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squirrel0311

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Posts posted by squirrel0311


  1. Yes, and it might be a good idea for the team leader to place a few markers on the map at the start of the game like this,http://i53.photobucket.com/albums/g64/PoorOldSpike/Photos4-newPB/AA3-markers_zpsb2ca2d76.jpg~original

    YEP, this is a very often overlooked step during the briefing time. Anyone who wants realism should be doing things such as this.

    You mark operation reference points for your forces to work off of while in the AO. You don’t want to use universal names that everyone can see unless you have to. E.G. “Turn down Elm Street†(Now any enemy that might have heard you knows there’s going to be a convoy on Elm street soon and can relay that to his team.)

    It’s for this reason that I say street names aren’t necessary…. They would be nice but only after everything else is taken care of.

    On a side note…it doesn’t have to be street names… I pick certain houses with good observation areas and label them as OP (Observation Post), or likely/known avenues of approach. The only problem I have is turds who don’t understand the significance tend to delete them.


  2. Hmmmm….Well I’m not quite sure what you’re pointing out as a bug……. Are you saying that you feel the AI….Shouldn’t be able to identify targets as well with a flashlight?

    If so then I have to disagree, flashlights are intended to help you see better at night…. A good tactical light can illuminate a man sized standing target at 100 yards and sometimes even further depending on terrain and vegetation.

    However, I agree that in the Player View Arma 3 gives Tactical lights a pretty wide beam instead of a focused one. If that is the bug you’re referring too then I agree it should be fixed.

    As for your test you might try moving somewhere more flat…. Mark yours and the AI’s position on the map so it’s easier to judge how far you really are… Even still it looked like you were about only 30 meters away which I don't find unrealistic...


  3. Rockets are HE variant as that is all the Pawnee has by default. DAGR are basically guided hydras, so not sure why they would make the damage model different from a DAR to DAGR. I always thought it silly that direct hits from DAGRs can destroy armor but DARs can't. One can argue DAGR aren't real anti-tank weapons, and I'll agree with you. BLUFOR needs a real attack helicopter, or at least be able to load the current one with real anti-armor missiles.

    Oh you were in a Pawnee... that makes sense.

    I guess Arma is substituting them as actual Hellfire missiles.... Maybe they're supposed to be packed with some kind of new highly explosive compound that allows it to kill or disable a tank in one hit. I was thinking the DAGRs weren't the real life ones but instead were the big missiles hanging on the outside... Those are the AA Missiles though. (Haven't messed with the Attack Helos much)

    I think the Blackfoot makes a pretty good Attack Helicopter. The pawnee is more of a Scout/Light Attack than it is a full on Attack helicopter, it should probably avoid going after heavier things in most situations. Locate the enemy and shoot the ants on the ground while the blackfoots handle the heavy junk....

    I haven't tried running anything over in the MRAPs yet...might do that tonight.


  4. Yeah I wish the loiter waypoint would come with two little tabs....Altitude and Radius Distance from point. Set Altitude at 1000m and Set Radius Distance from waypoint to...1000m as well. From there the UAV will orbit using ONLY IT's RUDDER. .....I'm sure someone put this in the UAV Wishlist already...


  5. I haven't tested it out every aspect but so far I'm liking the changes.

    As others have said I see nothing wrong with the windshield being able to stop 18 rounds of .308. It sounds like a lot but then again I know for a fact that old 40mm laminated glass will stop 6 rounds of 7.62x54....With the advancements in technology...even looking at the stuff we have right now I'd say it's pretty plausible. I'm much happer with it this way than when you could shoot out 2 tires and the windows would disappear.

    9 Lynx shots sounds a little much but it depends on what you were shooting at... It also depends if they were hitting in the same spot.

    As for the rockets....Were you using AP rockets or HE?

    I shot an MAT-V (Hunter) Today with an RPG-42 and blew it up in two hits...In fact I'm pretty sure the first one missed, I had no idea the drop was that bad on them.


