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squirrel0311

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Everything posted by squirrel0311

  1. ....Have you been reading the forums?
  2. squirrel0311

    Sources For Tactics And Operations Manuals

    It got deleted because two people couldn't agree to disagree and leave it at that. Instead they decided to hijack your thread by continuing to argue pointlessly rather than contribute; as a result....the thread was deleted. I know this because I had just finished typing out a big long post on tactics only to POST and find that the thread no longer existed. .....jerks. haha :p
  3. squirrel0311

    Wrong blast effects for all RPGs.

    Well first let me say that the Kornet (laser guided) is not a shoulder launched weapon, it needs to be mounted on a tripod or vehicle to be fired accurately. It’s also laser guided so it has more in common with a Tow (wire guided missile). As far as the RPG-7... I believe you’re referring to a specific type of rocket used called the PG-7VR. This particular rocket and the Kornet missile contain TWO explosive charges, the first one is used to blow up and clear a space in the reactive armor ONLY. The second charge then impacts against the conventional hardened steel/composite armor and explodes. Neither the RPG nor the Kornet actually punch through the tanks armor first then explode inside. Normally when you see a tank get hit and the hatches immediately blow open it’s because the ammunition or fuel was hit and immediately ignited/exploded. In addition, even shaped charges don’t actually cut(melt) through the armor; instead the process is entirely kinetic. This means that the metal is actually pushed out of the way at fairly super high speed, contributing to the spalling effect. The impact and outward blast of an explosive hitting hardened armor can be quite devastating but it isn’t always enough to kill. As I said before if you’re close enough you’d have to worry about flash burns and the shock wave from the blast. As far as shrapnel goes… the range is farther than the flash burns range but it’s hit or miss. Either you get hit and it hurts you or it misses you and you make your get away relatively unscathed. However, even if you do get hit, it doesn’t mean it will kill you. This video should help: http://dsc.discovery.com/tv-shows/mythbusters/videos/omg-they-survived.htm And for the Arma 3 weapons: http://www.imfdb.org/wiki/ArmA_III
  4. squirrel0311

    Wrong blast effects for all RPGs.

    Well as I always like to state when contributing to stuff of this nature – I don’t know all of the circumstances so therefore I can’t be 100% certain but what I can say is this…. Depending on the warhead being fired, the result you are getting is actually somewhat plausible given the assumption that the rocket being fired is an Anti-tank Armor penetrating rocket and not a fragmentation, HE, or thermobaric rocket. The reason is because Armor penetrating rockets don’t fragment that much, instead they use a shaped charge to fire a small jet of molten metal (usually copper) through the armor which hopefully creates spalling inside the tank and severely maims or kills the crew, but they normally die from stuff like the ammo or fuel being hit, suffocation from fire and such...(Wish I could find that video from Syria right now.) However, you are correct in thinking that realistically no one is going to take a rocket detonating against a hard target from 1 meter away and still have a great day. It might not kill them but they’ll probably be wishing they were never born. (The pressure wave is something they'd have to worry about.) The ones that get away without a scratch are extremely lucky…. So depending on how much luck exist in the game, a little tweaking might be needed but it is possible.
  5. squirrel0311

    ARMA3 Coop Tactics - how to fight the AI

    Yeah, I get what you mean. I suppose I should have made it a little bit clearer on what I was talking about. When I say “Think of the AI as machines†I mean that you can’t fight them the same way you would fight human players. Concealment doesn’t work, suppression doesn’t work, and thanks to their pinpoint accuracy, moving under fire is extremely risky. ( I’ll get back to that in a second.) As to what Instagoat stated: The AI doesn’t automatically know where you are but, once you get within a certain distance and are spotted or start shooting, it’s basically like popping up on their radar and thanks to their machine like precision and situational awareness….It often feels like they might as well. As far as overwhelming firepower go, I agree that is one of the key points to any firefight but you have to be careful when you are talking about operating in small teams of 2-6 men. It gets less and less likely that you will succeed with firepower alone, against AI that doesn’t mind bullets cracking all around them. Another danger with operating in small teams is picking or getting sucked into the wrong fight. Now back to the explanation about running into that sheet metal shed… Again as Instagoat stated… If I saw you (the enemy) running into a shed, behind a fence, or any structure that I think I can shoot through….I’m going to shoot it! Area saturation (which is different from suppression) is a perfectly acceptable action when engaged in a firefight. As the saying goes, “When in doubt, empty your magazine.†This is where that part about being machines comes back into play. As you saw in the video, once you’re spotted, they pretty much know where you are no matter where you move inside the building and when they put that laser accuracy to work it feels like you get shot almost instantly because you basically do. That is why I say don’t look at anything except cover from whatever you’re fighting. Finally, movement under accurate fire by AI when operating in small teams…. Recently a friend and I completed the Head Hunters mission on normal together with just the two of us and no AI teammates so I’ll try and go off that experience… Unless you have support or a large force, most of the conventional “Assault through the objective†tactics have to go out the window. When working in small teams you have to hit hard and move quickly. It’s all about situational awareness, advantageous positioning, and not being reluctant to give up ground. (E.G. Your excellent shooting position that becomes less and less excellent the longer you stay there.) What we used for movement under fire was basically just a modified buddy system. Because suppression doesn’t work, we just tried to draw fire away from each other by shooting directly at the enemy AI shooting at whoever was pinned down. Basically if there is an enemy squad spread out on the hillside and we’re engaged, my buddy has been shooting for over 10 seconds and he’s pinned down. I will ignore everyone else and just take very well aimed shots at the 2 or 3 soldiers shooting at him. (Selective covering fire basically) You have to be careful though, going back to what I said about overexposure… If you get down behind a rock and you can see 4 enemies on the hill…You need to expect that all 4 of those enemies are going to be shooting at you at the same time. If possible, find cover where you can single out each enemy solider, only exposing yourself to one at a time. Like I said, I know you already know this stuff, I just wanted to reiterate it because this is what has been working very well for me. In the end I think that playing against the AI is just going to have to be taken with a grain of salt for a while. The challenge is certainly fun though.
  6. squirrel0311

    ARMA3 Coop Tactics - how to fight the AI

    Howdy, I’d like to start by saying that you are correct in declaring the Arma 3 AI as nearly superhuman. I’m not sure how much different they are from the Arma 2 AI but I can certainly tell you that they seem harder. Like you mentioned before, they seem to have been revamped in accuracy and tactics to some degree. I don’t have much knowledge with the different AI mods for Arma 2 so I can’t help you there, and I don’t know the actual technical abilities of the AI. (How far they see, what they can see through, what their accuracy rate is...might search the forums...) but I can briefly outline what works for me… I suppose I should start by trying to identify or consider the capabilities of the enemy AI. As we mentioned before, they seem almost superhuman. In my experience this is the most important thing to remember. Think of them as machines, they may not be very smart but they don’t get bored, tired, or scared either, and like machines they’re not hindered by the same things that we are. You’re pretty much spot on with the tactics you mentioned but I’m going to reiterate some important points. 1. Cover and Concealment - Concealment IS NOT cover! Cover can be concealment but concealment can NEVER be cover. With that in mind and knowing that the AI are machines, you shouldn’t expect them to see anything that won’t stop a bullet from hitting you. Basically it’s a good idea to think that grass, glass, bushes, wooden doors, thin sheet metal walls and anything else that won’t stop a bullet, doesn’t even exist. When you move from place to place, you SHOULD NOT be looking to try and stay hidden in the grass or behind bushes. You should only be concerned with moving from one object that will stop bullets to another object that will stop bullets. (Obviously though at far enough distances, moving in the grass and bushes will work because you’re out of the visual range and it’s a good idea to practice using bushes and grass to hide your movement from cover to cover.) 2.Breaking contact and the 5 second rule: As you said earlier 5-10 seconds is about all it takes to die. This is why I tell everyone I play with to start counting to 5 as soon as they start shooting from their position, especially in the prone! By the time you hit 6 you should be behind cover and looking for a different spot. Of course every situation is different and some situations will allow you to sit in one spot for a long time but when the enemy figures out where you are, it’s best to break contact and find a different spot. The longer you sit still the better his chances at hitting you get. Remember, he’s a machine, he’s not afraid to get shot and he has near laser like precision. It’s also important to know that by changing positions it might take longer to kill the enemy. It’s often hard to hit anything past 400m after sprinting to doge fire, add lag and your chances get even worse. 3.Movement and the visual range: - Like I said above, move from cover to cover and practice using the bushes and grass to hide movement but don’t count on it for anything when playing against AI because ONLY COVER COUNTS. Use the terrain as much as possible, don’t expose yourself if you don’t have to.(I.E. Skylining.)The more area you can see means the more places you can get shot from. If you can see them, it probably won’t take them long to see you too and when they do they might start shooting. Take a moment to look over the terrain on your map before you move. 4.Maneuvers: This goes back to breaking contact but on the enemy’s side. I have read numerous stories of people being flanked by the AI after thinking that they were routed and everything was all clear. Indeed I too have experienced such incidents while playing against the AI. Just because you see them tucking tail and running doesn’t mean they won’t be back. In fact I once had 3 AI that peeled away from their decimated squad only to show up 3km away. It could have been luck but it’s still something to watch out for.
  7. squirrel0311

