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B_Fox

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Posts posted by B_Fox


  1. On 8/13/2020 at 11:12 AM, Bukain said:

    Go play Niarms' AR and HK sounds yourself. They sounded more like spanking to me lol like "phapahpah pahn!!!!"

    That's just your personal taste. LordJarhead created a mod that suited his taste which other people like and if you don't like it then simply don't use it same with graphics and particle mods. Don't go around telling people that they should change there taste to suit yours it looks bad.

    • Confused 1

  2. On 6/23/2020 at 1:51 PM, froggyluv said:

    but they are unable to lay down suppressive fire while moving

    I've seen the AI do something like this in modded Arma 2 and Arma 3 and the problem was they would sprint while shooting and shoot the ground or shoot while the sprint animation was still playing but the AI was coming to a stop. Now that might not be a big deal but if the AI had a RPG in hand they would blow themselves up same thing with AI laying down with RPGs, they can do it (modded) but they have a high risk of self detonation.


  3. On 6/7/2020 at 2:04 PM, AirShark said:


    if the Ai is encountering weak opponent, fast and rush assault will look better.
    if the Ai is encountering even opponent, normal movement,  a little bit of tactics and careful awareness may be better
    if the Ai is encountering Strong opponent, heavy tactical, slow moves, hit and run, seak and hide kind of games are suitable 

    also, depends on other elements like : defense/assault/(ambush)elements of surprise 

    so maybe making a system that categorizes the situation in the firefights will be a useful way to start with, like counting the number of the Ai and the enemy Ai that are face to face shooting and switch the values depending on the result, however, im sure the performance may not be suitable for everyone though 

    Just adding my 2cents to these cool suggestions, maybe have it so instead of counting how much numbers of enemy units the AI sees how about using how many units in a squad are suppressed to determine if they are out numbered, equal strength or have superior numbers.

     

     

    Spoiler

     

    • little suppression (1 -3 units in a 10 man squad) - assault the enemy, leave no survivors, actively hunts enemy AI that the unit knows about and looks in nearby buildings etc, but this squad should generally stick together.  
    • Moderate suppression (3-5 units in a 10 man squad) - exercise caution, look for cover but should not try to retreat should stick together in teams of lets say 5 men, try to flush out enemies if they are in buildings and even go to the point of just destroying the building itself if resistance is too stubborn. On flat ground try to get as much fire as possible to push the enemy into the high suppression range.
    • High suppression (6-10 units in a 10 man squad) - Break whatever formation every man for himself and seek cover if no cover is immediately available than lets say the AI has a 50/50 chance to run full speed or crawl to the nearest bit of cover, then the AI can try to retreat, hide out in buildings try to break LOS then maybe regroup, call for support (if the unit has a radio or maybe if they have a team leader or squad leader with them) and if no support available run away.

    I also maybe a morale/courage system. So 100% this squad rather die than retreat. 50% if lets say half of the squad is wiped out the other half will choose to run. 10% 1-2 deaths or worse just the death of the squad leader these guys are running.


     

     

    Of course if a unit dies that lowers the pool of units needing to be suppressed and makes suppression easier. So if a group of 5 ambush a lets say a group of 10 and kills six units than this pushes that group into the high suppression range.

     

    More specific stuff like ambushes and defending a location till the last man would need a special exception from those rules and maybe can be implemented with a custom waypoints, modules or a specif set of waypoint settings like: combat, line, open fire, stay crouched for defense and: stealth, prone, line, hold fire unless fired upon for ambush and when majority of AI units have a target to shoot the ambush is sprung.

     

    Sorry for the wall of text sometimes i just cant resist :hyper:

     

     

     

    • Like 1

  4. Just a little thought.

    Making AI throw and then maybe a 50/50 chance of them to run away from the grenade or going prone. I find it a little sad that the AI can end up in a stand off where opfor is on lets say a hill top but blufor is on the side of said hill but sadly they just stand up gets blasted and repeat when a little grenade throw could make or brake this stand off and similar situations like this.