  6. Although I agree that you shouldn’t get too worked up over people being idiots online, I understand that it is a serious problem and it can be extremely frustrating.

    I only get about 3 hours of play time ever 3 or 4 days so when I do get to play, the last thing I want is someone wasting my time because they don’t want to play the game correctly. For the most part I don’t have time to wait for communities to sit around and plan missions or attend weekly training either. I like fast…Click and Play servers that allow me to jump in wherever, assess how badly we’re getting beaten and go from there. Haha

    That is why I put this in my wish list….

    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.

    As others have said… If you have time for a community you might try that or if you find a server or group of servers that are managed by a clan you could contact them and see if they have a password protected server for trusted players.

    Personally I would avoid servers with Friendly Fire Off as I think that it not only takes away a major aspect of the game…it also prevents you from defending yourself against such turds.

    Servers that ban firing or throwing grenades in base are better but still not great since most people use vehicles to team kill. It’s best to have a plan for such instances…..For example: Leave the restricted area as fast as possible and stand just outside… use your map to single out the turd and just keep killing him till he gets mad and goes away…or turns to scripts and kills the server. Haha

    If that sever is one that you like and it has a TeamSpeak Channel then I would highly advise jumping on there and asking for help.

    How do we find such a community, is there a list where we can apply to join?

    If you click on ARMA 3 and then on ARMA 3 – SQUADS AND FANPAGES… That’s where some go to put up recruiting information for their clans. …..Be ready to do a lot of searching though.

    Also there’s a website called…. Armaclans.com, you might find something there......I'm sure there are probably better ways but those are the only ones that come to me right now.


  7. Well it depends on the fences we’re talking about…

    It’s a little hard to tell and I’m at work so I can’t get on but the fences in the fields look to me a lot like Metal T Post and Woven wire fence. https://www.noble.org/global/ag/livestock/fences/woven.jpg They’re only about 3 to 4 feet high and are rather flimsy considering the post are only a foot or so in and have no concrete support.

    Now in regard to them being nasty… Will they cause cosmetic damage to your car/truck? Absolutely!

    Enough to cause gouging or tearing of plastic bumpers and fenders? YEP…but they normally won’t disable a truck or car unless you hit about 12 of them going 50 miles an hour each.

    There are always exceptions but normally if you hit one with your headlight and tire near the post it’s just going to lay over allowing you to drive right on through. Even at higher speeds it probably won’t smash your car in enough to puncture your radiator or damage your engine.

    It certainly shouldn’t be able to disable the military trucks as easily as it does. (HEMMT, Zamak, Tempest, or MRAPs.) The steel bumpers on those things alone are usually over 300 pounds.

    I wonder if they just got the values mixed up… I’ve bumped the whitish cream colored Adobe or Concrete walls around the houses and had them fall right over with little to no damage even at higher speeds. Heck if you shoot someone and they fall on one it will fall over.


  8. NOPE

    Going back to vehicles that entered service over 20 years ago isn’t my idea of modern, just current.

    As others have said, what we have right now is pretty much “Modernâ€. I wouldn’t mind current vehicles as well such as HMMWVs and Apaches but….

    I’m not sure I’ll be paying for anything else until the broken features that we already have are fixed. ….I love ArmA 3, but I’m very glad I bought it during Alpha and didn’t pay full price.

    E.G.

    Falling through floors

    Breakable windows or just take them out if they can’t make it happen.

    Changing Weapons quickly while on the move.

    Bipods

    Stuck aiming down the sights when closing the map

    Fix the view from driving inside trucks… (Lower it so your eyes aren’t against the roof.)

    Wounding System

    Damage system for vehicles… (Shoot the tires out on an MRAP and the windows no longer stop bullets.)

    Some sort of suppression

    Ability to fire from vehicles

    Ability to use GPS inside tanks as driver

    Interior for vehicles

    Sounds (Extremely loud reload, Rocket sounds, Whisper?)