    Patch 1.02 - Time to say thank you

    VERY MUCH AGREED! There are some aspects of the game that I certainly still consider short comings - lack of content, hindered features, bugs and slow performance. However, even with all that junk, I still can see that ARMA 3 is a huge improvement. I think most people get discouraged because they're so used to playing Arma 2 for so long and that they end up comparing them side by side without realizing that even Arma 2 was pretty rough when it first came out. Such is the case when I see people complain about movement in buildings being too arcade like in Arma 3. They're simply so used to playing in the overly clunky Arma 2 environment that they're not used to seeing someone being able to turn around and point behind them without getting stuck on a wall Worst of all though is that they try to claim this clunkiness as being more realistic. I can't speak for everyone but I have been in plenty of CQB environments to know that when I need to move I'm going to find a way to make it work. Never have I had a real life moment where I moved along a wall and got stuck and had to walk backwards and move sideways into harms way before I could turn around. My expectations for the game are high but not unreasonable, the most important thing to remember is that it's going to take some time. While I do believe they could have held back the "Full Release" and continued calling it beta, I don't think it really changes all that much, the content will still get here...eventually. Overall I feel it's very easy to see the raw potential of what this game can and someday will become, we just have to be patient. Good job, BIS and thank you.
  8. squirrel0311

    Action Menu - must do better

    As far as AI commands go, I think a revamped version of the Operation Flashpoint: Dragon Rising Comm Rose would be ideal. Maybe cross it with the BF2 command rose. I think in BF2 there were actually 3 roses… one for communication, one for individual player actions, and one for fire support…maybe not though. For those that don’t remember the Dragon Rising rose, it opened up with more options depending on where you clicked. As I stated on the Wish List-No Discussion, page 213… I WANT MY NUMBER KEYS BACK! I’m not sure if they’ve fixed it but everything on the keyboard should be customizable by the user….Should you be allowed to keep the menu how it is? Sure. Should you have the option for something better if you want it though? Absolutely! I don’t completely hate the scroll menu but I think it should be restricted to only whatever is being used/interacted with. I personally believe that weapons should be set to number keys. I know people like to call it arcadeish when you set weapons to number keys but if you think about it…. In real life…. All the tactical gear that people buy is designed for one purpose… to make your gear easier to wear, access, and use. This same concept could be applied to the use of number keys. I strongly believe that was one of the major oversights by the developers….It’s 2035 and we seem to have forgotten all about smooth quick weapons transitions, one point slings, and weapons catches. Ordinarily you would execute a weapons transition from primary to secondary when the immediate employment of your primary weapon is no longer the best option. This often takes place under fire and when you have no good cover, meaning that you SHOULD be moving. However, thanks to the animations or whatever the problem is… you can’t switch weapons while moving so that makes that option practically useless. My personal set up would look something like this…. Pointing at a door and scrolling up or down would push it open or closed like in Sakura Chan’s video. However, I could also double click with the scroll wheel button to open up more options(Lock door, pick lock, kick door? Get in gunner seat, etc.…) or single click to just use the item/function. For wounded you would simply point and scroll down to drag, scroll up to drop, and click to give first aid/open the first aid rose for more in-depth game play types. Number keys: 1. Primary Weapon or TOGGLE Primary to Secondary / Secondary to primary 2. Secondary Weapon or TOGGLE Current weapon to launcher / Launcher to previous weapon 3. Launcher or Muzzle thump (If they ever add it. This could work with a bayonet too if they ever add that.) 4. IFAK or bring up the First Aid rose/menu for more in-depth game play. 5. Cycle grenades or maybe open a weapons rose(You could choose options for your rifle, grenade launcher, or pistol such as load tracers, change rate of fire, reload 40mm smoke or flares, or switch to smoke grenades or chemlights.) 6. Special gear (Mine Detector, UAV terminal, or whatever else.) 7. Switch to grenade launcher, change to tracer magazines or Consolidate ammo (If that is ever added.) 8. Place Explosives or open a Ordinance rose to choose the type of explosives or mines, place, set timer or even touch off. (Voiding 0) 9. Empty 0. Touch off bombs NOTE: As other have said, it’s a matter of separating user items/weapons from things that you interact with like doors and vehicles. If you haven’t noticed already, I’m a fan of rose menus but one feature I would like to see if they are added is the option to set certain functions in those menus as a single key as well. (I.E. Ctrl+G=Cycle Grenades but you could also do it through the Weapons rose.) Weapons rose: Primary weapon (Left side)- switch rate of fire, load tracer mag, consolidate ammo(center button). Grenade Launcher (Top Right)- Load Smoke, Load flare, Load HEDP. Special launcher(Top) Load AT, Load AA. Grenades (Bottom): Select smoke, select flare, select chemlight, select rock, select incendiary, or select Frag. (You would still use the throw key to throw grenade types.) I drew another sweet picture for this on MS Paint but my work filter won’t let me post it. Ordinance: Select claymores or various mine types. Select Satchel or other explosives, Set timer, touch off. (Touch off should be center or bottom button) Though I wonder if it might be easier to make all weapons and ordinance options usable from the inventory menu…?
  9. squirrel0311

    IN-GAME marker needs whole refurbishment

    From the Wishlist No Discussion - Page 213 This is my suggestion for the map symbols. (It basically works like the inventory system - Drag and Drop) Basically you would have 10 save slots for your most commonly used symbols. Along with the symbols you can also save what color and what text are accompanied with them by simply typing in the text, picking the color and dragging the symbol to an a empty slot WITHOUT hitting OK. (Being able to hold shift and rotate the symbol would be nice too) OPERATION: Open the map and double click on the spot you would like to mark as you normally would. Simply use the up and down arrows like normal to change the symbol. Choose the color by clicking on it with your mouse cursor. If you'd like to save text with the symbol, simply type what you want in the text bar. If you don't want text then just leave the text bar empty. Once you have everything set up, simply move your cursor over to the big symbol and drag it to an empty slot. DO NOT HIT OK unless you also want to place that symbol on the part of the map you double clicked on. If you only want to save symbols BUT not place a marker on the map at that time you would simply hit cancel to close the window after you've saved your symbols to the save slots. To clear a save slot you must move the cursor over the slot and press delete. Simply dragging a different symbol over a filled slot WILL NOT replace it. This is to prevent accidental replacement during "Oh crap I'm getting shot!" combat. (I know we don't really need all those colors I just used them to make all the squares even.)
  10. Well thanks to this thread and the cumulation of of known major engines I am able to see now pretty much exactly what you said in the first part. As for the second part...people are going to complain and demand all sorts of stuff regardless... The reason I wanted to know what engine might have worked better is because of all the talk here and other places about how out dated the current one is. Well I'm interested in hearing suggestions, up and downsides, 100% correct or not so much. Since you have no idea then clearly this thread isn't for you, but thanks for your time. :P I completely understand what you’re saying because I too have fallen victim many a time to the laser precision of an AI super soldier firing from 800 meters away in the standing position while he was completely concealed in thick foliage. However I would just like to clear up something really quick... Cover is considered anything solid that a bullet will not penetrate or will at least stop bullets for a while. Concealment is anything that hides your position but is not bullet resistant. (Grass, bushes, sheet metal, things like that.) Cover can be concealment but Concealment IS NOT COVER. I don’t know the details of your situation but if you were already in a firefight then their method of engagement would be pretty appropriate, especially in terrain with thick vegetation. There is a saying for anytime you know the enemy is out there but you can’t see them… When in doubt empty your magazine. Complete and total area saturation by fire is an appropriate response when engaged with a concealed enemy as opposed to sitting tight and waiting for them to creep up on you and get a more advantageous position. It is done so in the hopes that you will achieve one or more of three things, suppress and stop the enemy’s movement, drive the enemy back, or best of all…Kill them. As far as stupid AI goes, I have to agree. I usually avoid playing with AI, I much prefer shooting players. :p I think if their visual detection system was tweaked a little more and if they were actually programmed with a few different random but tactically accurate remedial action procedures…that would help immensely. I’m not sure if they fixed it but I remember in the alpha it didn’t matter if you had a suppressed weapon, were completely concealed or not, after you fired a shot they knew exactly where you were. Also, as far as I know they still have one basic immediate action (Lay down, return fire or just run) both of which are fine but I think it would be neat if you could pick cover points in the editor for AI who were defending areas.. I.E. If attacked, return fire, fall back to this position, and watch this sector. Rather than shoot a few and watch them run into a base and stand near the middle looking at a wall. (I do know that if they are near cover they will normally just lie down and start suppressing which I like and also the flanking movements are nice too.) Now if we’re talking about AI drivers…. I think there should be a special option kind of like manual fire… If you’re the only player in the vehicle and everything else is AI you should be able to use the arrow keys and instantly override and stupid action the driver is trying to take, no matter what seat you’re in. However, if you have an AI driver, friend playing as the gunner and yourself as the commander, then the commander should have the override feature. Ultimately what I would really like to see is a civilian AI system with as much random diversity and detail as Grand Theft Auto 5. Can you imagine a multi-player vs. player mission where you roll an armored convoy into a city like San Andreas? The mix of cautious bystanders who rush to return to their homes and the curious lookie loos who stupidly standby and peek around corners in hopes of seeing some action. You’d have it all! Planes, helicopters, tanks, cars, trucks, thugs, bums, hot chicks, fat people, skinny people, guns, of course... boats and hoes! (Note: This is probably what the Red Cross was talking about. Hahaha) To quote Conan the Barbarian when he was asked by the Mongol general, What is best in life? - “To crush your enemies, see them driven before you, and to hear the lamentations of their women.†Anyway… this idea is what made me curious about the Forgelight engine since it claims to be able to handle up to a thousand players all doing different things at once. It seems to work fairly well for Planetside 2 but does anyone know much about it?
  11. squirrel0311

    Arma 3 Random Game Crashes?

