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Panzer Jager

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Everything posted by Panzer Jager

  1. Panzer Jager

    Which recoil model do you prefer?

    I find that, in unmodified ArmA2/OA, scoped 5.56 or 5.45 rifles are incapable of killing targets in single body shots beyond 200m - at that range, through the scope you can still see the blood, and they arn't dieing. 7.62 rifles can go further, but even then their 1-shot range is limited compared to .50 BMG (and amazingly 9x39 even though it's a bitch to aim.) In regards to 5.56x45, it's actually pretty realistic for any weapons firing M855 ball, because it stops fragmenting at around 150m, and is noted for very poor stopping power in real life beyond those ranges. Mk262 ball, which *should* be used by the Mk12 SPR (but isn't in the game) has a MUCH longer fragmentation range.
  2. Panzer Jager

    Which recoil model do you prefer?

    Your video's shooter is holding the weapon by the magazine, which means muzzle climb will be higher. These are two different people, which is a big part when it comes to recoil, but how you hold a weapon may effect muzzle climb. This is why grips provide more benefit than just their (tiny) boost in weight.
  3. Panzer Jager

    Which recoil model do you prefer?

    Everything. Especially on full-auto, but it's too high for most especially the .22 calibre Rifles (5.56x45 and 5.45x39 weapons.)It also seems to get much higher as frame rates drop, so while it may seem right when the game is at 60fps (desert map) it goes way up when you start putting lots of enemies in a visually demanding zone.
  4. Panzer Jager

    Which recoil model do you prefer?

    Not only that but some of the recoil is wrong. For example, in the game, the 7.62x51 M14 and FN FAL have far less recoil than 5.56x45 M4A1. It's rather absurd considering that not only do they actually fire cartridges that produce more recoil, but for balance purposes you'd think they'd have more recoil to offset their superior damage. The .50 BMG M82A1 also has tons of recoil in-game, but in real life the muzzle brake and free-floating barrel make the recoil more like 7.62x51 battle rifles.
  5. Panzer Jager

    Bad reload animations?

    That's a better argument than the other ones I've been recieving. But, if they do plan some animation updates, or atleast update some hand positions, that'd be great. Critical bugs first, no doubt :)
  6. Panzer Jager

    Which recoil model do you prefer?

    New one is amazing, it's a bit strong, currently it is directly derived from the weapon recoil - aka, if you have a weapon that has alot of recoil, viewkicking is alot more than if you have a weapon that doesn't have alot of recoil. Maybe it should be a toggle just like the "camera shake" recoil. I don't enjoy the camera shaking recoil, so I disable it, which makes recoil like it was in ArmA 2 - and ArmA 2 recoil with this new viewkicking is awesome. Just, as has been said, tone it down a bit. Reducing by 25-50% should be enough.
  7. Panzer Jager

    Bad reload animations?

    3 animations for a specific event is nothing compared to how many animations most games have. As I said I'd recommend only 3 categories of animations - not a new animation for EVERY gun. A system like we have now - there is seperate animations for Pistols as opposed to Rifles. So how about seperate animations between all MGs and all Rifles, where they use all the same animations EXCEPT for reloading - this is not alot of work considering that each weapon within it's category will have the same reload (all MGs will reload the same but it will be different animation than all Rifles.) 3 new animations is not alot considering if you look at a game like Left 4 Dead 2, there are more than 4 animations for EACH weapon and there is alot of weapons. Making 3 animations total will take less manpower than making 4 animations for each weapon which even then is apparently feasible during development. Just saying, to people who say that BIS can't do it, they're wrong. Why can't BIS do a little extra work? Judging by their support to the community they always have done tons in the past, so they'd be very able to do 3 animations.
  8. Panzer Jager

    Bad reload animations?

    Maybe they could make some great DLC and put the funds towards making some animations. You'd only really need 3: -Box-fed Machine Guns -Magazine-fed Rifles -Clip-fed bolt-action Rifles Not to mention that Pistols have their own unique reload animations, because they have their own unique animations. So all you'd need to do for more reload animations for those above mentioned categories is copy-paste the moving etc.. anims and just change out the reloading. There'd only be like two special cases that I can think of that don't sit in any category - the Sa61 Scorpion and M1014 JSCS.
  9. Panzer Jager

    Any Mods work with OA?

    I updated CBA and it worked. I also launch the game with ArmA 2 + OA using a modified .cmd.
  10. Panzer Jager

    Bad reload animations?

    I don't know, was adding a proper ironsight to the Makarov in the last patch a beneficial sales decision that helped to sell more copies? Plus as I said you could fix 3 of those weapons by just changing their animation to the AKM's which can take a whopping 30 seconds and bam you've got an extra thing done for a next patch.
  11. Panzer Jager

    Bad reload animations?

