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[ARMA2]Everybody redcon 1, SP in 15 mikes! (Operation Arrowhead out now!)

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Posts

  • NotASenatorNotASenator Registered User regular
    edited July 2009
    Satsumomo wrote: »
    I think hard removes 3rd person view and crosshairs.

    Most annoyingly, it takes away the diamond indicators for squadmates.

    NotASenator on
  • DockenDocken Registered User regular
    edited July 2009
    NotACrook wrote: »
    Satsumomo wrote: »
    I think hard removes 3rd person view and crosshairs.

    Most annoyingly, it takes away the diamond indicators for squadmates.

    Haha yeah when we played that coop mission 'Road to Msta' (or whatever it was called) the first go round was on veteran I first looked up I saw a bunch of guys - none of which had the usual friend diamond - and I almost switched to auto. I'm sure I would have been loved by all if I had done that.

    That mode is definitely not for people with happy trigger fingers... D:

    Docken on
  • acidlacedpenguinacidlacedpenguin Institutionalized Safe in jail.Registered User regular
    edited July 2009
    trigger discipline, boys.

    in Dslyecxi's guide he recommends that until you see contact and are weapons free you should keep your trigger finger on the mousewheel.

    acidlacedpenguin on
    GT: Acidboogie PSNid: AcidLacedPenguiN
  • xzzyxzzy Registered User regular
    edited July 2009
    trigger discipline, boys.

    in Dslyecxi's guide he recommends that until you see contact and are weapons free you should keep your trigger finger on the mousewheel.

    This is war, not preschool! Shoot mans, all the time! If they can't identify themselves friendly in under 0.1 seconds, you're doing your side a favor by culling the slow and weak.

    xzzy on
  • StrikorStrikor Calibrations? Calibrations! Registered User regular
    edited July 2009
    Has anyone finished the Manhattan mission in the campaign? Mine seems to be completely broken but I'm hoping I've overlooked something and didn't just waste the last 5 hours. Here's the sitrep:
    I've finished all the other objectives and gathered all the intel and now it's time to assault the main base. Battlemage ordered me to wait for Boomerang and of course neglected to tell me what kind of support Boomerang is. I had found a destroyed LAV-25 plus squad and crew in the nearby woods when I was approaching the base so I thought maybe it was them. One of my guys even said hi when he walked by one of them. I set my squad up in some woods and waited, then gave the order for Boomerang to attack. Some CDF BRDM inexplicably ran in and blew up the BMP patrolling the area but Boomerang is supposed to be USMC so that can't be them. I waited 10 minutes before finally a lone fireteam leader charged straight into their line of 4 heavy machine guns and 1 T72. You can guess how that ended for him. Another 10 minutes and still no support.

    Can anyone that's actually played this tell me what the hell is supposed to happen? I already used my artillery strike, not knowing it was my only one, when I ran into 20 enemies around a sentry camp in the woods and the UAV seems to be scripted to run out of fuel and crash whenever it flies over the base so I'm really at a loss. Am I just hopelessly fucked?

    I really did enjoy this type of mission in OFP but those were all fan-made and very well done. The comment from the DICE guy about the QA seems to ring very true. I might just give it up and switch to MP so I'd at least have (hopefully) useful people backing me up but is that even a realistic possibility for micless people such as myself?

    Strikor on
  • KweliKweli Registered User regular
    edited July 2009
    Rolo wrote: »
    The multiplayer I'm not sure I get. There doesn't seem to be much of a tutorial or warmup to it, and being dumped into the middle of a game is intimidating. I can't use any vehicles because I don't have enough rank, I can't get across the map because I don't have any vehicles, and my squadmates refuse to do anything but stand around in the base.

    Tell me how to get the precious Vitamin Fun out of ArmAII

    Multiplayer isnt fun unless you play on a server that has people playing as a team..

    From base theres 3 ways to action
    1) Get a pickup from a pilot
    2) In the base you should find a flag pole, this flag pole will let you teleport to one of the mobile head quarters. NOW, you need to hope that the other players have been transporting the MHQ to the current objectives, and not leaving them in the middle of nowhere
    3) Using the flag-pole again, you can parajump to the objective... this can only be used once every 30 minutes

    Kweli on
  • NotASenatorNotASenator Registered User regular
    edited July 2009
    Ok, I got some good advice from some guys on how to create new units from reskinned base models from the game. They would go in as a mod and then we'd have to put them into missions.