    Hey I play King of the Hill too, we've probably killed each other...AMIGOS! haha Yeah I think it's the new patch we downloaded the other day, lots of people are having the same problem.
  12. No no no. Not necessarily that they're crying for better graphics too, just that with it being a new game, they expect it to have better graphics, physics and all that junk. I know a lot of the stuff is in the game. This is aimed more towards the "Oh Arma 3 is just a big steaming pile of crap! The engine is old and can't even do the most basic of things. It's not even worth my money, I guess I'll have to wait for a different game.", crowd. I'm just curious to hear what engine they think will give them everything that the arma 3 engine has and more or if they just love finding things to complain about. I do kind of feel that some things could be done better with other engines but then you'd lose other features I bet. For instance, I'm curious to know how the Forgelight engine used on Planet Side 2 would have worked out. There are some aspects I bet it would excel at but others such as... modability... I bet would suffer drastically. But also I'd like to hear from people with experience and knowledge on the process or what they think would be the best process for choosing an engine to build a game.
  13. squirrel0311

    Arma 3 Crashing Like Crazy

    Nope, a lot of people are having his problem. My cousin and I played today and crashed on every game we joined after about 10-20 minutes. I guess we'll have to wait for a patch to fix what the new patch messed up.
  14. squirrel0311

    Tanks, thermal imaging, weapon loadout and ammunition

    Well, let me say first off that I agree that the ammunition needs to be updated and as I stated before in my wish list on page 213 of the Wish List No Discussion thread, I do think that at least the drivers need an interior. I'll post the excerpt below. Really the only thing I don't agree with is this.... This isn't exactly accurate because the bigger the lens means the more light and contrary to what some might think, the eye does have a finite resolution. (I may not explain this correctly but you can look it up.) We already have Ultra HD displays that can put out more fine detail than what our eyes are capable of or at least need to distinguishing the information being presented. In fact there is a large number of people who can’t distinguish the difference between pictures printed at 150dpi vs 300dpi at normal viewing distance. Not to mention that our eyes are kind of randomly analog... In theory, mounting a telescope to a periscope sounds ideal but with the advancements in technology today and where it will be at in 2035, I think it's pretty safe to say that doing so might actually be less beneficial. Especially when you take into account all the pertinent information that can be displayed on the screen as well.... A camera with a big optical lens connected to an HD display will do all that. As for thermal and what someone said in regards to optics for pilots..... Yes pilots get the best optics and I'm sure they're MUCH better than the Pas-13s which are old, big and have about a..4-6 hour battery life if you're lucky. Pilots get the best thermal and night vision because they are in charge of not crashing a multi-million dollar piece of equipment. Even though they're better, they do suffer somewhat from the same problems. More than likely the reason he doesn't notice the image blend as much is because he is above looking down, rather than say... on a a flat surface with the sun behind him looking at a bunch of hot surfaces all facing the sun. It's like arranging pieces on a chess board, closing one eye and looking at it from above, then laying your head on the table and doing the same thing. (Not sure if that makes sense.) Anyway, advancements in thermal and night vision imaging are happening pretty much every day so it's not too farfetched to believe that they managed to take two thermal cameras, put them side by side and stitch the image together to give depth perception and what not. (The shadows are a game engine flaw I think.. same with smoke) In fact they've already blended thermal and night vision together and are working on improving it. Here was my wish list excerpt: Better visibility and DETAIL for armored drivers Turned In: This is supposed to be the future...No one would make an armored vehicle with only one available view port unless they have absolutely no idea what they're doing and didn't learn from WWII. You can even see 3 distinct view ports on the driver hatches of the vehicles in Arma 3 right now, you should at least able to turn your head and look diagonally. Ideally the view ports would have...eh 135 degrees field of view? Also again, this is supposed to be the future… the drivers should have a dashboard with a screen that shows at least a rear facing camera that is Night Vision capable (ideally it would have a forward facing camera as well). And if you really want to get fancy... the driver's front facing camera should be connected to a slave system on their helmet like an Apache gunner... where ever he turns his head is where the camera looks, so that it would be just like if he was turned out. It doesn’t need thermal or anything super fancy just give him the tools to see where he’s going. (Night vision and a little bit of zoom to identify IED’s and mines.) We have web cams that can zoom, pan left, right, up, down, rotate 360, and track faces…I can’t see why we couldn’t mount a camera on a tank under the turret for the driver. Armor Optics Vulnerable to Small Arms Fire: Any mounted weapon with a remote viewer SHOULD be vulnerable to small arms fire IF YOU CAN HIT IT. For tanks and APC’s at least, they should have a redundancy system. The periscope view ports (the 3 slots on the driver’s hatches) should be used only as a last resort after their good optics have been destroyed, but even the view ports should be able to get shot up so bad that you can’t see out. Obviously I know that 3rd person will make this feature useless but it should still be added. It’s too bad that the devs didn’t think of this before the models were made. I would have given the gunner a primitive periscope sight mounted next to and looking down along the bore of the main gun so it and his coaxial machine gun would still be somewhat effective. The gunner sight would be receded inside the armor of the turret, requiring a nearly straight on shot to hit it. The down side is that it wouldn’t be thermal or night vision, it wouldn’t have zoom and it would have a severely limited field of view. (Scenario) You’re hiding in a building and a tank pulls up beside you and stops in the street with no infantry support, you should be able to shoot out the optics of the tank partially or completely blinding it if you can hit all the cameras and view ports. (Some of this junk might be wrong or confusing I can explain it better after I get some sleep. haha)
  15. squirrel0311

    Realistic navigation difficulty setting??

    Well I haven't read everyone's post so I'm not sure if this has already been said but I think this is already possible... I played a public Team Death Match server the other day on Altis that didn't have any icons or anything. It was just a map...I couldn't even tell what base I was at because the terrain was heavily altered with Hesco barriers. It was fun but yes admittedly very difficult. Especially since my headphones went out and I have to use the cheap mono sony speakers that people used to use on their walkmans. Hahaha I'll try to find the name of that server and edit it into this post.
  16. squirrel0311

    3D Armor Periscopes (Not a repost)

    My wish list idea was that the armor would have at least three view ports because no armor built today or in the future would have only one and you can even see three view ports from the outsides of the vehicles. I don't mind that it shows specs of dust and what not because in reality they get dirty pretty quickly. Once again though this is the future...so my ideal model would be this... Technology and redundancy... The periscope viewports would be used only as a last resort. I think there should be a small camera centered and mounded just under the front of the turret. The tank driver's helmet would connect to a slave system and display a hud screen kind of like the gunner on an Apache, where ever he looks the camera looks. I think there should be a dashboard with a screen for a backup camera or an option to push a button and display the backup camera on the helmet hud or pull up a picture in picture screen and place it at the bottom corner of the hud display. Additionally... All optics and viewports on tanks should be vulnerable to small arms fire IF YOU CAN HIT IT... If you're hiding in a building and a tank rolls up and stops in the street next to you without infantry support, you should be able to shoot out the optics and cameras, partially or completely blinding the tank if you can hit everything. Obviously 3rd person view would make this feature pretty much useless but I think it would still be neat if it was added. It's too bad the devs didn't think of this before they models were made. I would have given the gunner a periscope that was seperate from the optics view port, positioned near and looking straight down the bore, it would be receeded, making it much harder to destroy and requiring a nearly straight line shot to do so. This would give the gunner the ability to use his main gun and coaxial machine gun (Which all tanks should have!) if his optics were taken out. The draw backs would be that it would be normal view only, no zoom, no night vision, no thermal, and it would have a limited lateral view range. You could change views just like how you change view's between the red dot and the scope on the RCO.
  17. Oh I see what you’re saying, basically everyone on Arma should just join UO because they have every type of mission and the servers are always filled but never full, and if you don’t then you obviously don’t deserve to have any type of remedial action against script kids and hackers……………… Great point…..… Though this is unrelated... speaking of Chernarus... does anyone know if they got the Chernarus Apocalypse mission working for arma 3? I've looked a while ago but I couldn't find anything about it. I'm at work now so I can't access it. :/
  18. squirrel0311

    Cannot see heat vision of TWS through glass

    Yep, thermal only sees specific wave lenghts of the light spectrum, the glass blocks the heat signature of anything on the other side because it has it's own signature. Which is why I say we need a Muzzle Thump action that can be used for hitting people or breaking out windows.
  19. Yes, but players shouldn't have to gather friends for a coop game or find a clan server with a decent number of people playing at that time. Even in a clan or private server you still have turds who will join just to cause trouble and get kicked. If an admin isn't on then you're simply forced to leave or wait it out while they finish having their fun. There should be measures like the ones I stated earlier for all players, public or private, to deal with people who waste other's time. I for one don't have set times of when I'm available to play so when I do get free time it's pretty annoying to have any of my hour or two of free time wasted by some turd with nothing better to do than kill teammates and blow up vehicles that teammates purchase.
  20. This is pretty similar to what I posted on my wish list as well. I'm not very knowledgeable about scripting and what not but I'd like to know if this would work or if they would just find a way to override it. Across the board Team authority to punish Team Killers/vehicle destroyers: New options for players to take matters into their own hands when admins are not online. #VoteFreezeBlind- Blinds and Freezes all actions by the player by taking away their ability to see, shoot, move, communicate, throw grenades, check inventory, or map for 2 minutes, 5 minutes, or until server restart. (If there is a way to keep them from disconnecting from the server for 5 minutes just to waste their time I would like that as well.) Too many times have I had to endure someone with nothing better to do than sit in spawn or just outside and repeatedly kill teammates or blow up vehicles in an effort to cripple their team. We should have some ability to annoy them until they go away with something that constantly halts their game play via a 2/3 vote. Vote kick is ineffective because the harassing player can just return and continue or make a new profile and return…at least with this you would stop them from having as much fun. If they change their profile name then you can just vote against that name too. The servers should remember those names until it restarts or have a #Voteban - which would ban that name for 24 hours. I’m not very fond of having admins simply because one has to be online in order for any action to be taken. The power needs to lie with the players to regulate themselves. Perhaps we could also have a #Vote check – Which would give all other players a window in the map that would allow them to check the inventory, rate of travel, and whatever else would be useful for determining dishonest gameplay. The votes for a check should NOT be invisible to the player who is being checked, meaning it shouldn't show up in chat for that person. This would stop them from turning off their cheats before the vote was passed, unnecessary banter, and preemptive douchebaggery.
  21. squirrel0311

