentum first if you want to defy gravity, right?). If that's too much alien we can always setle with something like this:
  25. kireta21

    JUMP please!!

    Yes, we could certainly use jump animation. It could simply replace basic step over animation when running, like one ShackTac made for ArmA2. Even fully geared you should be able to jump over obstacle you can walk over without risking your ballsack.
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