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silentghoust

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Everything posted by silentghoust

  1. silentghoust

    Could the future setting have been done better?

    The future concept is actually quiet realistic in my opinion. Militaries continue to push for modular systems and streamline productions. Almost all future projects involve using a basic design and then "addon" the roles it plays. The Styker system for example, or the new T-15's series from Russia. Open topped gunners is a thing of old wars as well, at what point would any military want a open topped gunner if they can afford to use remote. I actually enjoy the future warfare, what naggs me is the fact the assets are not nearly diverse. For example, we have zero medivac variants of anything, No HQ or communications vics, civilian assets are pretty basic to. Grant it, it has improved thanks to DLC. But honestly the lack of say ambulances for civs, or a basic medivac hellcat makes it pretty slim pickings.
  2. Does anybody have a good source on modern day Russia military operations and how they work? What do they designate units in the field, such as Platoon A and B, ect. What kinda of military alphabet do they use? What is a typical name of objective?
  3. silentghoust

    "My Callsign complete"

    Now we just need some Australia and Irish radio protocol. :D
  4. silentghoust

    When will we see more vehicle-centric missions?

    From my study on it, it simply seems the AI formation wise, still acts like infantry even when in vehicles. Clearly something is very different from the Operation Arrowhead AI and the current one. In arrowhead tanks stay in formation fantastically and will properly stop when you stop.
  5. silentghoust

    "My Callsign complete"

    So what if they have casualties? Also has any vets actually heard this phrased used in real life? If so were?
  6. silentghoust

    When will we see more vehicle-centric missions?

    I have a feeling once the new driving AI is implemented we might see some more missions. The issue is it's impossible to command say a tank platoon driven by AI do to the inability to keep formations.
  7. silentghoust

    CSAT Fatigues + Vest protection

    I guess a more complex question is how do they stack? Does the vest actually eat the entire impact of the round before the suit chest area starts failing. Or does the ripple effect just cause reduce damage to the vest?
  8. silentghoust

    Arma 3 BI should bring Community Cup.

    I think a E-sports style Arma would fill in a much needed thing with a scene flooded with twitch shooters. I actually really enjoyed the PvP Tanoa livestream. I think the biggest challenge would be dealing with the crunch time between the maneuvering and the actual fire fight. I would also like to see the observation mode include iron sights/optic views for when they go into first person. However, with the right commentators and interesting PvP set ups. I think would be more then happy to see a more seasonal league for this game.
  9. silentghoust

    Flares in Apex

    I would like to add the new lighting system also screws with the chem lights.
  10. silentghoust

    2035: Russian Armed Forces (5.3.0)

    I would be willing to port in a nice T-14 model for your mod if you are interested in continuing this project.
  11. silentghoust

    APEX - what about ships?

    I agree with this 100% I would throw another $20 down for DLC boats if it met getting more specialized naval assets. Several countries of CSAT have many specialized patrol boats that have things like motars, and even AA launchers.
  12. silentghoust

    APEX - what about ships?

    Um, I'm thankful for all the modders out there. But only a very small percentage of mods equal the quality BI puts out*. Just look at BI's AKs, you can even see the selector switch moving as you toggle it. Not only that, the model is highly optimized, balanced, and generally far more thought in it besides making it just eye candy. Modders only have 3-4 things to think about when putting a mod in. Developers have 100's. Also keep in mind several models come from sites such as Turbosquid meaning the modder just has to port it. I don't think it's a bad thing since it saves a huge amount of time. But it's not like they're making it from scratch either. *To clarify on my meaning, quality doesn't necessary mean "look good, and functional" it means quality both from a consumers and developer standpoint.
  13. silentghoust

    Please model destructible bridges

    Pretty sure it has to do with AI pathing. Maps that I played that had destructible bridges, either had the AI purposely drive around them, or they just drove off of them.
  14. So I remember back at this https://dev.arma3.com/post/sitrep-00161. They mention expanding this feature to pre-apex vehicles. Any news since then? I would be pretty stoked if we had things like HEMTT and Tempest flatbeds that could haul ground vehicles around for purposes. Maybe some hybrid combo helicopters that can mount infantry and maybe a ATV or so.
  15. For the record, I liked the campaign. I thought the stealth mechanics were very well done as far as Arma goes. The only real part of the story that bugged me was this.
  16. silentghoust

    Apex Animations

    Just to kinda piggyback on this question. Is all the assets available to none-apex players? With similar interaction like the DLCs?
  17. Has anybody found the function or made a script that adds the new loading system? It would be nice to see it on containers and such for logistics purposes.
  18. I believe it's to avoid a train of obligations to create more systems to support that. Such as a drag feature to drag crates around so players don't have to land perfectly. At least that is what my take is on it. I just feel now that we have a nice clean vanilla vehicle loading system, why not complete it with the supply crates? Let the users figure out how to move stuff, just make it so we have that option you know.
  19. Dang, Guess I'll have to make my own crates then. Unless the BI gods decide to add it to things like statics, and crates as well.
  20. silentghoust

    What Makes a Good Arma Campaign?

    I kinda disagree with a lot of the rambo arguments. Have you ever ran a motorized platoon using high command? It's pretty boring when your ordering squads to just clear towns why you sit on the high ground and watch. Considering a player is far better then the AI, it's impossible to not be a rambo that can kill entire squads if not more.
  21. I feel that I'm wasting a 3rd faction with just using Syndicate(even though they are pretty cool). When you have a entire army that you can use. The issue is, as I'm a immersion kinda person. I find it hard to believe a tiny island nation would send a significant force a crossed the world. Maybe the whole island is after Miller?! :S Any ideas for a possible scenario would be awesome!
  22. silentghoust

    Squad Commands ?

    It takes practice but it's manageable without voice control. I often compare getting good at the squad commands to learning how to play a RTS at a semi-competitive level. For the most part, both in combat and stealth modes. The squad will naturally spread out more, due to the need to find their own cover. If you need a point man, aka not you. Just order the guy with the best optics to advance. Keep in mind it's about 50-60m he will be advancing, you can put him in combat or stealth mode to slow him down so you can stay in a pretty tight formation.
  23. Can you even do it? If so, would some one be willing to work with me? I can do 3d modeling, but I don't really have a lot of time to learn the ins and outs of exporting. My goal is to create variants of the vehicles. Such as medivacs, unarmed variants of apcs, ect. These variants will have proper interior changes, and additional features to represent their role. I also plan on building BECTI warfare style buildings from the models. To help expand the list of vanilla assets for those who like the new ones over CUP and RHS. All I'm asking is some one to export the base models for me and to import them back in.
  24. silentghoust

    Exporting the Arma 3 models for editing?

    The thing is, with arma 2. They had all sorts of variants which was cool, but the quality of the models simply don't compare to Arma 3. Yes you can add the mechanics, but seeing a basically pixel HMMV next to a Hunter is just unimpressive. Just having minor variants for the sake of giving players choice. Like a ATV that gave up a back seat for ammo box and such. Just seems like such a easy thing to add but they have more important things to work on. But I can still dream ^-^.
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