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dragon01

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Posts posted by dragon01


  1. This isn't a request. He asked whether they are working on something, not asked them to work on something. I'd rather not see the definition of a "request" expanded to cover "any question whatsoever about content that isn't in the current release". IIRC, Stryker was even in the works at some point (though I'm pretty sure it isn't now).

    • Like 2

  2. Not only landmines, but any type of AT weapon, including RPGs. The blast of a HEAT charge is actually much less deadly than the molten metal jet, so if the vehicle is nailed with an RPG you're more likely to survive if you're sitting on top. It's also an advantage if you come under attack, you can dismount rapidly, have a good FOV and freedom to fire your weapon, which the interior doesn't provide (the firing ports are of little use most of the time). Riding inside is pretty much only for when you're dealing with extreme weather, NBC conditions or driving at maximum speed (that is, on a road through an uncontested zone). 


  3. Just had a thought, would that be possible to get a van configured as a minibus? Two rows of seats, with an aisle in the middle (or three rows, with an offset, one seat wide aisle). Pretty sure I've seen similar vans configured like that IRL. This would be useful on Malden, which supposedly has a bus network, but no actual buses are anywhere to be seen.

    • Like 5

  4. It'd be great if you looked into it for TacOps DLC, or failing that, ArmA4. Rainbow Six had this thing where terrorists would randomly surrender upon facing you, instead of shooting. You could then handcuff them and they'd be out of the fight. We would probably need a more complex system (for example, AI has no way to retreat in good cover, is vastly outmatched and is alone or has lost most of the group it started with), but this is something to think about. Likewise, if Revive gets expanded to have full AI support, it could be an interesting mechanic to allow you to revive and capture enemy units. Enemy medical vehicles would also pose an interesting question and would encourage the player(s) not to be too trigger-happy. 

    • Like 4

  5. I really think that it should be required to somehow equip the mine detector for it to work. IRL, you can't detect mines and shoot at the same time, or at least not reliably. You should have to take the detector out instead of the gun. Failing that, at least make it a GPS/Terminal slot item (you temporarily lose navigation in exchange for demining ability). 

     

    The range is more or less fine (remember, we're not talking about detecting buried mines), though it could probably be a bit less. Also, I'd suggest that the mine detector react to other things (spent steel magazines, junk, pieces of gear, etc.) to make it a bit more of a challenge to use.

    • Like 2

  6. Would that also be possible to add, for example, dud artillery and mortar shells? Possibly also regular air-dropped bombs. Cluster warheads are notorious due to the sheer amount of submunitions that they carry, but unitary warheads can also fail to detonate. While missiles typically either get pulverized if the detonator fails (not to mention that at those speeds, the impact has a good chance of setting off the charge regardless) or fly off into the wild blue yonder, bombs and artillery shells fall near the target zone and continue to pose danger if they do not explode. This would add serious difficulty in case such kinds of UXO are present - a buried cluster bomblet will take your leg off if you trip on it, but a 155mm artillery shell can take out your whole crew. Using the drone would also be tricky around those things. 

    • Like 4

  7. Laws of physics don't change. It's not the motors making that noise, it's the air being pushed down by the rotors. Same problem as with making "stealth" helicopters. You can make them hard to see or detect on radar, but cancel out the noise? Forget it. You can reduce the noise somewhat, but most of those ways won't work on a quadcopter anyway. All you can do there is fiddle with the rotor blade shape, which can only get you so far. 

     

    Of course, if you fly high enough, the noise won't be audible from the ground. Still, if you're close, a drone is a very noisy machine.

    • Like 2

  8. 31 minutes ago, mistyronin said:

    Out of curiosity, in the IDAP showcase, there's a sign next to the EH302 that says that it's the civilian version of the military Merlin... Shouldn't it be the civilian version of the "Mohawk" :eh:

    Merlin = real life
    Mohawk = armaverse

    Actually, I think that Merlin does exist in Armaverse. EH302 is the civilian version of it, while the Mohawk is the AAF version, or even just a name like CH-149 Cormorant and VF-71 Kestrel IRL (Canadian and US names for the Merlin, respectively). I believe it's been mentioned somewhere that AAF uses UK hand-me-downs.

    • Like 2

  9. OK, tried out the showcase. The new content is really cool. One thing I noticed is that the showcase is not supposed to be premium content, which is nice, but don't give the player a premium piece of gear by default if that's so. Especially since the backpack is completely unnecessary here.

     

    BTW, I appreciate the primer on humanitarian laws and all, but harping on about protecting women while there only woman in game is an invisible announcer from the showcase will open you up to all kinds of snark. :) Part of the message may kind of fall flat because of this. Especially since female characters in the middle of a warzone were actually done extremely well in ArmA2. I know it'd probably be a whole lot of work, but you could perhaps work with @zeealex in a similar way you worked with B01.

     

    Overall, I like the humanitarian theme. The previous games had the civilian aspect developed better, glad to see finally it's coming back to the series. 

    • Like 5

  10. 2 hours ago, TheLimbo365 said:

    Considering 3CB is already well established and also include alot of their own extras in the mods (Carryable static ammo, logistics features, vehicle variance etc.) It would be a huge amount of work just to make the mods fully compatible with each other

    I was rather thinking of introducing the 3CB features (or developing similar ones) to RHS. Not merely compatibility, but rather introducing some of those features directly into RHS.

     

    Alternatively, we can hope that BIS will take interest in 3CB functionality and replicate it in the engine, just like they did with RHS tank sights and rangefinders. 

    • Like 2

  11. Actually, it's lack of "memory" that's the problem. AI backs up, then it doesn't remember that there was a problem in a particular spot, so it plots the route using the same principles as it originally did - and arrives at the same conclusion. If it took the "stuck point" into account while re-planning the route, it would have a better chance at getting it right.

    • Like 2

  12. 1 hour ago, evrik said:

    That's not exactly true. Our hand carried L7 GPMG can be mounted onto a tripod to form the tripod version of the GPMG. You can then break it down into a tripod and L7, which can then be carried and fired as normal. We changed the two bag system to have all of our tripods and weapons (GPMG, GMG, HMG, Mortar) use the launcher slot of the unit, rather than the backpack slot. We also did away with the magically appearing ammo, meaning you need to take it with you as well.

    I've got to try it, then. Is that in any released "3CB" mods? RHS could definitely use something like that. Not only GPMGs, but the Russian Metis launcher can also be fired from hand. It would be difficult to actually hit something with it (it uses SACLOS guidance, which means it'd be very affected by sway), but it should be an option. Having to carry ammo separately (and being able to pick how much to take) would also be an interesting addition.

    • Like 2

  13. Well, it used to be far more obvious before, I'm used to being able to tell one's status at a glance, which now only works with BIS devs (seriously, when I first saw an otherwise familiar mod after the "upgrade", my first thought was that he stepped down). Anyway, so many people around here seem to think that witnessing the "no asking for ETA" rule being violated bestows moderator powers that it's getting more annoying than the actual requests. I guess it was bound to happen eventually... :) 

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