    A Large Fixed Wing transport aircraft for Arma 3

    Well I might get in trouble for posting this here because it’s similar to my wish list but I did add a few different things. I personally don't see any need in adding the massive heavy lifters, although the C-5 Galaxy is probably my favorite transport (Love the sound of those engines.) I just can't see any need for something that big with any of the map sizes that have been created for Arma 2 or 3. A medium sized aircraft is really all that I would consider necessary, anything larger would just be for fun. Also since it's the future, I think we should use our imaginations a little bit and look past just the plain old fixed wing aircraft. Now here is the part where I’m torn… I like variety in planes… certain planes do certain things better, that’s why I don’t really like assigning one plane to a specific group. I think they should just be customizable. (I.E. paint jobs and markings) On the other hand I can see having a game where 3 sides clash and giving them distinct aircraft with uneven capabilities could be a small problem for those who just want to have fun and not have to plan for how to best utilize their aircraft given the limitations. (Public Multi-player) So if we gave them similar capabilities based off the rough draft of limitations I set in my wish list it would be this... All aircraft can carry 80 troops or 2 tanks but the Quad Rotor and Tilt Wing could only do so if they executed a rolling takeoff and landing, otherwise they could only take off and land completely vertical with 1 tank. In addition the Quad rotor would be slow and cumbersome in helicopter mode but it would be able to move side to side whereas the Tilt Wing would need to rotate and then move forward or backward. The A400M would be able to take off and land in relatively short distance and would be quite nimble. NATO FORCES: Quad Tilt Rotor - Basically it would be about the size of a C-17GlobeMaster and in fact I think the body should look pretty similar except I think it would be neat if it could open up the nose like a C-5 Galaxy, that way you could pretty much drive up the rear ramp to load up and straight out the front when you land. (I think this picture looks kind of ugly, maybe it needs a vertical tail fin similar to a C-2 Greyhound.) http://www.globalsecurity.org/military/systems/aircraft/images/jhl-image41.jpg OPFOR: Tilt Wing - Something that looks like an IL-76 but slightly wider and with counter rotating props and a tilt wing. Something kind like this- (I actually like this picture, it looks like a C-17) http://up-ship.com/blog/wp-content/uploads/2010/11/boeing-vertol.jpg and the propellers - http://upload.wikimedia.org/wikipedia/commons/e/e1/Kuznetsov_NK-12M_turboprop_on_Tu-95.jpg The engines should be larger though and it should have a turbo fan on the back (needs it for stabilization)…or just leave that bit of realism out completely. If you haven’t seen the XC-142 here you go. :P GreenFor: A300M - Upgraded to be slightly wider with the ability to accommodate 2 tanks. It should be quick, maneuverable, have excellent braking and the ability to reverse direction on the ground.
  22. squirrel0311