    We can do USMC, Force Recon, Russians, SPETSNAZ, CDF, ChDKZ (Insurgents)

    Or National Party Guerrillas:

    napa-soldier.png

    Or even Civilians:
    ARMA2-Boot-Camp-Screens_11.jpg

    Then we have to decide which faction they are fighting with, which will determine what weapons and vehicles they get as default.

    I think the Force Recon models give us a decent base to work from:

    arma2_characters_sykes.jpg

    NotASenator on
  • vhzodvhzod Registered User regular
    edited July 2009
    About the manhattan mission
    The only way I beat it was to use a Fire for Effect HE artillery strike directly on where the tank is (using the UAV to locate its exact posistion). After that get yourself a LAV from Manhattan and cruise over there. The APC will still be alive and will fuck you up if it sees you first so you have to creep up on foot to unlock boomerang. Then 0-0-1 and call them in. Boomerang is one LAV so unless you take out the tank with arty it will die. It will probably die from the BMP... american APCs are pathetic and weak. Anyway while the BMP is busy killing Boomerang sneak up behind it and kill it with AP shells from your LAV. Expect to reload a few times. You cannot destroy the main base without using arty on the tank unless you are a ninja and can get enough AT shots in to kill the APC and the tank. The arty has about an 80% chance of becoming bugged and not working anymore especially if you use the helicopter a couple of times. Keep checking to make sure you still have it. If you lose it reload to where you still had it. Its a cool mission but kind of wonky.

    vhzod on
  • krylon666krylon666 Registered User regular
    edited July 2009
    syrion wrote: »
    zomg highlight of my night. We're playing some mission where we patrol through the two sabors with some HMMWVs. About half of us are on foot ahead scouting for possible IEDs, so I'm like "guys keep your eyes peeled for roadside bombs". Recoilless is a little further ahead than the rest of us, so someone's like "hold up there's some suspicious items on the roadside." Recoilless heads out to take a look, there's an old tire and a TV. After looking around, he says "it looks clear to--" BOOOOOOOM!

    Recoilless was killed.

    then another one goes off and two more are killed. Then the HMMWVs come up, 2 of them get blown up. There's maybe 4 of us left and the last hummer takes off for stary sobor and leaves me in the dust.

    man that was like, straight out of a war movie.

    I told people that damn TV was an IED last night

    and everybody said "no it's not a goddamn ied it was an AT missile"

    now you know :science:

    shit! i wanted to play this with you guys. hah

    and while there are some IEDs in that area, the TV technically isn't one of them. if you look carefully (but not too close) you'll see what it is.

    krylon666 on
  • YallYall Registered User regular
    edited July 2009
    I think I'm gonna do boot camp and some of the SP campaign just for more practice.

    Yall on
  • NotASenatorNotASenator Registered User regular
    edited July 2009
    Oh hey, or we can get a 3D model like this one:

    screen18_2.jpg

    NotASenator on
  • EchoEcho ski-bap ba-dapModerator, Administrator admin
    edited July 2009
    vhzod wrote: »
    About the manhattan mission
    The only way I beat it was to use a Fire for Effect HE artillery strike directly on where the tank is (using the UAV to locate its exact posistion). After that get yourself a LAV from Manhattan and cruise over there. The APC will still be alive and will fuck you up if it sees you first so you have to creep up on foot to unlock boomerang. Then 0-0-1 and call them in. Boomerang is one LAV so unless you take out the tank with arty it will die. It will probably die from the BMP... american APCs are pathetic and weak. Anyway while the BMP is busy killing Boomerang sneak up behind it and kill it with AP shells from your LAV. Expect to reload a few times. You cannot destroy the main base without using arty on the tank unless you are a ninja and can get enough AT shots in to kill the APC and the tank. The arty has about an 80% chance of becoming bugged and not working anymore especially if you use the helicopter a couple of times. Keep checking to make sure you still have it. If you lose it reload to where you still had it. Its a cool mission but kind of wonky.

    This mission pisses me off.
    I found and arrested whatsherface the informant, had to trek over to a LZ about two klicks away.