    Something that would be nice….

    User Interface menu. (Number keys for gear…See Wish list.)

    Multi-Player Optimization

    Multi-Player Lobby and In Lobby Squad System. (Join a squad with your friends while in the lobby, then find and join a game all together with the assurance you’ll be on the same team.)


  9. First…. What he said.

    Second:

    To answer your question in short…. Yes it seems more and more likely that the Tempest Transport trucks were added only to give the CSAT side a DIFFERENT but EQUAL truck in comparison to the HEMTT.

    As for the armor….I’d like to think that the lack of bullet resistance for the cab is just some sort of serious mistake/oversight but it will be fixed later… (Fingers crossed)

    In case you weren’t aware, the actual Typhoon Armored Troop Transport Truck that you’re looking for was added to the game (Sadly) as the Tempest Repair Truck.

    In the thread listed above on page 2 I go into detail about how I wish they would have done the trucks. Basically I feel there should be an Unarmored and an UP-Armored version of both trucks. However, I feel that the cab (Where the Driver and A Driver sit) should be able to stop 7.62mm -9mm for both versions.

    HEMTT UP-Armored: http://i62.tinypic.com/mrz1mw.jpg

    AAF KAMAZ Up-Armored: http://i59.tinypic.com/v2zhv8.jpg (I forgot to add these to the original post on that thread.) http://i62.tinypic.com/28jzlao.jpg


  10. I like the IFRIT Anti-Air Truck variant I think that could work... the other stuff I don't really see a need for though.

    ...Then again.... That IFRIT with the radar dish got me thinking about how neat it would be to have deployable radar sites. (This would be the only way I could justify tanks having radar.)

    Basically you'd have a Tempest truck with a large radar dish on top. You would drive the truck to a suitible location near or in the AO and then deploy it....It would slowly set up like a moble radar station and then it would provide all friendly vehicles in the area with the ability to see enemy aircraft on radar.

    When the mobile radar station is packed up or destroyed. Those vehicles would lose the radar link and be rendered blind to air threats not in their line of sight.


  11. Well at the risk of seeming like spam I’ll take what I posted from the Mod Request thread and post it here as well. This is how I would like the map to be changed, it would help with quick concise marker placement and info.

    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. (Sort of like how the inventory works.)

    30xipmf.png

    OPERATION:

    1: Open the map and double click on the spot you would like to mark as you normally would.

    2: Simply use the up and down arrows like normal to change the symbol.

    3: Choose the color by clicking on it with your mouse cursor.

    4: 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.*

    5: Once you have everything set up, simply move your cursor over to the big symbol and drag it to an empty slot. SAVING A SYMBOL ONLY REQUIRES YOU TO DRAG IT TO AN EMPTY SAVE SLOT.

    6: To place the symbol you just made on the part of the map you double clicked on just hit OK as you normally would.

    *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 dragged your symbols to the save slots.*

    7: To clear a save slot you must move the cursor over the slot and press the DELETE key. *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.


  12. I can understand hitting a tree head on.... But why should a car stop working everytime after hitting a fence or fence post that is already falling down? I have yet to walk or drive through a field and find an intact and completely fenced in area.

    Because of this it's safe to say that those fences probably haven't been maintained in a while....If sections are already missing/fallen down, that usually means you'd have little problems knocking down the parts that are still standing with ease.

    Lets face it the damage system needs to be reworked all the way around. If you can kill the occupants of an MRAP by shooting out the tires and instantly making the bulletproof windows not longer bullet proof...that's a problem.


  13. Additionally, the Light Strike Vehicles I outlined in my post on page 2 of the Light Vehicle Thread could easily be fitted with Anti-Tank weapons as well. http://forums.bistudio.com/showthread.php?174990-So-are-we-going-to-get-Humvee-equivalents-And-how-about-some-armored-Trucks/page2

    NATO:

    British - Supacat Jackal 2 - http://upload.wikimedia.org/wikipedi...D_45148137.jpg (This would give a good JOINT FORCES feel to the NATO side.)