    No women at all

    I'm sure they'll be releasing them eventually, especially with all the feedback about the lack of females.....when though is anyone's guess. Unless the mod community jumps on it we don't have much choice but to sit and wait. It's too bad that BIS and Rockstar didn't team up, I would love to see populated areas with civilian AI that move and respond like they do in GTA 5, not to mention the varity of character models. I'm sure something like that would completely devour memory and processing power though...and probably my money too.
  23. Squirrel's Big Freakin Wish List Ok so I'm posting this in this thread as well because I'd like to be able to discuss some things if need be, it was originally posted in the Wishlist and Ideas - No Discussion thread. I'm not sure if any of these issues were addressed yet or if they are currently working to fix them. I wrote this at work so I don't have all my notes, some of my information might be slightly off but I will still try to make my point as clear as possible. I didn't originally post this in the wish list thread because I fear it's already too big for someone to read as a single post but it got moved, not to mention the game is already out so this might just be a big waste of time. I didn't want this getting lost in the sea of one line post post but since this thread has been dead for a while I think it will be better now. Hopefully my goal of bringing together a collection of ideas from others as well as my own will be realized and taken into consideration for a more…complete feeling "Full Release" game. .....Lets begin..... Here is something I hope everyone will take a look at… I feel this would make players who are sticklers for quick concise information on the map, like me, very happy. This is my suggestion for the map symbols. Basically you would have 10 save slots for your most commonly used symbols. Along with the symbols you can also save what color and what text are accompanied with them by simply typing in the text, picking the color and dragging the symbol to an a empty slot WITHOUT hitting OK. OPERATION: Open the map and double click on the spot you would like to mark as you normally would. Simply use the up and down arrows like normal to change the symbol. Choose the color by clicking on it with your mouse cursor. If you'd like to save text with the symbol, simply type what you want in the text bar. If you don't want text then just leave the text bar empty. Once you have everything set up, simply move your cursor over to the big symbol and drag it to an empty slot. DO NOT HIT OK unless you also want to place that symbol on the part of the map you double clicked on. If you only want to save symbols BUT not place a marker on the map at that time you would simply hit cancel to close the window after you've saved your symbols to the save slots. To clear a save slot you must move the cursor over the slot and press delete. Simply dragging a different symbol over a filled slot WILL NOT replace it. This is to prevent accidental replacement during "Oh crap I'm getting shot!" combat. OPTIMIZATION: Now I don't know the specs of my computer off hand but I can tell you it shouldn't have as much trouble as it does with frame rate drop. I normally run 76-78 fps but when turning...everyone knows already...it drops...blah blah blah… I love good graphics and I don't know much about the correct order of building a game...I just know that graphics shouldn't be the only focus and that being able to see the whites of the enemy's eyes doesn't help me much when I get all of 6 frames to line up my sights and die...or crash into a mountain. A few other things fall under this category as well I believe... 4. Automatic Mod Downloader: I don’t like playing with a whole bunch of different mods simply because some seem to be more trouble than their worth and kind of a pain to get. However I know some are must haves… so when you join a server it should look and find what mods you need and ask if you want to download them. From there, clicking OK would download and install automatically or you could set your settings so that it opens up the website, allowing you to check the mod out and see if it’s legit before committing. 3. Multiplayer Server List and Filter: Now maybe they’re planning on working on this but, am I the only one that thinks the Multiplayer server list could use some revamping? And why does it only sort by one parameter? I’m not talking about filtering…I’m talking about sorting the list. If I click on Ping ^ Then it shows me the servers with the lowest ping at the top. But if I click on Ping^ then Players^ it only sorts by players. Why can’t I click on Ping^ Players^ and Type^ and see groupings of Co-op, DOM, TDM in lowest to highest order of ping and players at that specific time. The filter could use a little work too, it’s not very big, just put it along the bottom of the server list. 2. Parties, Squads, SOMETHING!: PARTIES- There should be some way you can link up with friends in the server list and all join a game together with the assurance that you’ll all be in the same squad…WITHOUT having to join an empty server! (Like how WARFRAME does it.) Perhaps in the actual game lobby there could also be a little box next to your name that you could click if you don’t mind being moved to a different squad and position when a party wishes to join your team and play together. Maybe a little box would pop up in the corner and say something like, “A party has joined your team. You have been moved to Delta Squad – Grenadier.†SQUADS – I really think that creating squads should be left up to the players in game since only about a quarter of players on public servers actually stay and work together with the squad they’re in. Allowing players to create squads would also eliminate the notorious headless squad…Plenty of Indians but no chief… If you create a squad you are the squad leader. Now I know some are going to be up in arms and screaming that is isn’t BF3 or COD but that’s not a valid argument in this case. Creating squads lets players choose to work together and it gives the Squad leader a good idea of who he can count on, none of this wasting time hoping your squad mate won’t go off and do his own thing never to return again. We need to weed out the faint hearted by realistic gameplay, not forcing groups who work well together to split up. 1. Overall Clunkiness: This is probably the most important to me, like I said before, graphics are great but they count for very little if the game runs like crap. I want to be able to play multiplayer against real people or AI seamlessly. No clunky shuffling jerking movements, no struggling to aim in on a target because of choppy gameplay, it needs to be SMOOTH! Getting stuck on doors, rails, rocks, corners, being unable to shoot through, climb through, or break out windows. Frame Rate, glitching through walls, getting killed by invisible fire…The list is pretty long and it needs to be addressed. Don’t worry about the underwater stuff until the problems on land are fixed...Especially on Altis…editor, single, and MP. Features: Across the board Team authority to punish Team Killers/vehicle destroyers: New options for players to take matters into their own hands when admins are not online. #VoteFreezeBlind- Blinds and Freezes all actions by the player by taking away their ability to see, shoot, move, communicate, throw grenades, check their inventory, and map for 2 minutes, 5 minutes, or until server restart. (If there is a way to keep them from disconnecting from the server for 5 minutes just to waste their time I would like that as well.) Too many times have I had to endure someone with nothing better to do than sit in spawn or just outside and repeatedly kill teammates or blow up vehicles in an effort to cripple their team. We should have some ability to annoy them until they go away with something that constantly halts their game play via a 2/3 vote. Vote kick is ineffective because the harassing player can just return and continue or make a new profile and return…at least with this you would stop them from having as much fun. If they change their profile name then you can just vote against that name too. The servers should remember those names until it restarts or have a #Voteban - which would ban that name for 24 hours. Perhaps we could also have a #Votecheck– Which would give all other players a window in the map that would allow them to check the inventory, rate of travel, and whatever else would be useful for determining dishonest gameplay. The votes for a check should NOT be visible to the player who is being checked, meaning it shouldn't show up in chat for that person. This would stop them from turning off their cheats before the vote was passed, unnecessary banter, and preemptive or retaliatory douchebaggery. I’m not very fond of having admins simply because one has to be online in order for any action to be taken. The power needs to lie with the players to regulate themselves. The scroll wheel menu interface and AI Communications Rose: I WANT MY NUMBER KEYS BACK! I firmly believe that every keybinding should be customizable by the user….Should you be allowed to keep the menu how it is? Sure. Should you have the option for something better if you want it though? Absolutely! I don’t completely hate the scroll menu but I think it should be restricted to only whatever is being used/interacted with. I personally believe that weapons should be set to number keys. I know people like to call it arcadeish when you set weapons to number keys but if you think about it….In real life…. All the tactical gear that people buy is designed for one purpose… to make your gear easier to wear, access, and use. This same concept could be applied to the use of number keys. I think that was one of the major oversights by the developers….It’s 2035 and we seem to have forgotten all about smooth quick weapons transitions, one point slings, and weapons catches. Ordinarily you would execute a weapons transition from primary to secondary when the immediate employment of your primary weapon is no longer the best option. This often takes place under fire and when you have no good cover, meaning that you SHOULD be moving. However, thanks to the animations or whatever the problem is… you can’t switch weapons while moving so that makes that option practically useless. My personal set up would look something like this…. Pointing at a door and scrolling up or down would push it open or closed like in Sakura Chan’s video. http://www.youtube.com/watch?v=70CoV...layer_embedded However, I could also double click with the scroll wheel button to open up more options (Lock door, lock/destroy –to lock the door and block the key hole if you have wire or something, Change to gunner seat..) or single click to just use the item/function.(Open/Close door)….(Tapping muzzle thump key would kick the door if the Door Icon is showing.) For wounded you would simply point and scroll down to drag or carry and scroll up to drop. Point at them and hit your medical key to open up the First Aid Menu. Number keys: 1. - Primary Weapon 2. - Secondary Weapon 3. – Muzzle Thump/ ALT Weapon Menu. (Tap = Muzzle thump with current weapon. Hold(2sec) = Open menu - choose knife/bayonet, fix/unfix bayonet, Assemble bayonet WIRE CUTTER, or Load tracer / special ammo if equipped in chest rig.) 4. - Bottom Rail Attachment – Bipod or Switch to Under-barrel Grenade Launcher or Shotgun. (Hold to open rose and select ammo type. This is only an option for under-barrel weapons.) 5. – Medical Menu (As with all the other menus, you would have to hold the button or else it closes and stops. This is to simulate using two hands and working.) – This would also allow a more complicated system….Victim appears to have chest and leg wounds – Examine (Remove gear, check for exits.) Victim is suffering from sucking chest wound…. It opens THEIR IFAK and gives you a list of steps that you have to choose in the correct order before the counter runs out. 6. – Side Rail Attachment function/menu. (Hold to bring up a menu that lets you SET Left and Right attachment options for current weapon. E.G. Flash light and laser – Laser only- IR laser only- IR light only...etc. TAP key = Operate function that you set. “Turn on†and “Turn offâ€. 7. – Launcher/Third Weapon (Note: This weapon would be stored along your backpack so it takes longer to get to. Ideally the primary weapon would just drop into the weapon catch but since this is ArmA we’ll settle for swapping out weapons. Can’t change the animations now anyway.) 8. – Equip Grenade/ Grenade Menu – Thanks to all the different options I think I'd like a menu so I could quickly choose what grenade I'd want to use if they’re on my chest rig. (Hold the menu button, Move the mouse to the right grenade, click, release and it is now equipped. e.g. Frag, Smoke, Incendiary, Strobe, Chemlight, Molotovs, flares, or Rocks.) -…This could also be G still. 