    On the way I spotted two APCs, used a SADARM strike to take them out. Artillery gone after that - is it supposed to be available again instantly?

    When you get to the LZ there's a scripted trigger that alerts a nearby sentry camp - and they arrive in two UAZ's, one with a goddamn grenade launcher. That tore me up about five times in a row before I just loaded a save, searched for that camp and wiped it out before going to the LZ.

    Sitting in a big-ass open field with two cars with a grenade launcher and machine gun opening up on you? Yeah, not fun.

    Echo on
  • StrikorStrikor Calibrations? Calibrations! Registered User regular
    edited July 2009
    vhzod wrote: »
    About the manhattan mission
    The only way I beat it was to use a Fire for Effect HE artillery strike directly on where the tank is (using the UAV to locate its exact posistion). After that get yourself a LAV from Manhattan and cruise over there. The APC will still be alive and will fuck you up if it sees you first so you have to creep up on foot to unlock boomerang. Then 0-0-1 and call them in. Boomerang is one LAV so unless you take out the tank with arty it will die. It will probably die from the BMP... american APCs are pathetic and weak. Anyway while the BMP is busy killing Boomerang sneak up behind it and kill it with AP shells from your LAV. Expect to reload a few times. You cannot destroy the main base without using arty on the tank unless you are a ninja and can get enough AT shots in to kill the APC and the tank. The arty has about an 80% chance of becoming bugged and not working anymore especially if you use the helicopter a couple of times. Keep checking to make sure you still have it. If you lose it reload to where you still had it. Its a cool mission but kind of wonky.

    Thanks, I'll give it another shot with that in mind. I didn't even know about the LAV at the base. Hopefully my "support" won't die before I even get a chance to call it in this time.

    Strikor on
  • KweliKweli Registered User regular
    edited July 2009
    Whatever uniform you pick.. Make sure it doesnt look anything like the enemy... The "insurgent" picture you posted scares me.. since thats normally the guys im shooting at... FF will skyrocket

    Kweli on
  • NotASenatorNotASenator Registered User regular
    edited July 2009
    The uniform will be quite different (and a little bit more colorful, I think). It's just the model we are putting it on.

    I think I'm going to go with the Force Recon model as a base.

    NotASenator on
  • xzzyxzzy Registered User regular
    edited July 2009
    I say you make us all run around in wolverine costumes.

    Sure, casualties go up.. but friendly fire is way down.

    xzzy on
  • Casually HardcoreCasually Hardcore Once an Asshole. Trying to be better. Registered User regular
    edited July 2009
    Friendly Fire isnt really an issue, unless you're laying prone and completely clipped in a enemy solider.

    Casually Hardcore on
  • NailbunnyPDNailbunnyPD Registered User regular
    edited July 2009
    syrion wrote: »
    I would like to play on hard eventually

    but... you know, I'm probably the only one

    We aren't organized enough. jdarksun started Longest Day on Veteran and we couldn't even get people organized into squads next to the appropriate choppers.

    NailbunnyPD on
    XBL: NailbunnyPD PSN: NailbunnyPD Origin: NailbunnyPD
    NintendoID: Nailbunny 3DS: 3909-8796-4685
    steam_sig-400.png
  • NailbunnyPDNailbunnyPD Registered User regular
    edited July 2009
    Friendly Fire isnt really an issue, unless you're laying prone and completely clipped in a enemy solider.

    If you use voice chat (AND Ventrilo) appropriately, you should be fine.

    For example, you should announce that you are blowing up that radio tower, and pay attention to anyone who might be announcing that they are approaching radio tower to plant a satchel charge.

    NailbunnyPD on
    XBL: NailbunnyPD PSN: NailbunnyPD Origin: NailbunnyPD
    NintendoID: Nailbunny 3DS: 3909-8796-4685
    steam_sig-400.png
  • NotASenatorNotASenator Registered User regular
    edited July 2009
    How about classy business suits?

    NotASenator on
  • EchoEcho ski-bap ba-dapModerator, Administrator admin
    edited July 2009
    You know, I'll just stay away from single player until there are a few patches out. Their mission scripts are like a house of cards.

    Echo on
  • NotASenatorNotASenator Registered User regular
    edited July 2009
    Friendly Fire isnt really an issue, unless you're laying prone and completely clipped in a enemy solider.