    U.S. - GD Flyer 2 - http://i57.tinypic.com/dcsx1k.jpg - http://i58.tinypic.com/2ps57yg.png - (Armored door version.) http://i60.tinypic.com/2jeqlag.jpg (I think this would be better as a U.S. Vehicle DLC…then again it would be nice to have both. )

    CSAT:

    French - ACMAT - Bastion Patsas - http://www.master-fighter.com/mf4850...ouille_SAS.htm (France has dealt with Iran in the past…)

    Singapore - MK11 LSV - http://i58.tinypic.com/24617c7.jpg - http://livinginsingaporetoday.com/wp...hicles-105.jpg (I think this would make a good CSAT vehicle but it might look good with the AAF too.)

    India - Mahindra AXE LSV - http://www.team-bhp.com/forum/attach...oops740782.jpg

    AAF:

    French - ACMAT - VLRA Commando - http://defesaglobal.files.wordpress....commando-b.jpg (This could also fit the CSAT inventory)

    Polish - LPU-1 - http://greendef.blogspot.com/2013/10...wy-lpu_19.html


  14. This is my suggestion for the map symbols; I hope everyone will take a look at it because I feel this would make players who are sticklers for quick concise information on the map, like me, very happy.

    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. (Sort of like how the inventory works.)

    30xipmf.png

    OPERATION:

    1: Open the map and double click on the spot you would like to mark as you normally would.

    2: Simply use the up and down arrows like normal to change the symbol.

    3: Choose the color by clicking on it with your mouse cursor.

    4: 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.*

    5: Once you have everything set up, simply move your cursor over to the big symbol and drag it to an empty slot. SAVING A SYMBOL ONLY REQUIRES YOU TO DRAG IT TO AN EMPTY SAVE SLOT.

    6: To place the symbol you just made on the part of the map you double clicked on just hit OK as you normally would.

    *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 dragged your symbols to the save slots.*

    7: To clear a save slot you must move the cursor over the slot and press the DELETE key. *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.


  15. Also, why are you manually setting your view distance for multiplayer when it overrides your view distance settings anyway?

    The ones I played on originally didn't override view distance. I changed it because when the server was half - full it turned terrible. After turning it down I just never changed it back; I think I'm used to it now,he higher FPS is certainly nice...at least in editor.

    Most of the ones I play on now all override it but it's fine because you don't really need it anyway unless someone is sitting in a tank on a far away hilltop.

    As for the HUD...I almost wish there was an option to constantly sit closer to the dash like in BF3. I really don't care about the pretty switches in the cockpit. If I want to look at that stuff I'll just look down, I'd much rather look at what's going on outside and what's being displayed. :/


  16. Heck, have you ever hit one of those little low stone walls in a tank?

    I’ve knocked a track off several times, driving down a road or through a field and clipping one of those. I even had a metal fence post damage my APC when I was going down the side of a hill.

    Aside from fixing the damage system, I’m not sure if I’d rather keep it like it is or just make it where little junk like that does no damage at all. ….For all vehicles.


  17. Yes my viewdistance is 12000 and object draw distance is 7000-something. IRL and in Arma with a visibility under 8000 I wouldnt even consider trying CAS with a fast jet.

    Indeed about the landing speed Haha

    Yep that’s the biggest difference for me.

    My Overall view distance is set at 3300m because of the multiplayer servers I like to play on.

    Even still, I haven’t had any trouble engaging targets as far as tactics are concerned.

    One thing I do wish for though is for the HUD to be a little easier to see, seems like the HUD in BF3 is much easier to read.

    Does anyone know what the difference is between the HUD for jets in BF3 and the HUD in Arma 3? …Besides the layout, I mean.

    Do they just use bigger lines or do the put the view closer towards the dash?