9. - Specialty Gear (Mine detector, UAV Terminal, Door Ram, Lock Pick, or anything else.) 0. - Explosives Menu (Choose and place explosives / Disarm and pickup explosives (need to be explosives specialist for most except the simple stuff.) ....Link explosives :P ...mark explosives... Detonate.) I would make it where you could control up to 5 explosives at a time and set them off at once or in however you choose them. The first 5 explosives you set would light up little number buttons at the top of the menu. You can click on them to select or de-select in any order and then click detonate. Another thing, the controls for different vehicles should be completely separate! Infantry, Ground vehicles, Boats, Helicopters, and Planes. (Your number keys up top should still let you switch your gear and fire your weapon as a passenger or turned out commander only.) –That should be a scroll wheel function. (Ride normal / Ride firing position e.g. gun port or out the top hatch, etc...) As far as AI commands go, I think a revamped version of the Operation Flashpoint: Dragon Rising Comm Rose would be ideal. Maybe cross it with the BF2 command rose. I think in BF2 there were actually 3 roses… one for communication, one for individual player actions, and one for fire support…maybe not though. For those that don’t remember the Dragon Rising rose, it opened up with more options depending on where you clicked. http://faqsmedia.ign.com/faqs/image/...f2dr_rings.jpg (You should still be able to keep the number keys if you like it that way though…or maybe the number pad? Inventory: (This would allow for the User Interface I mentioned above.) I would like to see the option to open weapons on the ground like a backpack so you don’t have equip them to pull off attachments. Speaking of backpacks, you should have the ability to LOCK your gear or at least get a message that either ASK YOU FOR PERMISSION for a player to open your gear or ALERTS YOU that someone is opening your gear. I wish that the 3 Weapons slots allow any weapon to be placed in those slots. Each weapons slot should have 6 Attachment slots If the weapon doesn’t have room for 6 attachments then you just wouldn’t be able to use those slots. Muzzle, top rail, scope, Left Rail, Right Rail, and the big one…. BOTTOM RAIL… This would be how you attach under barrel grenade launchers or maybe under barrel shotguns… Who knows, maybe even a Grip Pod or Bipod if they ever include that function. I understand that in most cases the top rail seems unnecessary but it would allow a more realistic approach by allowing the addition of an inline Thermal sight such as the PAS-27. You would keep the PAS in your backpack until you needed it, then go to inventory and attach it which would convert your RCO to a thermal sight. You could also use the top rail for leaf or quadrant sights for the UBGL or whatever else people can think of...High Power scope and canted reflex sight mounted forward? Here is a picture of how I would like to see the inventory changed.http://i57.tinypic.com/313t5cn.png Notice how the Muzzle, Top Rail and then Scope are all in line just how they would be on the rifle. Underneath the muzzle box is the Bottom Rail, again like it should be on the rifle. I think this is key in order to quickly add attachments in the correct/desired place. Ideally each box would have a label but I didn’t feel like putting them in. MZ =Muzzle, TR=Top Rail etc… Then look at the pistol and see that since it doesn’t have side or top rails those are crossed out. I would like to see faded red icons but I can’t draw that. Finally we have a feature that I very much want to happen…. CONSOLIDATE AMMO BUTTON! – In addition, each weapon slot should have a little button that that consolidates ammo if the weapon uses magazines or even belt fed ammo. It would take your half or near empty magazines/belts and consolidate your ammo into full mags/longer blets. That is so you don’t have to fire 3 rounds, change mags, fire 6 rounds, change mags, so on and so forth… Say it takes….20 seconds to complete? Desync Chain: Does anyone remember this little box from Counter Strike? I believe this would be a much more useful tool than a simple colored chain. Changing weapons while running and BIPODS: Obviously this is a given... I don’t think we’ll ever go back to 2 point shoulder slings. 1 point and 3 point slings are much more useful and even still I don’t think I’d trust a soldier who had to stop everything he’s doing just to sling his weapon. And of course…Bipods and Grip pods, we need them! Stuck aiming down the sights after hitting map button: Aim in on something and hit the map button… close your map and you’ll be stuck aiming down the sights until you hold aim and open the map again. Ability to use a GPS while driving an armored vehicle turned in: Don't know why this doesn't work but it doesn't for me. (First person) Yes, ordinarily you wouldn’t receive signal through thick armor but that’s what Antennas are for. Some have said that the driver doesn’t need GPS because the Commander is supposed to tell him where to go… Yes and No. Anytime you can reduce the workload of the crew it’s a good thing. Short Stocking/Moving sideways through doorways: We're supposed to be trained soldiers...even with a long rifle we should be able to find some way to make it work! (I.E. Short stocking) Even if we can't aim down the sights while standing in the absolute threshold of the door, we would find some way to completely pie that corner! What about something similar to ...I think it was Gears of War...where he sticks his gun up over a wall and blind fires. I don't want to have a soldier that blind fires but maybe moving up to a doorway sideways and leaning over causes him to snake his gun out and peek. You couldn't aim down the sights but you could at least suppress long enough to get back in and out of the line of fire or if you kept stepping out you'd eventually raise your weapon again....Or just make it so we move smoothly through doorways… This should be something achievable from the standing all the way down to low crouching stances. Oh and if you're thinking trained military operators don't bring their weapons out of their shoulders, you're wrong! In combat you do what you have to do to make it work, if you have a short barrel rifle that’s fine but if your rifle has a 20inch barrel…something is going to have to change. Step Over/Climb: I shouldn't have to hit a button for anything under...eh… I say thigh high… unless it's railing along a cliff or the edge of a roof. (That’s so you don’t fall off without meaning to.) If I'm moving forward and I come to a knee high ledge or step I'm simply going to raise my leg and go... Another thing... CLIMBING! This doesn't pertain to ladders… I'm talking about walls… You know the walls in Agia Marina that surround some of the houses? A motivated warfighter should be able to go up to one of those walls hit "step over" and leap, pulling himself up onto the wall… it should take away his stamina...more or less depending on gear... but he should be able to first stay on his starting side of the wall, come to a forearm hang and peak over (If you take too long he should get tired and drop back down)... hitting forward brings you prone on the top of the wall and then doing so again would send you over the other side or you could hit back and go back from whence you came. Climbing up ladders: Not sure if this is being fixed but I think we all know the issue… When climbing up to the top of a ladder you don't need to stand completely up. The animation should be changed so that when going up, once the character's waist is past the top of the ladder he bends forward as if trying to put his chest on whatever he's climbing onto...taking the last 3 steps or so and finishing out in the prone, from there you could crawl, crouch or stand from one button push. You don't want to skyline yourself! When mounting the ladder to go down he should stay in the prone if your character was already in prone. If you were standing or crouching then he will crouch. (Stance fidelity is very important.) At the bottom of the latter obviously doesn't matter but you should be able to mount from any position…and I do believe the ladders should be operated by a use key function or at least lock the scroll wheel menu from giving other options when trying to use the ladder. (You'd need to be looking at it and pressed right up against it, not just in the general area.) This will allow you to still do other important things like place explosives or change to tracers. Shooting out of vehicles: Cars, Trucks, Helos, and ATVs: I don't need to explain this do I? …Off the back of an ATV or from the bed of a civilian truck, from the passenger seat, out the window or through the windshield. From gun ports on armored vehicles to the bench seats on the MH-9 or for the guys closest to the side doors on the Mi-48 Kaiman. (Friendly fire might be an issue with that.) Better visibility and DETAIL for armored drivers Turned In: This is supposed to be the future...No one would make an armored vehicle with only one available view port unless they have absolutely no idea what they're doing and didn't learn from WWII. You can even see 3 distinct view ports on the driver hatches of the vehicles in Arma 3 right now, you should at least able to turn your head and look diagonally. Ideally the view ports would have...eh 135 degrees field of view? Also again, this is supposed to be the future… the drivers should have a dashboard with a screen that shows at least a rear facing camera that is Night Vision capable (ideally it would have a forward facing camera as well). And if you really want to get fancy... the driver's front facing camera should be connected to a slave system on their helmet like an Apache gunner... where ever he turns his head is where the camera looks, so that it would be just like if he was turned out. It doesn’t need thermal or anything super fancy just give him the tools to see where he’s going. (Night vision and a little bit of zoom to identify IED’s and mines.) We have web cams that can zoom, pan left, right, up, down, rotate 360, and track faces…I can’t see why we couldn’t mount a camera on a tank under the turret for the driver. Armor Optics Vulnerable to Small Arms Fire: Any mounted weapon with a remote viewer SHOULD be vulnerable to small arms fire IF YOU CAN HIT IT. For tanks and APC’s at least, they should have a redundancy system. The periscope view ports (the 3 slots on the driver’s hatches) should be used only as a last resort after their good optics have been destroyed, but even the view ports should be able to get shot up so bad that you can’t see out. Obviously I know that 3rd person will make this feature useless but it should still be added. It’s too bad that the devs didn’t think of this before the models were made. I would have given the gunner a primitive periscope sight mounted next to and looking down along the bore of the main gun so it and his coaxial machine gun would still be somewhat effective. The gunner sight would be receded inside the armor of the turret, requiring a nearly straight on shot to hit it. The down side is that it wouldn’t be thermal or night vision, it wouldn’t have zoom and it would have a severely limited field of view. (Scenario) You’re hiding in a building and a tank pulls up beside you and stops in the street with no infantry support, you should be able to shoot out the optics of the tank partially or completely blinding it if you can hit all the cameras and view ports. 3 guns for tanks and driver ability to turn out with someone in gunner spot: I'm still mad about this... The gunner should control the main gun and coaxial medium machine gun. The commander should have control of a heavy machine gun in which he can fire while turned in or turned out. All drivers should be able to drive turned out regardless if someone is in the gunner seat. Remove/Change Vehicle Radar: Most Ground vehicles don’t have or need radar, especially the “All Seeing Eye†radar we have now. Besides that, they’ve tried radar for ground vehicles and there’s usually just too much clutter with trees, buildings, and cars. The only time I might be ok with vehicles having radar is if there is a Friendly Anti-Air Vehicle within 1km radius sending data to friendly forces or if they incorporate a Radar Station Trailer. This would be a trailer that must be towed to the AO and deployed; it would then give all friendly vehicles within 3km radius the ability to see aircraft (or ground vehicles too) within its radar range. It would make a good side mission too. Active Protection System and Early Warning Hub: Along with the standard armor upgrades, every Heavy and Medium armor vehicle should be equipped with an EWH and APS system. The EWH is what would give the vehicle situational awareness. Detecting when someone has Laser or Radar Lock and if a hit is received, what direction the shot came from. The down side is that it would sit on top of the turret and therefore be vulnerable to/easily destroyed by Anti-Material Rifles or the first sustained hit from a tank round/unguided rocket. The APS stops Missiles and Rockets, it has a limited number of reloads (1 or 2 max) for each pod. Each reload should take 2-3 seconds to complete and would be automatically and immediately initiate. Re-arming must be done at a re-arming station or truck but if you re-arm at a truck then you have to get out of the vehicle. No re-arming safely from inside. The downsides of the APS are that it can’t see through your smoke screen used to break Radar or Laser Lock. It does not protect against tank rounds or RKG-3s(Something I wish they would add.) It’s vulnerable to Rocket volleys on the same side and it’s hazardous to anyone standing within 5m during an attack. Female Characters - Military and Civilian: I currently have 3 female friends who mentioned it's dumb that there are no females in the game. Maybe something like F.E.T. Marines (Female Engagement Teams - AKA - Lionesses) These are the ladies who go out on patrol with us (Infantry Marines) and interact with the women and children. Also, female military police, motor transport, HIT (human intelligence), interpreters, pilots, UAV controllers, officers and or Red Patchers! (Landing Support Specialist) In all honesty I really don’t think they need specialized titles, just make female characters. Breakable Doors, and Windows: I think this is pretty self-explanatory… it shouldn’t take 10 rounds to knock out a window, you should be able to toss grenades from windows, and you should also be able to climb through windows if they’re big enough! Don’t go through doors if you don’t have to. Doors should be able to be kicked down or blown off the hinges as well. Muzzle Thump: There should be a feature to thrust the muzzle of your weapon against your enemy. Hits to the body would stun/knock them back for 1 or 2 seconds, giving you the ability to thump them in the head… one hit to the head would stun for 5 seconds, a second hit would knock them unconscious for 15 seconds, a third hit would kill them. It would also allow you to break out windows without making too much noise. Pointing at a door and tapping the muzzle thump key would cause the player to kick the door, taking anywhere from 1-3 kicks to break standard residential doors like we see in houses. Rocket Damage to buildings: When a rocket hits a building it shouldn’t turn the whole building brown and send cracks everywhere. Instead it should punch a fairly large hole in the wall, blow out the windows, doors on that level and char the inside and around the hole. (Unless it’s HE or thermobaric) Now this may be a glitch but I’ve seen several buildings either just brought down or still completely intact but simply charred looking. The reason I think this is important is because at many points in a MOUT environment, the safest way into a building is through the door you made. :P Many times we have used rockets to knock holes in walls and houses to gain entry. Rocket Sounds: The sounds of a rocket being fired and impacting need to be changed. The distinct “Currclunk†noise is the sound of the rocket leaving the tube and is only heard if you are in fairly close proximity. The next sound, “psssSSSSSHHHHH†is the sound of the rocket motor starting up, That is what you should hear the farther you are away. As far as the impacts go…the sound is off but it’s still pretty realistic in that you don’t hear much of a hissing roar unless it passes over you. Interpreters, Assigned Radios and GPS - Opfor/Bluefor: Someone else mentioned this and I agree but with a few small changes... Firstly, ACRE is cool but again this is the future and I like to use my imagination a little and believe that technology has advanced to the point that we no longer need a PRC-119, 148, 343. I'd like to believe that everything we need, be it UHF, VHF, or Satellite could be achieved through a radio no bigger than a PRC-148. And we could also just say that the tech was invented by the west but of course china ripped it off and sold it to everyone. :P Now, every side would have their own.. You could kill the enemy and take their radio but you would have to give it to an interpreter and then the interpreter would have to relay those messages to command or the rest of the troops... and I mean by word of mouth, not just have it broadcast to everyone else. If you wanted to make things a little more complicated you could have a 4 digit pass code (#1-4 only) that would have to be cracked before being able to use the radio... You could have it so that only enemy squad leaders had the pass code written down on their map. You would need to kill one, search their bodies and take their map to find the code, same with the GPS. In addition, interpreters could have a code breaker device that must be attached to the radio/GPS and takes 10minutes to crack if you didn’t already have the code. Incendiary and other specialty grenades: We need thermite grenades to destroy radios and equipment without loud bangs from explosions… also FLASH BANGs. Tear gas, road flares, RKG-3s, molotovs, and rocks would be interesting but all I care about right now is the incendiary. Tear gas would require gas mask too so that shouldn’t come till after everything else has been fixed. Helmet lights and strobes: Since I believe all the helmets in Arma 3 have strobes I think it would be neat to see a 3 function helmet light compiled into a single unit. However this particular helmet light can also be clipped to the brim of hats. It would feature: http://i40.tinypic.com/xehrtk.png (485 kB) 1. Forward facing Visual (white) and IR headlamp. (Select which one you want to turn on) 2. A NON-FLASHING multi-color choice (Blue, Red, Green, Yellow… Think replacement for chemlights.) MARKER. (Select which one you want to turn on) 3. And a Visual/IR strobe. These 3 feature types would all work independently of each other and the status of your helmet lights would be displayed by a simple indicator on the stance menu. This would also enable visual lights while not giving up IR weapon mounted lasers, since for some reason you can't have both on your weapon. In addition, each side could have their own type of helmet light/strobe....Hang on this is where it gets complicated.... You could tell them apart in the air by the flash patterns. Bluefor: .....