    If you use voice chat (AND Ventrilo) appropriately, you should be fine.

    For example, you should announce that you are blowing up that radio tower, and pay attention to anyone who might be announcing that they are approaching radio tower to plant a satchel charge.

    Last night, I was on a minigun in a chopper and decided to lay some cover fire down into some houses to protect the guys getting out.

    Of course, as soon as we touch down, they hit the GET OUT command and two of them materialize right in my stream of bullets.

    NotASenator on
  • P10P10 An Idiot With Low IQ Registered User regular
    edited July 2009
    Echo wrote: »
    You know, I'll just stay away from single player until there are a few patches out. Their mission scripts are like a house of cards.
    At least you can play the buggy single player. I'm stuck in Chernogorsk, having a CTD a few seconds after loading up my game.

    P10 on
    Shameful pursuits and utterly stupid opinions
  • xzzyxzzy Registered User regular
    edited July 2009
    NotACrook wrote: »
    How about classy business suits?

    Do we get monocles?

    xzzy on
  • verpakeyesverpakeyes Registered User regular
    edited July 2009
    NotACrook wrote: »
    Friendly Fire isnt really an issue, unless you're laying prone and completely clipped in a enemy solider.

    If you use voice chat (AND Ventrilo) appropriately, you should be fine.

    For example, you should announce that you are blowing up that radio tower, and pay attention to anyone who might be announcing that they are approaching radio tower to plant a satchel charge.

    Last night, I was on a minigun in a chopper and decided to lay some cover fire down into some houses to protect the guys getting out.

    Of course, as soon as we touch down, they hit the GET OUT command and two of them materialize right in my stream of bullets.


    That whole mission was a nightmare of people running around in front of other people's bullets. I am surprised we had as few FF incidents as we did. I cant wait until we find more missions that the group enjoys.



    Things I hate in missions:

    Re-spawning: Ruins the game and attracts really shitty players


    More tanks then AT: Gets you all killed so people start asking for respawning, see above


    Unclear objectives: Wastes everyones time since no one knows what they are supposed to be doing.

    People that drive me nuts:

    Emo McEmoson: Bitches about dieing early or being a pilot and wont shutup about it on vent.


    Mr. Worst plan ever guy: This is the guy that doesn't actually really contributes he just keeps talking shit about the plan. what makes this bad is he doesn't suggest another course of action, just whines about the current one.


    Dr no scope: this is the guy that sees an enemy 400 m away and then things "SURE why I don't start taking some potshots at them" which gets that person, and usually several others killed.

    Man that is convinced grass is bullet proof: I see this way to often I, or someone else, says get to cover, and a bunch of people go prone in the grass instead of moving 10 feet to get behind a tree rock or building.





    On a positive note we have made huge strides towards having functional communications but we still need to clean up vent spam.

    verpakeyes on
    pajoewangsexcrow.jpgXBOX live: verpa 15
  • NotASenatorNotASenator Registered User regular
    edited July 2009
    The pine trees are bulletproof, so why not the grass?

    EDIT: I am guilty of at least one of those sins.

    NotASenator on
  • verpakeyesverpakeyes Registered User regular
    edited July 2009
    Me too! but every time I catch myself I just wonder what I was thinking.

    I assume whole models have to have a designated bullet "permeabilirty" so when you set a tree to bullet proof its leaves are as well. grass on the other hand is set to be nothing more then a pretty grave marker for those who hide in it.


    Also addition to the list

    Aimpoints
    They are barely usable at a CQ scope but they have no use at range, yet mission makers love including them.

    verpakeyes on
    pajoewangsexcrow.jpgXBOX live: verpa 15
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited July 2009
    Well, a second testing of my Cobra Strike mission brought up an excellent idea for a new mission and I'm currently working on it. I spent the last two hours last night learning how to start squads in a vehicle and replacing all 16 character's weapons, which is quite an annoying process.
    removeAllWeapons This; this addWeapon "NVGoggles"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addWeapon "VSS_vintorez"; this addmagazine "HandGrenade_East"; this addWeapon "Binocular"; this addmagazine "SmokeShell"; this addmagazine "SmokeShell";[/quote]
    
    Anyone know how to make those commands repeat instead of having to type "addmagazine blah" five times to give them five clips?
    