    • Like 1

  5. Very interesting this trend of PvP gaming but it's rarely sustainable unless it has, a unique idea, offers ULTRA REALISM and or free to play. Good examples are World of Tanks, World of Warships, War Thunder. These games are free2play and attract people because they like tanks,ships,airplane or just find it a cool idea and keep people in because of the grind,the premium vehicles. Of course from time to time you'll have fun while grinding but lets be real, when you have grinned all the vehicle whats next? Challenges? What kind of intensive will you get after you've completed those? A new decal?

    IMO those game are the future Free2Play, Pay2Win, instead of asking for the money up front they'll play the long monetization game. At a quick glance at the steam store shows, "Hey look Post Sciptum, hmmmm 30usd, reviews; Lovely game but server are empty" Guess what that will sum up most PvP ww2/ battle royal/counter strike clone/modern warfare clone /another bland shooter in a couples years if they don't die within the first year.

    For me going forward if your going to charge for it in game AI is a must. Cause guess what, if the servers go down for maintenance or there isn't enough people to have  a full match then you can incorporate a PvE match or a single player that can be a mission or mini campaign which can even be a dynamic one which would depend on if the player(s) wins or lose.

    • Thanks 1

  6. Hey how about home made armored vehicle like

     

    Spoiler

    7RVJpcn.jpg

     

     and

     

    Spoiler

    3ydFvYE.jpg

    And also it can have all kinds of ffv positions so they can be a troop transport or a mobile bullet dispenser or just a over packed tin can with as many variations as you want.

    What about the crew? no one asks. well why not a custom home made weapons pack, webbing, uniforms, etc just let your creative juices run.

    It's about time we show our Guerrilla buddies some love!

     

     

    Sorry bout the spam had a goof moment


  7. He guys another request here this time how about home made armored vehicles, just let your imagination run wild with that one. In my opinion we let our want to have irl realism in the game which is all good and dandy but think about the FIA for a minute they just run around in unarmored pick up truck but why can't they have armored pick up truck of some weird armored V shaped hull vehicle that is so ugly is just send chills down your spine. A good example of this is Rhodesian armored vehicles maybe some one might be inspired to make some thing like these.

     

    3ydFvYE.jpg

     

    And also it can have all kinds of ffv positions so they can be a troop transport or a mobile bullet dispenser or just a over packed tin can with as many variations as you want.

     

    7RVJpcn.jpg

     

    But what about the crew you may ask? Why not a home made low tech weapons pack! Again ever since the start of history man has had improvise weapons and vehicles so why stop at super cool special commando gear high speed, low drag 12 magazines, 5 rockets a machine gun, rifle and pistol.

    Why not show some love to the guerrilla and irregular fighters or troops who need to improvise.

     

     

    Spoiler

    Thanks for reading.

     


  8. 2 hours ago, Wiki said:

    lso, a few weeks earlier, someone pointed an interesting thought that would be worth digging:

    Although the AI is in a vehicle, it seems to act like it is on foot and has no awareness about the vehicle - which leads to situations where AI gets stuck.

    Yes I remember bringing up this in another thread earlier this year. Also another way to ease up the pain of mech infantry getting run over is to simply make the ai infantry run out of the way maybe something like and invisible bubble around the vehicle and the infantry tries to keep out of this bubble.

     

    Also Liability Insurance by Rydygier is a mod that is a must have for those kinds of missions.

     

    Other than that I understand that people want nvg and tank interiors but I feel these are things that can be added in later on. 


  9. I think i found a bug sometime a unit just lay in the panic/coward animation flat on their stomach and their weapons float mid air. To me it resembles the head glitch from ace in arma 2 where the unit is stuck on the ground unable to move or in this case break free of the animation

    20 hours ago, 0Y0 said:

    I remember a similar system was still in OFP in the ECP mod.

    I yes in ECP mod crews would hop out on fire and run around or just die instantly. This also happens in the ifa3 liberation mod

     and i would love to see you implement something like it in this mod.

    • Like 2

  10. 1 hour ago, JD Wang said:

    Side based skills is there so you could have for instance rebel forces with much lower training acting "worse" than proper trained forces.

    Eg leave VCM_AISKILL_AIMINGACCURACY_W = 0.25; and change VCM_AISKILL_AIMINGACCURACY_E to say  0.15; and your east forces will be less accurate than your western forces

    I thought so, thanks for confirming!

    But this also means if I have lets say a blufor rebel squad and a blufor army squad i'd have to manually give the rebel squad worse accuracy right?

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