    (I’m at work so I can’t look, I can only think back.)


  18. So I’ve been thinking about it some more and although I don’t think that a light fully armored vehicle will bring anything new to the game, I think a light strike vehicle would.

    The problem with a FULLY ARMORED Light vehicle is that it really doesn’t do anything that the MRAPs don’t do already.

    On the other hand, lots of people…myself included…enjoy a little more danger and vulnerability in their missions from time to time. Therefore I believe a happy medium is in order…

    It might be fun to have a smaller, faster, and more nimble vehicle that could take some hits and still get you where you need to go provided you keep moving. - Enter the Light Strike/Patrol/Recon Vehicle. -

    This would be a fast, maneuverable, lightly armored, open vehicle; with only half armored doors however, a version with fully armored doors should be included as well. (See Flyer 2 pictures.)

    Although the vehicle would be completely disabled, it should be able to completely protect the crew from a SLAM MINE or 1 explosive charge.

    Here is what I’ve picked out so far. (Note that not all vehicles would need a full armored door version because they are pretty much completely protected from the sides already. - E.G. Bastion Patsas.)

    NATO:

    British - Supacat Jackal 2 - http://upload.wikimedia.org/wikipedia/commons/1/1c/A_Jackal_Armoured_Vehicle_is_put_through_it%27s_paces_in_the_desert_at_Camp_Bastion%2C_Afghanistan_MOD_45148137.jpg (This would give a good JOINT FORCES feel to the NATO side.)

    U.S. - GD Flyer 2 - http://i57.tinypic.com/dcsx1k.jpg - http://i58.tinypic.com/2ps57yg.png - (Armored door version.) http://i60.tinypic.com/2jeqlag.jpg (I think this would be better as a U.S. Vehicle DLC…then again it would be nice to have both. :D )

    CSAT:

    French - ACMAT - Bastion Patsas - http://www.master-fighter.com/mf48500/mf48529_Acmat_BASTION_PATSAS_patrouille_SAS.htm (France has dealt with Iran in the past…)

    Singapore - MK11 LSV - http://i58.tinypic.com/24617c7.jpg - http://livinginsingaporetoday.com/wp-content/uploads/2010/06/NDP2010-Vehicles-105.jpg (I think this would make a good CSAT vehicle but it might look good with the AAF too.)

    India - Mahindra AXE LSV - http://www.team-bhp.com/forum/attachments/indian-car-scene/53326d1222539301-mahindra-axe-thread-axe252bin252bsummer252bwith252btroops740782.jpg

    AAF:

    French - ACMAT - VLRA Commando - http://defesaglobal.files.wordpress.com/2012/04/vlra-commando-b.jpg (This could also fit the CSAT inventory)

    Polish - LPU-1 - http://greendef.blogspot.com/2013/10/lekki-pojazd-uderzeniowy-lpu_19.html


  19. I wouldn’t be opposed to ATGM mounted MRAPS, Striders included. (See bottom Link for something similar.)

    The AA version doesn’t feel as useful to me but I do like that picture and if you’re going to make one, why not make the other?

    The question I have is….

    Do we use the same MRAPs that we already have? Or do we pick new MRAPs to mount these weapons on and give it a slightly more varied look?

    Maxx Pro MRAP/ TOW variant - http://en.wikipedia.org/wiki/File:Navistar_MaxxPro.JPG - http://usarmy.vo.llnwd.net/e2/c/images/2012/06/13/251497/original.jpg - and a video...

    RG 31 MRAP with TOW - http://i245.photobucket.com/albums/gg67/djiti/610xbtc.jpg

    Awhile back, ExplosiveAids made a thread in the ARMA 2 section about an MRAP RG 31 Tow missile Variant. It seems he was working on a mod with a friend for Arma 2. Here’s the link - http://forums.bistudio.com/showthread.php?123017-MRAP-RG31-Mk5/page18

    I like this one. http://i127.photobucket.com/albums/p121/explosiveaids/RG33L_wip_204.jpg

    One thing I wish was added before adding AT/AA MRAPs is the Top Attack feature for the Titan missile launcher. ….I suppose you can just manually guide it down but meh.