\Flash/....1. 1000, 2. 1000, 3. 1000.... \Flash/...and so on Opfor: ......\Flash/ \Flash/.....1. 1000, 2. 1000, 3.1000, 4. 1000.....\Flash/ \Flash/…and so on Green: ......\Flash/ \Flash/..(1/4 second pause)..\Flash/ \Flash/.....1. 1000, 2. 1000, 3. 1000.....\Flash/ \Flash/..(1/4 second pause)..\Flash/ \Flash/…and so on Civilian Dogs: Cities have dogs, some are nice, some are mean, some bark and some don’t really care. I would like to see scenarios where dogs would bark and alert people in the area when opposing forces are nearby… or possibly even attack or attack and run away as if it was scared and just trying to protect it’s family and territory. Depleting supply crates that can be dropped off by helicopters: Crates can be customizable but will take up the spots of 2 or 5 people depending on size, large or small. (I.E. Ammo crate small- 30stanmags, 12 200rd belt, 20grenades, 20 HE40mm, 2 rockets. Large crate- Lynx Rifle w/ 5mags, 8 rockets, 60 stanmag, 20 200rd belt, 40genades, 40 HE40mm.) Once the ammo is gone, it’s gone. The helicopters don’t have to land to drop these crates off, however the higher the altitude the more chance you have that weapons or ammo will be damaged. (Not available and unable to take out of the crate – Highlighted in red.) 3 meters and below- No damage. 7 to 3 meters- Possible moderate damage. 8 meters and higher- Critical damage. SCENARIO: Something similar to Invade and Annex… Assault an objective and take it over. Supplies are limited and crates spawn every 15 minutes at the main base requiring them to be helo’d out to the forward positions. On top of that, some objectives might receive a counter attack from the enemy up to 15 minutes after being taken; this would make having a fluid supply line key and ensure the helo pilots stayed busy. Better HUD for planes and helicopters: We know the white lock on box isn’t cutting it. How about helmet mounted HUD? (Circle and look at a target, lock, fire, go home and play N64. - Pilot Life) Occupant list in vehicles: Everyone inside of a vehicle should be able to see the names of everyone else in that vehicle with them including what position they are in. Every seat should have a number...yes like BF3. Perhaps you could choose where you'd like that list to show up on your screen, side or bottom… or hide it all together. A Word about the Futuristic Setting: Arma 3 is set in 2035, a lot of people REALLY hate this concept. For some reason they believe that just because a game is set in the future, it can’t be realistic and therefore it must be shifting from the beloved milsim style game they once played and is now turning into Starship Troopers. ZOMG! The truth is that no one has said anything about spaceships and laser and as long as we keep it that way, I think we’ll be just fine. Personally I really like the future setting and the truth is all of the weapons and vehicles so far seem to be pretty well grounded to current technology standards…in fact I even think that some might have taken a step back…but I suppose that is realistic too. After all, defense contractors don’t always learn their lesson the first time. With that being said, in response to all the people crying for old weapons, vehicles and planes, I think it would be better to push BIS to focus on the REALISTIC FUTURE weapons and vehicles that they already have planned or are in the game, plus a few more… (See aircraft) Because of BIS’s limited time and resources I don’t think it would be practical to polish all the old content from Arma 2, instead that content should be polished and brought in from the mod community thanks to so many people wanting so many different things and what not. They left the game open to modding for a reason…. Vehicles: I’m not really going to get too into this one but I think a lot of people including myself feel like there is still much to be desired. The Mobile Artillery, IFVs, and AA are just variations of the BTR’s and Panthers. I’m all for variety in weapons but I can’t help but wonder if we will find a somewhat sizable gap in firepower and capabilities between some of the Bluefor and Opfor vehicles. I.E. Lack of ATGMs on the Marshall or no heavy cannon on the Panther IFV….The Marine Corps had a hard time with that too. Weapons: As far as additional weapons go, I'm actually fairly happy with what we have right now but if we were going to add more then I'd say the classics should really be the only additions BIS focuses on, leave everything else out. All weapons should be the most modern versions available today (2013) and for weapons with different barrel lengths I would only include the most common military standard and compact length barrels. (20in/14in for AR platform, 13/8-10in for AK… so on and so forth.) I might have left a few out so don't go crazy... The list below shows weapons that are already in the game and weapons I wouldn't mind them adding. I have catagorized and assigned some to specific factions as well as changed thier use and YES I KNOW THE CALIBERS ARE NOT ALL CORRECT TO THE REAL WEAPONS OR WEAPONS ALREADY IN THE GAME! I did that for a reason to try and give every side a specific gun. Also I didn't add some weapons like the SCAR because the MX series is a hybrid of the ACR and XCR... I don't really think the SCAR brings anything else signifcant to the table same with the G36. AGAIN PLEASE NOTE THAT THIS IS HOW I WOULD HAVE DONE IT. Not just the weapons I want to see in the game. Also check my more complete weapons and vehicle list here if you'd like... http://forums.bistudio.com/showthread.php?121496-What-weapons-vehicles-would-you-like-to-see-in-ArmA-3/page62 BlueFor - M16/M4 (5.56mm) OpFor - AEK-972 (5.56mm) IndFor - F2000 (5.56mm) Anyone - Tavor (5.56mm) BlueFor - MX Series (6.5mm) OpFor - KH2002 (6.5mm) IndFor - Beretta ARX (6.5mm) Underwater: I think the underwater capable guns should have to fire special ammunition like the real ADS rifle. You could load stanmag 6.5 on land and UWSPEC rounds in water. BlueFor - Steyr AUG / F90(6.5mm) (Since the ADS has an underbarrel grenade launcher I think it would be ok to add one for this too.)- Could also just make it the Tavor but I see the AUG as revolutionary and worthy of mention in game. OpFor - KPB ADS (6.5mm) IndFor - VHS 2 - http://imageshack.us/photo/my-images/834/vhsd220620copy.jpg/ NOTE: Since I doubt BIS would be willing to go back and change the ballistics between the 7.62x39 vs 7.62x51 or the 54. I only put two 7.62x39 rifles on the list. Blue/IndFor - Galil ACE 32 (7.62x39mm) OpFor - AK-12 (7.62x39mm) BATTLE RIFLES: BlueFor - Keltec RFB 18"(7.62x51mm) (Yes I changed this from the SDAR 5.56mm) Opfor - Vepr (modernized) (7.62x51mm) - http://www.onesourcetactical.com/images/products/detail/DSC_0643.jpg (Not 308, picture box mag instead.) IndFor - FN FAL (Modernized) (7.62x51mm) - http://1.bp.blogspot.com/-4EMBM8CWVOQ/UVi_qWEliTI/AAAAAAAAA_M/3ymYzSiS9JQ/s1600/DSA-SA-58-OSW.jpg Anyone - HK G3 (modernized) (7.62x51mm) - http://www.militaryimages.net/photopost/data/532/HK_G31.jpg DMR: BlueFor - MK 14 (7.62x51mm) OpFor - VS-121 (7.62x51mm) IndFor - L129A1 (7.62x51mm) Anyone - RFB 24" w/ rail (7.62x51mm) - http://olegvolk.net/gallery/d/42742-2/RFB_24in_prone_8921wallpaper.jpg I suppose the SCAR .308 could also be a battlerifle or DMR SNIPER RIFLES: (Make them all one standard sniper caliber...338 Norma or Lapua? BlueFor - Remington M2010 (Or MSR since the M2010 isn't offered in 338 as of yet.) Opfor - ORSIS T-5000 IndFor - Accuracy International AX338 ANTI MATERIAL: BlueFor - M107A1 w/ Hornady AMAX .50 Or SLAP rounds :D OPFOR - OSV-96 - 12.7 OR Arash - 20mm (Haha :P ) GreenFor - Gepard GM6 Lynx - 12.7 MACHINE GUNS: BlueFor - LSAT (6.5mm) - (Don't really care if they add another LMG or not but it's an option I guess.) OpFor - Ulitimax 100 (6.5mm) - (Same as above but I think the OpFor should have one before Bluefor.) IndFor - KA LMG (6.5mm) BlueFor - M60E4 (7.62mm) OpFor - PKP (7.62mm) IndFor - IMI Negev (7.62mm) Anyone - HK 121 (7.62mm) BlueFor - XM312 (.50 cal) OpFor - KORD (12.7mm) IndFor - M2 (.50 cal) Auto Grenade Launcher - Not really sure if there is a more modern or planned grenade launcher and HMG for the Russians/Iranians BlueFor - XM307 (25mm) OpFor - AGS-30 (30mm) IndFor - HK GMG (40mm) SHOTGUNS: BlueFor - MKA 1919 (12Ga) - (Licensed by...someone else? I doubt turkey would sell to Nato if a war started involving ME countries.) OpFor - VEPR 12 (12Ga) IndFor - M1014 (12Ga) Anyone - KSG (12Ga) (Civilian/Guerrilla scenarios, WWII weapons) - I think these would be better suited as add-on content later due to different ballistics... For the most part I see no reason why civilians couldn't realistically use the assualt rifle platforms above. Rem870/Moss500 (12Ga) - Anyone Remington 700 (.300Win) - Anyone Lever Action Rifle (30-30 or 45-70) - Anyone M1 Garand (30-06) - Anyone Lee Enfield (303) - Anyone Mauser K98 (7.92mm) - Anyone Mosin Nagant (7.62) - Anyone Conclusion Overall I think BIS has done a really really great job. They’ve certainly come a long way from the days of Operation Flashpoint. It seems like they’ve held pretty close to the roots on keeping this project based more on realism than just another flashy shoot’em up. I’m certainly enjoying the idea and the direction they’re taking it, however as with all things, I think it’s important to remember that it’s not over yet, let’s not get complacent and start calling it good enough. There is real potential in Arma 3 to turn it into a game that everyone who enjoys realistic milsim shooters must have and set the global standard for what one should be…though I guess they’ve already done that, but that’s no reason to stop now. TRANSPORT AIRCRAFT - Personally I don't see any need in adding the massive heavy lifters, although the C-5 Galaxy is probably my favorite transport (Love the sound of those engines.) I just can't see any need for something that big with any of the map sizes that have been created for ARMA 2 or 3. A medium sized aircraft is really all that I would consider necessary, anything larger would just be for fun. Also since it's the future, I think we should use our imaginations a little bit and look past just the plain old fixed wing aircraft. Now here is the part where I’m torn… I like variety in planes… certain planes do certain things better, that’s why I don’t really like assigning one plane to a specific group. I think they should just be customizable. (I.E. paint jobs and markings) On the other hand I can see having a game where 3 sides clash and giving them distinct aircraft with uneven capabilities could be a small problem for those who just want to have fun and not have to plan for how to best utilize their aircraft given the limitations. (Public Multi-player) So if we gave them similar capabilities based off the rough draft of limitations I set in this wish list it would be this... All aircraft can carry 80 troops or 2 tanks but the Quad Rotor and Tilt Wing could only do so if they executed a rolling takeoff and landing, otherwise they could only take off and land completely vertical with 1 tank. In addition the Quad rotor would be slow and cumbersome in helicopter mode but it would be able to move side to side whereas the Tilt Wing would need to rotate and then move forward or backward. They should all be able to reverse direction. The A400M would be able to take off and land in relatively short distance and would be quite nimble. BLUEFOR: Quad Tilt Rotor - Something similar to the V-44 http://i44.tinypic.com/zm1vm9.jpg or http://i39.tinypic.com/5fkpl3.png (I’m thinking it needs a tail fin though.) Basically it would be about the size of a C-17GlobeMaster. I think it would be neat if it could open up the nose like a C-5 Galaxy, that way you could pretty much drive up the rear ramp to load up and straight out the front when you land. OPFOR: Tilt Wing – Something that resembles a wider IL-76 with counter rotating props like the AN-70 and a tilt wing. Kinda like this… http://i44.tinypic.com/qxjngi.jpg (Sort of looks like an IL-76 already!) Here's a different cool picture. http://i41.tinypic.com/2njhnpe.jpg (I actually like this one too, it looks like a C-17 though.) Here's what the props of an AN-70 look like. http://i44.tinypic.com/245bol5.jpg The engines should be larger though and it should have a turbo fan on the back (needs it for stabilization)…or just leave that bit of realism out completely. If you haven’t seen the XC-142 here you go. :P INDFOR: A300M - Upgraded to be slightly wider with the ability to accommodate 2 tanks. It should be quick, maneuverable, have excellent braking and the ability to reverse direction on the ground. To those saying that the A300M and the C-17 are going to be out of service by 2035...doubtful. Look how long we've been using the C-5 and the C-130. The stealth C-130 is a long LONG ways off…and we have to find the money to fund it first. As far as I know, progress is slow at best.
  24. squirrel0311