    Maybe they could at least fix the hand position on the guns. Some weapons arn't even being held with the left thumb or hand, they're just sitting in mid air. Examples include the KSVK, VSS, AKS-74, Dragunov, and Saiga 12k. The AKS-74, Saiga 12k, and VSS all look nice when using the same hand animation as the AK-74 and AKM, which can be done fairly easily by just adding a single line in into a weapon cfg, but the KSVK and Dragunov are messed up (Dragunov with camo cover isn't noticable, it's the normal SVD that you can see isn't held properly.) The M107 *was* messed up in ArmA2 but thank the lord that they added a decent hand-postion for it in Operation Arrowhead. Please note that I think it's only the new, basic AKS-74 which has an improper hand. The other AKS-74 which have attached sights etc... are all fine, if I recall correctly.
  12. You can't even buy it on steam right now. It has a page but there's no price and no buy button. Looks like pre-order and pre-load are out of the question. They've got 7 hours to make it work as that's when it says it will be 'unlocked.'
  13. Panzer Jager

    Where/how/when to buy ARMA2:OA?

    I'm gonna buy it on both since it's cheaper than mainstream games. I'll only play steam though. Btw if anyone is wondering, mods work 100% on steam. I can even make my own no problem. Patches work too. Also, since I have alot of trust in Valve, I have alot of trust in steam, and honestly Valve has never let me down.
  14. Panzer Jager

    Where/how/when to buy ARMA2:OA?

    Since you don't have the steam copy of ArmA 2 it might be better to buy it as a disc. That way the stuff combines together properly. If you had the steam copy of ArmA 2 then you should get the steam copy of OA as then the stuff will combine properly. It's just across two seperate "platforms(?)" the games will not recognize the serial keys - each "platform" has it's own set of serials. I was told this by Dwarden when I asked him a very similar question on steam.
  15. Panzer Jager

    ARMA 2 (OA) : DLC discussion thread

    DLC is a good way to fund good patch support. Keeps the company going.
  16. Anything even vaguely believable.
  17. In the '97 North Hollywood shootout one of the criminals fired a 7.62x51mm Battle Rifle at the media helicopter. I think a few rounds went through, but no hits on personnel. .50 Machine Guns can be a serious threat to lighter models of choppers, no question.
  18. Panzer Jager

    ARMA 2 (OA) : DLC discussion thread

    I'd buy any DLC that BIS would release. I'd expect pay-for DLC would constitute maps or units or weapons. Personally I'd really like new small-arms equipped on units. Also, maybe a 'random weapon' assignment to standard Riflemen, where when they spawn they could have an AKM or an AK-74 or an FN FAL, instead of limiting weapons to a type of soldier. Just some ideas: -FAL standard (current one in OA is only Para) -DSA 58 and variants (omg awesome & sexy) -H&K M416s -Various 9x39 calibre assault rifles/carbines? (VAL, 9A91)
  19. The game's faction arsenal is not designed to be 100% realistic. For example there are XM8s and G36s in ArmA 2 despite the XM8 being cancelled and the G36 not being in service with US forces. So, with that said, despite SOCOM cancelling the Mk.16, the new faction is the US Army, not necesarily all special forces, and the standard US Riflemen over seas right now are not being issued the Mk.16.
  20. Looks more like view kicking from firing the Rifle, as it occurs whenever he seems to fire at them. View kicking would be a nice addon :)
  21. Panzer Jager

    Infantry Hitpoint System explanation

    I've updated the first post - initially I thought that bullet penetration applied to body armour, but after more investigation it appears penetration only applies to things like vehicles - and instead, body armour is a modifier to the soldier's health.
  22. After some thorough testing, I believe I've figured out the Infantry health system. I'll explain it as best I can, and hopefully if I've got something wrong someone at BIS can clarify better. There are 3 factors to how much damage Infantry take: 1) Hit value of ammunition 2) Range at which they are hit (-> velocity of projectile) 3) Armour protection of Soldier In short: -All humans have somewhere near 7-8 hitpoints in the body. -Humans have varying armour, such as 80% or 85%, but standard Soldiers have a value of 1.0 -> 100% armour. -If armour is 80% at a location, then health is 0.8 * whatever the default hitpoint for that location is. The handling of health is likely very complex. So if you're shooting a Soldier with a Makarov at very close range, you will hit him for 6, which means you'll need 2 good hits on the body to kill him. If a shot misses and hits an arm (happens often) you may need more than 2. Different parts of the body have different armour ratios, such as the head, hands, and legs, but these sometimes vary based on the Infantry type as well, although not extremely. I'm not sure if different parts of the body have different underlying health though.
  23. I hope the Steam version will be available at the latest on the 29th - release is gettin' close :/
  24. Panzer Jager

    Infantry Hitpoint System explanation

    I'm not sure 100%, but I feel the face is included with head armour, as I've hit targets multiple times in the head (confirmed hits at long range with various 5.56x45 scoped rifles) and failed to kill them. If you wanted to make a mod, these values can be tweaked by using the code in Characters2 pbo. Also, an M9 should take 2 hits minimum to kill a soldier with body shots, but that may not apply to campaign. :p
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