    Here are a few other MRAPs that I really like the look of. In not sure I’d want them to be used for AT/AA Missile platforms….I’m not even sure what faction they would go to, maybe Additional forces DLC.

    RG34 - http://defense-update.com/wp-content/uploads/2012/06/rg34_trt960.jpg (Maybe British DLC?)

    Titus - http://www.military-today.com/apc/nexter_titus.htm (Couldn’t find just a picture.)

    Kamaz Typhoon APC - http://i57.tinypic.com/16klxc.jpg - 4x4 version. (Russian forces DLC?)

    Kamaz BTR replacement - http://i57.tinypic.com/r94kex.jpg

    Kamaz Vystrel Air Defense version. - http://i57.tinypic.com/2q9e6f4.jpg These are old but it’s something to think about…


  20. In real life you wont hear bullets impact your airframe. The only indication you have are warning lights if a system is hit. Or your wingman noticing the damage.

    I once experienced a bad release of droptanks, it hit the horizontal stabiliser breaking of half of the tail. We never noticed until we were back on the grpund and the crewchief was looking at us like this: :butbut:

    Yeah for behind and on the wings I can understand but I'm talking about the cockpit. My screen was turning blurry and when I got out I was covered in blood and had to abra kadabra myself back to health. Not to mention the smallest thing that could have hit me was the ...30mm? Or is it 20mm on the Marids. I would expect at least a thunk or tink of somekind if it got me in the bathtub.

    On top of that, I figure that if you sustained enough damage for your aircraft to pour black smoke from the engines then you'd probably get a light of some kind.

    Maybe there is something on the dash that I wasn't paying attention to. I never really looked....

    Does anyone know what the Aircraft looks like when the HULL light is Yellow or Red? Mine just looked burned...


  21. Well I agree that the controls are wonky but it’s still doable. I set up a mission today with 4 BTR’s, 4 Tanks, 4 Marids, 2 HMG Ifrits, and 1 Tigris AA in the field near…Therlsa? ….Something like that, over by the dirt airfield.

    My first run I got shot down but I scored quite a few kills.

    1 Tigris AA = AG missile

    4 BTR’s = AG missiles

    1 Tank = AG missiles

    2 tanks = 3 Bombs

    2 Marids = rockets and guns

    2 ifrits = Guns.

    I was shot down trying to kill a Marid APC with a dive bombing run. Haha

    2nd run I crashed chasing down another dang Marid but the results were similar.

    3rd run I killed them all but I had to go back and pick up the Yak because my A-10 was smoking.

    For the most part I think the General CAS rules still apply.

    1. Stay above 1km when in normal flight and when looking for targets.

    2. Maintain speed after the dive and use it to get the heck out of there before they blow the doodie outta ya bootie!

    3. Try to stay above 300m minimum when pulling out of a dive/attack run unless you’re using the terrain as cover.

    4. Try to fly away from the threat in a direction that causes them to have to traverse and elevate… (Fly diagonally…at least that’s how I seem to take the least hits.)

    5. Know your target, what threat they pose to you, and the best weapon to deal with that threat.

    Mobile Anti-Air, Anything with a big AUTO CANNON, Tanks (Mostly for realisms sake.)= Air Ground missiles

    Light armored vehicles (Hunters, Ifrits) = AP Rockets/Guns/Bombs

    Soft targets(Trucks and Infantry) = HE rockets, Guns and Bombs

    Basically just ask yourself, “What happens when I miss?†(Obviously all these weapons can kill the threats mentioned above but the key is to do it quickly and with the least amount of possible danger.)

    6. Don’t take unnecessary risk.

    As for actually spotting targets, yeah the view is a little stifling but you can still do it. Just stay pretty high up and keep one wing tilted down. (Fly on your side and use your rudder to help orbit.)