    
    [QUOTE=verpakeyes;10782007]Aimpoints
    They are barely usable at a CQ scope but  they have no use at range, yet mission makers love including them.[/QUOTE]
    
    Yes, I HATE that scope, unfortunately it's the default gunsight of pretty much every USMC class. Mission makers, please use the following:
    
    [code]this removeweapon "M16A4"; this addweapon "M4A1";
    

    Replaces the M16 with aimpoint with an M4 with a reflex sight. Alternative use "M16A2" for good ol' fashioned ironsights.

    LIST OF WEAPONS (And several other things)
    [tiny][edit] formatting didn't work, enjoy your link[/tiny]

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • MrDelishMrDelish Registered User regular
    edited July 2009
    I always crash helis in this after playing any other game with vehicles

    MrDelish on
  • krylon666krylon666 Registered User regular
    edited July 2009
    verpakeyes wrote: »
    Also addition to the list

    Aimpoints
    They are barely usable at a CQ scope but they have no use at range, yet mission makers love including them.

    they're the default loadout for troops, most likely not selected by the mission maker. what would you prefer, iron sights?

    krylon666 on
  • NotASenatorNotASenator Registered User regular
    edited July 2009
    verpakeyes wrote: »
    Me too! but every time I catch myself I just wonder what I was thinking.

    I assume whole models have to have a designated bullet "permeabilirty" so when you set a tree to bullet proof its leaves are as well. grass on the other hand is set to be nothing more then a pretty grave marker for those who hide in it.


    Also addition to the list

    Aimpoints
    They are barely usable at a CQ scope but they have no use at range, yet mission makers love including them.

    The first time we played Air Cav, we came under fire from the town. I was leading Charlie up on the hill in the treeline, with Wizard mowing people down with the SAW. I hear a command for Charlie to move forward, so I charge blindly out into the open about 100 yards down the hill, go prone in the grass and get tunnel vision down my scope shooting at insurgents on the far hill. I was so engrossed that I didn't notice that my squad hadn't come with me and that enemy soldiers were walking out of the trees to my left to gun me down execution style.

    NotASenator on
  • krylon666krylon666 Registered User regular
    edited July 2009
    Well, a second testing of my Cobra Strike mission brought up an excellent idea for a new mission and I'm currently working on it. I spent the last two hours last night learning how to start squads in a vehicle and replacing all 16 character's weapons, which is quite an annoying process.

    [code]removeAllWeapons This; this addWeapon "NVGoggles"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addWeapon "VSS_vintorez"; this addmagazine "HandGrenade_East"; this addWeapon "Binocular"; this addmagazine "SmokeShell"; this addmagazine "SmokeShell";

    Anyone know how to make those commands repeat instead of having to type "addmagazine blah" five times to give them five clips?

    this addMagazine ["ammoname", 5];

    that works for other commands, can't remember if it works for addMagazine or not

    krylon666 on
  • NotASenatorNotASenator Registered User regular
    edited July 2009
    Well, a second testing of my Cobra Strike mission brought up an excellent idea for a new mission and I'm currently working on it. I spent the last two hours last night learning how to start squads in a vehicle and replacing all 16 character's weapons, which is quite an annoying process.

    [code]removeAllWeapons This; this addWeapon "NVGoggles"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addmagazine "10Rnd_9x39_SP5_VSS"; this addWeapon "VSS_vintorez"; this addmagazine "HandGrenade_East"; this addWeapon "Binocular"; this addmagazine "SmokeShell"; this addmagazine "SmokeShell";

    Anyone know how to make those commands repeat instead of having to type "addmagazine blah" five times to give them five clips?[/QUOTE]

    When you set up the config files, you have to repeat, so I assume it's the same for mission scripting.

    EDIT:

    http://community.bistudio.com/wiki/addMagazine

    No reference to anything for multiple mags.

    EDIT 2:
    addMagazineCargo has an amount value: _truck addMagazineCargo ["M16",5]

    You could try that, I guess, but it doesn't look like it's supported.

    EDIT 3: I was totally beaten.

    NotASenator on
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited July 2009
    krylon666 wrote: »
    verpakeyes wrote: »
    Also addition to the list

    Aimpoints
    They are barely usable at a CQ scope but they have no use at range, yet mission makers love including them.

    they're the default loadout for troops, most likely not selected by the mission maker. what would you prefer, iron sights?

