NeoHazard
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Everything posted by NeoHazard
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ARMA 2: OA beta build 73251
NeoHazard replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
What happened to the warfare modules? The last beta they worked for me was 73116. -
Move while throwing a hand grenade
NeoHazard replied to polar bear's topic in ARMA 2 & OA - SUGGESTIONS
+1 agreed. It makes sense, especially in the evasion part. being held hostage by a grenade toss is a terrible thing. -
agreed with OP. I've been hitting wrong actions over and over because something like a distant vehicle or an AI will cross my cursor as i'm going to select something and my choice is automatically switched to whatever random command. here's a thought. the new action options that pop up should at least add themselves at the bottom of the menu with a 5 or 10 second delay before they disappear so that as your cursor crosses a multitude of physical options for mounts or attacks, a list forms at the bottom that you could choose from. and if your currently selected option is "stop" or something, it stays at "stop" I mean, its great and all to use number keys, but sometimes you hit the wrong key and have to go back and fiddle anyway. might as well fix what we're talking about here.
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New ARMA2 OA Beta Patch 73206 Available
NeoHazard replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
I've been playing with the standard stock Warfare (OA) module in zargabad in the last beta and with this new beta I notice that the warfare module doesn't initiate as it did ofr me. The voting screen comes up, I vote for an AI commander, the commander starts building factories and barracks, but the warfare doesnt start. No base capture is selected and nothing happens from there. It worked fine in the last beta, so I wonder what happened. -
Has anyone noticed that the AI seem to prefer the prone position? Especially those opposite to you? I've seen AI in close quarter combat that go straight to prone even though you're only 10 meters away where it would be the dumbest choice to do so. I rarely ever see OPFOR in a crouch. I actually can't think of the last time I've seen OPFOR moving around or aiming in a crouch position.
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New ARMA2 OA Beta Patch 73206 Available
NeoHazard replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
i also had to come in and say thankyou for the deadzone command fix. I just recently started using a deadzone last week. I noticed the AI was just pitiful at following my spot-issued orders. now they're much more precise. no problems playing yet. -
thankyou! jeez. haha, I remember playing with u on TAW server(i think) for a little while. one of the few people who was actually a legit player and not an A-hole.
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perhaps a new slider should be implemented for the AI, or two seperate ones? Combat Experience Slider and Marksmanship Slider. That way the entire skill level doesnt have a bearing on how good of a shot the AI is versus how well they react to being shot at. The combat experience slider could also be dynamic in so that as an AI unit lives through a singular combat experience it gets more accomodated to its situation and starts to take more chances or react differently somehow.
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ok, i dont need the attitude or useless comments unrelated to the matter. I'm reporting you.
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not an option at night sometimes
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Has there been any talk about weapon modification options in the field? I noticed while I was playing online, over the course of the little warfare op, I used all my machinegun ammo for suppression and had no better option but to gank an M16 with a grenade launcher off of a dead takistani. While using the weapon I couldnt put down the launcher sights which greatly restricted visibility while not using the grenade launcher. It was manageable but I would have liked to of been able to press a button and bam, flip them down. Also it would be nice to be able to attach/detach optics, silencers, grenade launchers(affect aim sensitivity/speed?). I'm not saying you would generally have a little baggy full of weapon mods on you all the time, but maybe the MHQ or supply truck would, get what I'm saying? Just a suggestion.
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Some chopper dedicated questions
NeoHazard replied to Tarantul_A's topic in ARMA 2 & OA - SUGGESTIONS
I think its time to have DCS Blackshark simulator incorperated with Arma ;) HAHA -
I'm just going to add to the masses and say yes, this needs to be reworked. So many survivable scenarios have ended in RELOAD, RESTART, RESPAWN.
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Some chopper dedicated questions
NeoHazard replied to Tarantul_A's topic in ARMA 2 & OA - SUGGESTIONS
i actually noticed this while playing online. I had actually landed very gently.... perfectly actually and I got the engine failure indicator and couldnt liftoff again. It was a pretty miserable sight. Then all these hardcore squad/clan dudes started griping at my for leaving the chopper there like i could do anything about it. Something seems wrong with the collision structure. I think the tailrotor has been made weak to be affected by gunfire and cause failures and thats translating to horrible handling of ground contact. -
Player looking for squad (not for squads to post looking for players!)
NeoHazard replied to Placebo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Hi all, I've been playing on a few servers here and there, mostly squad-managed servers. I'm getting pretty irritated with the amount of "seriousness" that these people conduct themselves in. It's to the point of being downright childish. I remember being into starting squadrons for combat flight simulators when I was a young kid and trying to command people and all that garbage. I think all of that is a big waste of time right now. I'm looking for a squad with regular players that have a coop server using domination or some such similar combat map. I don't want to attend any training or practices. I don't want to HAVE to use any chat programs other than what the game comes with, and even then I play at night mostly, when I need to be quiet so I use headphones and shut the F up. I don't want to be griped at for taking a friggen helicopter, or accidently blowing something up or inadvertently killing team members. Just want to go on and have some fun semi-coordinated cooperative play. Not some crazy sadistic gay virtual military regiment where I have to "report in" or some nonsense. Like this for instance, say we're all playing and a chat conversation happens, let it happen dont tell people to shut up or do something else. Just be polite. Its a friggen game. If anyone is interested or has this going on, PM me. -
yes, the bipod feature issue has erked me as well. Oh well, hopefully we'll see something done with weapon specifics in future title releases. I'm sure there are at least some dozen field modifications other than optics(which i understand that those would need to be calibrated) that could be implemented in the engine.