    Just like in real CAS Missions… The pilot circles and stares at the grid until he gets a positive ID on the target. He notes the land marks and other important information….and calls “Wings Level†to let troops on the ground know he’s starting his attack. (Sometimes they say that.)

    Also USE YOUR MAP! Fly over on your side and spot the target, quickly put a mark down of where you could easily begin your attack, circle around and go.

    I think that’s one of the main things that people overlook when they talk about the A-10. The A-10 is an old aircraft; it’s one of the few aircraft in the inventory that you actually have to fly. Meaning it doesn’t have all the fancy computers and junk that do everything for you. A-10 pilots still use maps and plot grids on their kneed boards, I know this is the upgraded version but the map will always be a valuable tool…especially one that tracks your position!

    This is pretty much how CAS is expected to work in conventional conflicts. You don't typically expect aircraft to use guns on ground targets (even the A-10).

    YEP! Pretty much… I wouldn’t say they don’t expect the A-10 to use its gun since it’s one of the main focal points of the aircraft but it depends on what you’re trying to kill.

    As I tried to explain above….It’s about RISK MITIGATION….Something that most gamers even the realsim ones seem to often overlook. You don’t swoop in 50m off the deck for an awesome rocket and gun run against a mobile AA vehicle when you have guided missles. Just like how you don’t watch 3 helicopters ahead of you get shot down while trying to land in one spot and say, “Duh…Ok guys…we’re landing in a hot LZ.†......or better yet, say that and then try to land with Auto Hover. haha

    Oh another thing I noticed….you can’t here rounds hitting your aircraft. :/

    I was flying along and suddenly noticed my screen turning fuzzy, I switched to third person and saw black smoke pouring from my engines…apparently I’d been shot a number of times yet my HULL indicator was still White.


  22. Well there is already a thread similar to this one but it mostly focuses on the radar which is something I wish was gone from tanks.

    I do believe they should have a Situational Awareness Circle but not a radar. UNLESS!... There is an Air defense system within …eh…1km?…Then I’m ok with tanks having a radar because that information would be linked to them.

    Also, ground vehicles shouldn’t show up on tank radar. They’ve tried that before and there is usually too much clutter. (Trees, buildings, cars, hills.)

    As for active protection systems: Yes I would love to see them implemented but they should come with the ability to turn them off and adjust options just like the radar should.

    This is how I would like to see it work… (You may disagree but I want you to read the bit about balancing at the end.)

    First, every Heavy and maybe Medium armored vehicle would have an Early Warning Hub and an Active Protection System.

    The EWH would sit on top of the turret and detects when your vehicle is being Radar scanned/locked, laser designated, or if you sustain a hit, which direction the shot came from. The down side would be that since it sits on top of the turret it would normally be destroyed after the first hit. This would give the crew a critical advantage by knowing the general direction of the threat but it wouldn’t hold their hand and turn them into an all seeing killing machine. For an added bit of realism…it could be disabled with an Anti-Material Rifle before the attack began. (Just like how vehicle optics should be. Check my wish list.)

    Radar Scanning Aircraft: (This one is a maybe since it might be hard to make happen and I'm not really aware of any radar detection systems...at least none for tanks that work.)

    When an enemy ATTACK helicopter gets within range to see your tank on their radar, the EWH would simply PING ONCE and a yellow light would display in the corner view finder/ dash interior. (Whenever that comes out…) This is simply to let you know a real air threat is present somewhere. If the helicopter leaves the area it must be gone for...10seconds for the system to ping again. Otherwise the light would just fade and come back. You should be able to disable the noise completely though. It shouldn’t ping for individual helicopters, just have it ping once if one or multiple attack helicopters are present. It also shouldn’t turn on for transport helicopters because most don’t usually run ground scanning radar.

