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coffeeshock

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Everything posted by coffeeshock

  1. Yes, they were mentioned in H2 and MC actually called them "Force Recon" in H4 once. Maybe ODST focus is direct action and other spec ops, while Force Recon's focus is reconnaissance and boarding, therefore "opposite"? The US marines today also have MARSOC/Raiders that are under SOCOM, while Recon Marines are not (but they also use suppressed M4s)... also ODST recruits from other Spec Ops units, which makes it more like "Delta Force" (CAG).
  2. Yes, I already saw that article while doing a quick search on the web, but there is also this: http://halo.wikia.com/wiki/11th_Marine_Force_Reconnaissance/ODST I just did some more research and then it hit me... in Halo 4 there are no ODST in the campaign, yet Masterchief actually asks for "Force Recon's assessment of the terrain" in a cutscene, which basically means that the UNSC Inifinty has no actual ODST units, BUT they do have Force Recon marines, which may or may not be the new green H4 marines with the Ghost Recon style face masks... in a Halo 2 cutscene they were also briefly mentioned and it was just two marines, not ODST, a sniper and a spotter on a rooftop... For now I'll just use the marines as Force Recon in my missions. @Taro8 The textures look great, the camo pattern reminds me of german Flecktarn :D
  3. This may have been asked before since the release, but are there any plans to make the ODST shin armor less bulky? The Army/Marines shin armor looks great now (after the update a while ago), but the ODST shin armor still look too bulky compared to the marines/troopers... http://img1.wikia.nocookie.net/__cb20120514230231/halo/images/9/9d/HR_Campagin-Exodus_ODSTGroup.jpg And a question for all the lore experts out there; ODST and Force Recon are different units in Halo, correct?
  4. coffeeshock

    RHS Escalation (AFRF and USAF)

    No 12.5"s. There are only 2 different rails and 2 different barrels. There used to be a DD RIS II (GL/SSC) designed for 12.5" barrels, but it was never mass produced because SOCOM doesn't need them.
  5. coffeeshock

    RHS Escalation (AFRF and USAF)

    I understand. But I can assure you that almost all SOPMOD Block II carbines have either 14.5" or 10.3" MK18 Colt barrels (none of the actual barrel sticks out, only the FH/thread)... civilian 16" barrels are virtually non existent in SOCOM M4s. Some reference pics: http://cs618531.vk.me/v618531163/13897/FoiqaKfcOaw.jpg https://www.flickr.com/photos/world_armies/12351926345/in/set-72157640499147416 RHS: http://i.imgur.com/WArAAXC.jpg https://www.flickr.com/photos/46381179@N04/14726563977/ (the tiny part sticking out is already the FH) https://www.flickr.com/photos/world_armies/12825957065/in/set-72157640499147416 RHS: http://i.imgur.com/rUpjeJD.jpg
  6. coffeeshock

    RHS Escalation (AFRF and USAF)

    The new SOPMOD Block II carbines are amazing... however both barrels are too long. The M4A1 is almost a civilian style 16" barrel instead of a 14.5" and the MK18 is ~11" instead of 10.3"...
  7. Speaking of gun details... while I think this AR is a dream come true (especially the GL version!) and by far the best looking guns I've ever seen in any Arma mod, a moving bolt carrier would be cream on top! :D The original Halo CE was the only game with that much attention to detail when it came to firearms, decent trigger discipline on the pistol idle animations etc, safety switch and an actual moving bolt carrier on the AR! Unfortunately not even the Halo CEA remake had the animated moving bolt when firing the gun...
  8. Not really a bug, more of a technical limitation maybe... when standing relaxed and holding the AR with both hands, almost the entire left arm will clip into the armor vest and body of the character and I assume it's because the rifles are so bulky and the hand/arm has to be placed so low. Also the left armor plates on the marines could use some adjustment... http://i.imgur.com/6bvem0N.jpg
  9. Awesome, thanks! :) The CH animation barely visible anyway, unless you use iron sights all day (which I don't), so no big issue... On a side note tho: the original Halo AR was actually based on the H&K MP5/G3 platform where the charging handle is also fixed. A reciprocating charging handle is always a bad thing, that should only exist in older AK style guns etc (hence the FN SCAR criticism). That's also why the modern Masada/ACR or the new Desert-Tech MDR bullpup have non-reciprocating charging handles, which is actually more professional from a military/LEO PoV. Yes... I am a gun nut :P All I need right now is this: more free time to actually play the mod :(
  10. Wasn't there supposed to be a "traditional" ammo-counter without the iron sights? I hope this will come (back?) in a future update... Another small detail: the charging handle on the AR does not reciprocate in the original games, which is also more realistic. But it does move in TEI...
  11. Congrats! I am still stunned... the units and weapons look amazing!
  12. I remember you asked for help with the RVMATs etc. Maybe the shinyness is a bug? Check this out: http://forums.bistudio.com/showthread.php?156804-MK18-Mod-1&p=2859942&viewfull=1#post2859942
  13. coffeeshock

    MK18 Mod 1

    Maybe it has something to do with the way they were compiled? If the RVMATS and SMDIs are identical, then to only thing that really changed was the version of the BI tools...
  14. Good decision... full auto only would be stupid.
  15. coffeeshock

    MK18 Mod 1

    I still hope for a RVMAT fix too, they are way too shiny now... the surface of the older 0.2 models was perfect.
  16. Sexy! The desert variant reminds me of the Aliens marine camo... btw those are the old leg armor versions, correct?
  17. coffeeshock

    EricJ Release thread

    I don't know much about modding and all those 3D tools, but couldn't you just mirror the upper receicer (or whatever part of the model that actually is) without actually touching the model or textures?
  18. There are non-reciprocating charging handles on bullpups and regular guns today. This is also true for the Halo AR, hence the charging handle on the left, which makes sense since it's 500 years in the future ;) The ejection port is also fine with the Halo AR, it should eject the shells on the right side since most people are right handed shooters. If you choose to use it on the other side for a few seconds, like in a CQB style situation (corners), then the ejected shells on the right shouldn't bother you in a video game ;) Besides... the original Halo AR also has a dust cover which could also be used temporarily to deflect the shells away from your face if you should use it on the left side for a few shots (left handed folks would simply let the shells eject on the left side permanently), this is what Desert Tech did with their upcoming MDR rifle: The Halo AR design is just fine. Nothing has to be changed.
  19. coffeeshock

    EricJ Release thread

    Ejection port is on the wrong side... the rest looks great tho!
  20. Halo 4 AR with a BELT FED .50 cal sound and almost all marines look like star wars pilots... it's all sooo wrong. I hope they changed all that in Halo 5.
  21. I agree. There seems to be too much space between those straps and the actual legs (calves) on the back side of the leg armor... I'd rather see them clip into those legs and have a slim/narrow leg armor instead if that's even possible with those arma models. They are already looking into it... let's wait and see :)
  22. Looks great! Can't wait to see the M203-ish AR in game... Happy new year guys!
  23. coffeeshock

    MK18 Mod 1

    That would be awesome, thank you. Btw, the actual RVMAT files were and still are in the data folder of the original 0.2 version (base1.rvmat, base2.rvmat etc) together with all the textures. So I hope it's an easy fix.
  24. coffeeshock

    MK18 Mod 1

    Yeah I always hated that glossy finish on those black MX rifles. And now it's on those beauties too :( I don't know much about modding... but I think this is related to the .rvmats and they are all new according to the dates in the time stamps, so they were changed I guess and the only way to fix this is simply to re-compile the models with the old .rvmats from 0.2
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