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ArmA 2: OA Beta Build 72967
NeoHazard replied to MavericK96's topic in ARMA 2 & OA - BETA PATCH TESTING
hey JACK did you even read through this thread? your dipshit comment is a waste of bandwidth. i'm sick of morons on this forum who can't act peaceably. must be a warmongerish type of mentality in people who play games like this. as if, you can't help but be in a state of conflict by acting like a petty jackass in constructing sentances to be aggressive in nature. i seriously don't need that attitude. I provided the information about the mission, I have my system specs in the sig and a description of the problem at hand with theories communicated amongst other board members. what are YOU going to help me with? youre not a developer. what the hell are you going to do for me? huh? youre just yet another dude who decided to be a dick to me in your sorry excuse for a helpful reply. go stick a gun barrel up your ass and call it a life. -
ArmA 2: OA Beta Build 72967
NeoHazard replied to MavericK96's topic in ARMA 2 & OA - BETA PATCH TESTING
lol, i can't stand how people bicker on about how people are "SUPPOSED" to act on this forum. like they control everything. it's pretty egotistical. -
ArmA 2: OA Beta Build 72967
NeoHazard replied to MavericK96's topic in ARMA 2 & OA - BETA PATCH TESTING
no, what I'm saying is that IT IS different, otherwise I wouldn't have wasted my time posting. see, I used the exact same mission as a testbed on 1.54 release as well as the last 4 betas prior to it. I saw nothing but improvement from all those betas and the 1.54 patch up until now. @Polar Bear.... My AI are definitely fighting/operating just the same during my little battle scenario on this mission on the bare 1.54 build without beta. I don't see what you're talking about. It must be an isolated instance. I could even command my own squad to move to areas and they hop to it. In conclusion, neither of these explanations appear to be the culprit verifiably. HOWEVER that isnt to say that whatever change to the AI that was made didn't have some adverse affect to cause this. The problem is that I had better performance with the beta patch prior to the 1.54 patch than I am having with this current beta. SO if the problem people have described as "AI not doing anything" was still in the beta prior to 1.54 than maybe that adds more evidence against it. -
ArmA 2: OA Beta Build 72967
NeoHazard replied to MavericK96's topic in ARMA 2 & OA - BETA PATCH TESTING
Ok, so after trying this beta out briefly on my zargabad test mission(sort of a benchmark for performance at least) I'm noticing a bit of a drop in performance from the main patch. I think I'm going to pass on this beta. no immediate crashes with it, but I have some really good performance with the 1.54 patch and this beta kills that. I don't know what was changed, but for my system, it likes it the other way ;) EDIT: I guess I should explain my test mission, I use this to test out performance in the city and outside the city looking in, to determine the most taxing part of this sim. Within the city I have 3 taki squads randomly generating within the city perimeter with 1 vehicle support each. Outside of the city on a hill peak to the east I have a US army outpost with a moderate amount of sandbags, H-barriers, tents, 4 supports vehicles, 3 tanks, and 2 helis with about 50 soldiers stationed with high/sub command links to defend it. Approaching the outpost from the city are another 3 squads of taki rebels with 3 support armors. Ambient modules include vehicles, civ (OA), animals, and combat. This mission should have a reasonable amount of AI computation going on to help me determine if gameplay is feasible. I just move my player character with his small 4 man squad around for starting points to test various areas of taxation as well as combat bog. -
ArmA 2: OA Beta Build 72967
NeoHazard replied to MavericK96's topic in ARMA 2 & OA - BETA PATCH TESTING
:'-( Operation timeout error on download. gonna wait awhile and try again. it was funny tho, the file is just over 11mb and the estimated time to complete the download was 3h 21min. -
INTERFACE: Ironsight/Optics button should revert weapon to Default firemode.
NeoHazard replied to nkenny's topic in ARMA 2 & OA - SUGGESTIONS
This makes absolute perfect sense! I would love to have quick access back to a default firing mode. I've ended up clicking off grenades by accident because the whole Cycle-F thing just a little excessive and took concentration away in an awkward way. -
Hmmmmmmm, I don't see that as an option in a hostile area. You can't really hunker down in a hut and pull out your map to reroute your units waypoint by waypoint while taki's are closing in and the rest of your AI is just lolligagging on some.... ****
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Big D, whatever you guys are doing over there, keep it up. I'm seeing some performance improvement on my test mission in zargabad, I dont know if you did any optimizations of anything along those lines for this patch, but it seems to be getting better either way. Also, might be a fluke but I had an AI gunner in my humvee and he was super responsive at eliminating targets with the nade-tosser, in both the open desert area and the streets for vehicle cqc. No problems yet... but then I haven't really tested more than 1% of what there is to do in this sim.
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LMFAO! props for accuracy.