    Laser Designation/Radar Lock: When your tank is locked onto by a plane, helicopter, shoulder fired missile launcher, or being laser designated….. A red light should begin flashing accompanied by an alarm. This would give you the ability to deploy a smoke screen but… THE APS CANNOT SEE THROUGH YOUR SMOKE SCREEN. This means rockets fired into the smoke screen will hit you if you’re still sitting there.

    Ideally there would be an optional feature to have it give you a general direction of the threat as well based on which side of the vehicle is picking up the signal, it could be changed to ignore friendly lasers at easier game modes too.

    The APS destroys missiles and rockets, it has a limited number of reloads that can be completed from inside the vehicle (1 or 2 Max) and it should take 2-3 seconds for the system to reload those spent pods. It doesn't stop tank rounds and probably wont stop RKG-3's (Something I wish they had in the game.) I'm betting it would still be pretty effective even at close range against rockets and missles.... I think that if you got close enough to defeat it.. You'd probably catch something from the blast of the hit or the failed attempt by the APS. It should also injure friendlies within....eh 5m of whatever side it activates on. (That would be a good way to get kills, wait for APCs to unload troops and then fire so they're hit with your explosion plus their own.)

    After the reloads have been used the APS must be Re-Armed at a Re-arming station or a truck. If you re-arm at a truck then someone should have to get out of the tank and do this. (None of that pull up next to a tank and re-arm from the safety of the vehicle, junk.)

    Personally I don’t care if they all work the same way in game (In fact I might prefer it.) but I want them to at least look different. The Russian Arena system and the Israeli Trophy system both come to mind.

    As far as using what is currently out….Well that’s fine but then again some systems are noticeably more lacking than others… I can’t help but think that those systems will probably have found ways to work around those shortcomings by the time 2035 gets here.

    For instance….The Arena system does not self-reload and it uses (as far as I can remember) Radar to detect incoming missiles and rockets. This means it’s probably more susceptible to detection clutter.

    The Israelis first had the Iron Fist and was later put aside in favor of the Trophy system. The Trophy System can reload itself and uses …Thermal and movement detection I think?.... I’m sure it still has flaws but it’s probably better than radar.

    Balancing: I know lots of people say it’s the biggest problem with ArmA 3 but I disagree. Everyone has their own opinion on what the core or core feature of ArmA is but to me and a lot of others (Including ones who hate balancing.)…it is the EDITOR.

    The editor gives you the ability to build your own scenario or even your own game without much knowledge or experience in the gaming field and then go play it by yourself or with friends.

    The problem in my opinion isn’t balance but simply a lack of customizable options. Every faction should have comparably equal capable vehicles. And certain across the board features (The not accurate ones.) should come with the option to be easily disabled. If you want to make a lopsided mission with one mighty CSAT force and a few NATO guys running around on the other side with only pistols, then that is perfectly fine. It doesn’t mean that NATO shouldn’t have any tanks with machine guns or anything like that…just means that you shouldn’t put them in your mission.

    If you’re talking about balance in the single player campaign then I might agree it’s bad and could easily kill the story. But if you’re talking in general and especially on a multiplayer level then I strongly disagree.

    For instance if you’re playing a multiplayer game that gives players the ability to choose what they want to use (e.g. weapons, vehicles, etc…) everyone tends to instinctively choose the best stuff. If they can’t choose the best stuff then they instinctively want to be on the best team with the best stuff… Imagine playing on human teams as an insurgent or low budget military against the NATO or CSAT. You get machineguns and rocket launchers; they get tanks and planes with thermal and what not. You’re on an island…you’ve only got so many places to go…without balancing, a mission like that wouldn’t be very fun. (Goes back to that part about optics on tanks should be destroyable.)

    The main thing is that all these features should come with the ability to easily turn them off or customize them in the editor. I’m not talking about typing in script either, I mean check the box for EWH. Check the box for APS. Click the tab to customize features.

    (I wrote this out yesterday but couldn't post it. :/)

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