    I would. :?


    krylon666 wrote: »
    this addMagazine ["ammoname", 5];

    that works for other commands, can't remember if it works for addMagazine or not

    I believe I tried that and it didn't work, but I'll give it another shot when I start working on it again.

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • acidlacedpenguinacidlacedpenguin Institutionalized Safe in jail.Registered User regular
    edited July 2009
    aimpoint does give you a clearer aimpoint at long range than most iron sights (m16a2 I'm looking at you). well in my opinion I guess.

    for the record, when bullets start to fly and you're in the open the first reaction you should have is to hit the dirt. Of course, if you're in the open when you do this you should immediately attempt to find solid cover. So maybe you should say "I hate people who take concealment in the middle of the grass and don't attempt to find cover."

    Also, if you're in cover and they're not, you are partially responsible for their deaths if you're not putting fire downrange to buy your teammates enough time to find better cover.

    edit: about the spawning of loadouts (I have no idea about the scripting at all, so this may sound stupid) but could you not write a subroutine that does that just once and then load that subroutine for any missions that requires this loadout?

    acidlacedpenguin on
    GT: Acidboogie PSNid: AcidLacedPenguiN
  • verpakeyesverpakeyes Registered User regular
    edited July 2009
    krylon666 wrote: »
    verpakeyes wrote: »
    Also addition to the list

    Aimpoints
    They are barely usable at a CQ scope but they have no use at range, yet mission makers love including them.

    they're the default loadout for troops, most likely not selected by the mission maker. what would you prefer, iron sights?

    I am an acog man myself, but if you are making a mission where you are trying to limit zoom scopes for whatever reason I do prefer iron sights for range.

    If you mission is actually, honest to god, close combat the aimpoint works and can be fun. I haven't played a single mission that qualifies as close combat yet though. I have occasionally stumbled on to a CC fight due to ignorance on my part but 90% of fights that are set up by mission editors take place at great range and then you just feel like the mission maker has hamstrung you needlessly.

    verpakeyes on
    pajoewangsexcrow.jpgXBOX live: verpa 15
  • EchoEcho ski-bap ba-dapModerator, Administrator admin
    edited July 2009
    Man. The machinegunner in solo play sure can aim.

    Looked with binoculars at a squad some 400 meters away. He fired five rounds, killed a guy, five rounds at the next guy...

    Echo on
  • verpakeyesverpakeyes Registered User regular
    edited July 2009
    aimpoint does give you a clearer aimpoint at long range than most iron sights (m16a2 I'm looking at you).

    for the record, when bullets start to fly and you're in the open the first reaction you should have is to hit the dirt. Of course, if you're in the open when you do this you should immediately attempt to find solid cover. So maybe you should say "I hate people who take concealment in the middle of the grass and don't attempt to find cover."

    Also, if you're in cover and they're not, you are partially responsible for their deaths if you're not putting fire downrange to buy your teammates enough time to find better cover.

    Well it gets tricky when you remember one of the quirks of this game is that it ignores grass, as in it offers no concealment to you. So you first response when AI is firing at you should be to get to cover period concealment wont help.

    And the times I am thinking of pumping fire doesn't do anything as, and get this, I was stuck with a russian variant of an aimpoint and firing at enemeies behind substantial cover at several hundred meters did nothing to deter their fire.

    Also they AI seems unexceptionably week at leading targets, so assuming the distance to run is short running perpendicular to the line of attack would be exceptionally safe.


    This whole post just makes me wonder about some PvP though.

    verpakeyes on
    pajoewangsexcrow.jpgXBOX live: verpa 15
  • EchoEcho ski-bap ba-dapModerator, Administrator admin
    edited July 2009
    verpakeyes wrote: »
    Well it gets tricky when you remember one of the quirks of this game is that it ignores grass, as in it offers no concealment to you. So you first response when AI is firing at you should be to get to cover period concealment wont help.

    It does. It's been tested.

    edit: the AI doesn't seem to give a shit about covering fire though.

    Echo on
  • NotASenatorNotASenator Registered User regular
    edited July 2009
    You know, I trained on the M16A2 just a decade ago, so I'd like to maintain the illusion of youth and not refer to it as old. :p

    NotASenator on
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