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#3543801 - 03/23/12 08:06 AM Re: Community feedback on adding new units to server [Re: Taosenai]
TankerWade Offline
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Registered: 06/14/11
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Loc: Portsmouth, NH
TT Super Pro Misfits.

Get it right man!
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#3543832 - 03/23/12 09:12 AM Re: Community feedback on adding new units to server [Re: Taosenai]
Punisher5555 Offline
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Registered: 04/02/07
Posts: 677
Loc: Cleveland, Ohio
For your Kiowa missions, remember they are not attack helicopters against large quantities of enemies. If manpads or AA are detected or known to be operating in area artillery/CAS will be on call.

You see them operate in Iraq (Yes they are still there. Don't believe the BS about no American units there.), 'Stan as light attack/support because it is such a low threat/low count environment.

Mantra is: Find them. Fix them in place. Call in the big boys for their destruction.

Scouts Out!

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#3543834 - 03/23/12 09:18 AM Re: Community feedback on adding new units to server [Re: Taosenai]
Punisher5555 Offline
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Registered: 04/02/07
Posts: 677
Loc: Cleveland, Ohio
Suggestion:

I think the biggest thing we are missing in our missions is artillery and/or air support for targets out of reach of arty.
No unit operates without arty or on call air support. Majority of all "kills" on the battlefield are by arty.
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#3543837 - 03/23/12 09:26 AM Re: Community feedback on adding new units to server [Re: Taosenai]
Taosenai Offline
ArmA 2 Stuff Maker
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Registered: 03/29/11
Posts: 1077
Loc: U.S.A.


The return of...!?
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#3543981 - 03/23/12 01:33 PM Re: Community feedback on adding new units to server [Re: Taosenai]
Taosenai Offline
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Registered: 03/29/11
Posts: 1077
Loc: U.S.A.
@Punisher: Yes, I am increasingly including air support, at least one unit, as an option in my new missions. The addition of the F-16, and more importantly the new bomb types in the Missilebox, allow me to build nice CAS aircraft. For gameplay reasons I haven't been including Mavs or Hellfires, since they are a little "tab and go" which isn't much fun. My current favorite is the F-16C with 2x JDAM, 4x GBU-12 LGB, 2x Mk82, 2x AIM-9. Lot of options, not overpowered, demands cooperation with ground forces.

Thanks for the info about the Kiowa, which confirms my intuition about how to use it in missions. Not a heli for scouting out around SA-6 sites and Tunguskas :3

As for artillery, I am interested in more feedback on this. The default artillery computer is much too game-y to be that interesting. It's point and win, and leaves nothing for infantry to do. Since most players are infantry in any mission, I don't consider this acceptable.

However, there is a nice scripted arty system (R3F) out there which makes it more realistic and interesting, which I can include per mission. Would people be interested in seeing that? You would need to do some minor studying about arty operations to really use it well, though. It's already included in the big Counterinsurgency mission on Takistan. Just go to the big base and use the arty computer and guns there.


Edited by Taosenai (03/23/12 01:41 PM)
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"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
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#3543996 - 03/23/12 01:54 PM Re: Community feedback on adding new units to server [Re: Taosenai]
Meatsheild Offline
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Registered: 03/31/08
Posts: 1144
Loc: Peoples Republic of Yorkshire
Originally Posted By: Taosenai

The return of...!?


muhahahahahahahah biggrin


as for arty, i aint that fussed smile

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#3544534 - 03/24/12 03:54 PM Re: Community feedback on adding new units to server [Re: Taosenai]
gatordev Offline
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Registered: 09/30/06
Posts: 290
Tao,

I'm interested in your ballistics update. How much will it affect? Will it still use the BIS "easy bake" range adjustment, but have more accurate ballistics or will it be more about clicks and ranging like the NWD addon had (I didn't really mess with it too much, but an updated version of that would be great)? And thanks for fixing the SD ballistics. I'm really surprised BIS doesn't do something about that. WHen I make missions for myself, I just give all the suppressed players super-sonic ammo and call it close enough, but it still gives the AI too much of an advantage because they seem to know instantly where the shot came from.

As for CAS, having a FAC and a laser-guided equipped air asset is always a great move. That way you have to protect your FAC at the squad level and then the air asset can't just tab-and-shoot at anything red, like you mentioned.


Edited by gatordev (03/24/12 03:56 PM)

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#3544614 - 03/24/12 07:55 PM Re: Community feedback on adding new units to server [Re: Taosenai]
Taosenai Offline
ArmA 2 Stuff Maker
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Registered: 03/29/11
Posts: 1077
Loc: U.S.A.
No, the ballistic update is very, very minimal. It effects only the muzzle velocities and the air resistances of the bullets to get a more correct drop and flight time. Easy range adjustment is still in. It's important to me that no default systems be changed, to keep it accessible to people familiar only with the base game.

I think, but haven't tested it yet, that a proper ballistics system can be implemented client-side-only. I'm going to try, at least, so I'll let you know. I'm a big fan of clicks and ranging! lol
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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#3544661 - 03/24/12 09:42 PM Re: Community feedback on adding new units to server [Re: Taosenai]
Meatsheild Offline
Member

Registered: 03/31/08
Posts: 1144
Loc: Peoples Republic of Yorkshire
Originally Posted By: Taosenai
I think, but haven't tested it yet, that a proper ballistics system can be implemented client-side-only. I'm going to try, at least, so I'll let you know. I'm a big fan of clicks and ranging! lol


you just cant stop tweaking can ya! hahaha

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#3544818 - 03/25/12 10:32 AM Re: Community feedback on adding new units to server [Re: Taosenai]
TankerWade Offline
Member

Registered: 06/14/11
Posts: 301
Loc: Portsmouth, NH
Should we delete any mods we have already installed that are also in the mod pack before installation?

For example I have the F-16 mod in my ArmA folder, as well as several of the islands mentioned. Should I remove them or will this be a separate mod folder of its own (that would be ideal)
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