    Arma 3: Community wishes & ideas- DISCUSSION

    That picture is a CH-53E The K hasn't been completed yet. http://sitelife.aviationweek.com/ver1.0/Content/images/store/9/4/09fa8175-3af8-43b5-a4ed-4dc4f8243b2e.Full.jpg I think the K looks ugly because it's so wide and funky. But yeah if they could make it look like a 53E but with coaxial rotors and have the ability to fit a truck inside that would be pretty cool I think. See what I mean? http://nextnavy.com/wp-content/uploads/2010/04/AIR_CH-53K_Concept_lg.jpg http://www.sikorsky.com/StaticFiles/Sikorsky/Assets/images/products/Military/CH-53/mil_CH53K_ovr_a.jpg
  25. squirrel0311

    Arma 3: Community wishes & ideas- DISCUSSION

    I've been wanting to see a CH 53E with a coaxial rotor for sometime now so that is definitely on the top of my list. I know the 53K is the wider version that is able to fit a HMMWV inside but I think the 53K looks butt ugly. So I say make a coaxial rotor CH 53E and pretend it can fit a light armored truck or car inside. Something like this... http://i44.tinypic.com/n5geww.jpg (Yes I did this with Paint too... I know) Next on my list is a helicopter I've been dreaming up for sometime.. Take the nose and body of CH 53E, chop off the wheel wells and move them back, Put two smaller wheel wells up front, change the tail section to something like a V-22, and add large sliding cargo doors to both sides. (Kind of like a Raven from Gears of War but not as ugly..also add a rear ramp.) That would give you a high tail clearance for the ramp to load or unload troops or cargo, while at the same time the side doors could be used to load wounded or kick out supplies while the gunners provide cover fire for offloading troops. (Closer to real life application than game play.) I've attached this super radical drawing I did with MS Paint while I was at work. http://i39.tinypic.com/2ntysk.png Notes: Additionally, the heavy lift helos should be able to fit a civilian truck or a small light weight armored car inside but the total allowance shouldn't change. In the (Slung) section, every load is separated by a comma. For example: (Slung)- 1 APC, 2 Mraps, or 1 (internal) light armor/civ truck and 2 slung. This means the helicoptor can carry 1 APC OR 2 MRAPs slung underneath BUT not at the same time. It can however carry 1 light armor or civilian trucks inside and 2 slung beneath it at one time. US FORCES Heavy Lift - Coaxial CH 53E: Armament - 3 Medium or Heavy Machine Guns Load Ability - 35 troops, (Slung)- 1 APC, 2 Mraps, or 1 (internal) light armor/civ truck and 2 slung. Medium Lift - UH 80 Ghost Hawk: Armament - 2 Medium Machine Guns Load Ability - 15 troops, (slung) 1Mrap or light civ truck. Light lift/Attack - MD500 little bird/Pawnee: Armament - (Self Explanitory) Load Ability - (Slung) 2 ATV's Attack - AH 99 Blackfoot (Commanche) IRAN FORCES Heavy Lift - MI 26 Halo (Kinda too big though maybe an Sikorsky X2HS would look better.): Armament - 3 Medium or Heavy Machine Guns Load Ability - 35 troops, (Slung)- 1 APC, 2 Mraps, or 2 (internal) light armor/civ truck and 2 slung. http://1813.img.pp.sohu.com.cn/images/blog/2009/12/24/17/3/1267016458eg214.jpg Medium Lift - KA 60 Orca: Armament - 2 Medium Machine Guns Load Ability - 15 troops, (slung) 1Mrap or light civ truck. Light lift/Attack - Hybrid Havoc/Kaiman: Armament - (Self Explanitory) Load Ability - (Slung) 1 civ syle truck or 2 ATV's. Attack - KA 58 http://digitality.comyr.com/Comanche/arc/ka58-2.jpg GREEN FORCES Heavy Lift - Paint picture helo: Armament - 3 Medium or Heavy Machine Guns Load Ability - 35 troops, (Slung)- 1 APC, 2 Mraps, or 1 (internal) light armor/civ truck and 2 slung. Medium Lift - NH 90: Armament - with ramp 3 Medium Machine Guns Load Ability - 15 troops, (slung) 1Mrap or light civ truck. Light lift/Attack - Lynx: Armament - 2 Medium machine Guns or Attack Version rockets and machine guns Load ability - 8 troops, (Slung) 2 ATV's. Attack - AW Mangusta or AW Apache http://www.helis.com/h/t129.jpg PMC Forces Heavy Lift - Boeing ATRG or something bigger with larger capacity? - 3 Medium or Heavy Machine Guns Load Ability - 35 troops, (Slung)- 1 APC, 2 Mraps, or 1 (internal) light armor/civ truck and 2 slung. http://1803.img.pp.sohu.com.cn/images/blog/2009/12/24/17/4/1267017d365g215.jpg or http://www.boeing.com/news/releases/2005/photorelease/q3/pr_050923p_quadroto.jpg Medium Lift - EC 725 Cougar mkII Or CH49 Mohawk (I like both): Armament - 2 Medium Machine Guns Load Ability - 15 troops, (slung) 1Mrap or light civ truck. Light lift/Attack - UH 1Y Venom: Armament 2 Medium Machine guns or GAU17 and rockets Load Ability - 8 troops, (Slung) 1 civ truck or 2 ATV's. Attack - KA 52 Alligator Specialty Helicopters V-22 Osprey: Armament - 2 Medium or Heavy machine guns (1 ramp, 1 side door limited) Load Ability - 25 troops, (Slung) 2 Mraps or 2civ trucks. Eurocopter X3: Armament - 2 Medium machine guns (limited movement) Or rockets and guns. Load ability - 1 civilian truck or 2 ATV's. Advantages and disadvantages: The v-22 would be fast and large, able to carry heavier loads though not with rotors tilted. It would be able to get into more spots, provided you find a clearing big enough. The X3 would be very small and fast, flying much like a plane. Though it would be hard to slow down and dangerous to land on anything but completely flat ground thanks to the side mounted props. Both would have to fly much slower with cargo slung and crew served weapons would be limited in their range of movement due to the wings, nacelles, and props. Another option could be the Osprey type helicopters used in Half-Life Opposing Force. Basically an osprey with a rear ramp and 2 large sliding cargo doors on the side...maybe adding the option for fast roping.....?
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