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Old 12-16-2006, 01:09 AM   #31 (permalink)
 
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Re: 1stMIP News / Here We Come Sahrani

Orginaly posted by Dslyecxi: "There is a big video at the end that is about 20 minutes long and has various clips from the mission (the full mission was 1h40m). You can find a Google Video version of it here: http://video.google.com/videoplay?do...90202139632242
Note that in the video you can hear Alpha squad and Command, so if it sounds confusing at times, that's why. There's profanity in the video, so if that's a problem for you, you've been warned in advance."

Wow, that was interesting and seemed realistic.

I hated it for the sniper spotter, man that was a tough loss.

The chopper pilots nearly bought the farm, quite the hike back to base.


I liked your community logo on the heavy jeep, nice touch.

I am thinking it would take a while for me to just be comfortable with the grunt role. The jargon was intence, but I am learning stuff from your website.

John, I'll look into your idea later today (00:05) right now in Virginia.

Again, awsome video. That was a good simulation of real life, would be tax dollars well spent to train US warriors with.
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Old 12-16-2006, 02:02 AM   #32 (permalink)

 
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Re: 1stMIP News / Here We Come Sahrani

Great discussion guys. Thanks to all the parties for the excellent discourse.
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Old 12-19-2006, 03:23 AM   #33 (permalink)
 
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Re: 1stMIP News / Here We Come Sahrani

Quote:
Please share your observations after the session.
I wish I had time to write up full AAR's for all of the missions we play. It'd be a full-time job on top of the other things I do, though, so unfortunately it can't happen. However, I can share some thoughts on what happened without going into a full runthrough of each mission.

We used the platoon structure as mentioned earlier in several missions on Saturday. I ended up being a squad leader in two of them, with Syixxs acting as platoon commander for both. With the new platoon structure and color-coded markers, we were able to easily organize our forces in a way that would have been cumbersome and ineffective in the past. It was trivial for any element to look at the map and see where the various squads and fireteams were positioned. The only issue I had was that the marker text was a bit too big - that's something that you can't change in OFP. You can scale the markers themselves, but the text labels stay the same size.

For an example of both the benefits and drawbacks of the system, take a look at this shot from "Chickenhouse", a mission in which we ended up defending a town from an enemy attack when we had initially thought we'd be doing a simple recon mission.

As you can see, it can look pretty cluttered when you're not fully zoomed in. Still, even like this, it's extremely useful to be able to see the force disposition at a glance.

One of my fireteams, which I had sent towards the next town to act as an observation post, ended up almost getting cut off by the main enemy thrust. It was pretty epic - my squad ended up being forced to pull back to a set of farm buildings on the right flank of the platoon, from which we were able to observe the approach of both enemy infantry and armor.

Charlie squad, on the far left and forward of both my and Alpha's positions, ended up taking the brunt of the fighting. Our command Bradley ended up chewing through a lot of the enemy, too, which was nice. We were using a special AI script that had the AI acting quite a bit more intelligently and competently - they were deploying smoke when advancing, amongst other things. I believe we even had an enemy helicopter drop troops behind our lines during the fighting, though I never got eyes on them. The server actually ended up crashing towards the end of the mission - not too sure what caused it, but we'd basically won the mission by that point, so it wasn't a big deal. It was a very fun mission, too.

The other mission we played that had the platoon structure featured was called Farmland Assault. Here's what our initial position looked like.


This mission involved us doing a heliborne assault on an enemy position to try to knock it out. We had two Blackhawks loaded up - full squads in each, plus a sniper element in mine, and the command element in the other - and a Cobra as CAS. Both of our LZ's were to the north of the enemy town. I flew my helo - didn't want to have my squad being flown around by anyone else, as I felt responsible for their safety - and made a landing about a kilometer and a half away from the objective. Here's a very cool shot of the squad debarking from the helo and forming a perimeter. Having the fireteam setup allowed me to tell each team what their area of responsibility was - one team went north, one went south-west, one went south-east, and we had the LZ secured in short order.


Bravo squad proceeded to the objective, with us to their west about a kilometer and a half initially. We both converged, and by the time we were at the objective, we were seperated by perhaps 300-400 meters. There was some contact during our approach, which we dispatched easily. Movement was made via overwatch, with two fireteams covering one, then that fireteam securing an area while another fireteam moved up, after which the final would move. It worked very well. Basic tactics made extremely easy by our platoon structure.

I recorded footage towards the end of this mission. You can't hear me talking (I'm going to edit in the sound from another player's recording when I have the time later), but you can get a pretty decent idea of how the closing minutes went.

You can download the footage here.

The other problem I experienced was one that I had anticipated well in advance - OFP doesn't allow you to name groups in the slot select screen, or choose what order they're in (though you can kinda-sorta work around that if you make an effort to), so it wasn't always clear what squads and fireteams were occupied from the slot-select screen. Considering that the platoon structure is intended for ArmA, and it allows for the naming of groups in such a fashion, this was something that I considered to be an acceptable annoyance for now.

One thing that I could change, though, was how the group markers looked. I ended up creating a set of custom markers for our platoon, ones which don't require any text descriptions. Because of this, they can be scaled down in size, and since the text is part of the icon itself, the text scales with it. Here's what our platoon looks like, and what it'll look like in our future missions.



All in all, there was quite a bit learned in the session. I'm slowly starting to put together our ArmA Tactics, Techniques, and Procedures page for ShackTac, and thanks to the structure it will be possible to really dig down and set forth more elaborate battle drills and group tactics that were not as easily executed in the past.

It will be interesting to see if ArmA can handle ~100 people on a server with lots of enemy AI. The thought of running two platoons - one ShackTac, one TG - in a massive coop scenario is quite appealing. Time will tell, I suppose.
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Old 12-23-2006, 11:09 PM   #34 (permalink)
 
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Re: Welcome!

Greetings, I am currently playing the demo.

My name tag is High-Tech, and my radio call sign is Ric.

I came out of the BF2 generation.
____________

The demo although lacking in tutorial aids, is a great learning tool once you spend some time with it.

The best learning and fun comes with getting on teamspeak and joining servers together.

I most likely will play in the evenings due to increased traffic.

I host a good server*. We all know the best servers come out of VA, USA. Even the Blonde Belgium Bomber was impressed.

Although not knowing what in the hell to do, I try to be a good team player.

One thing I need to work on is being clearer on communication and letting others now when I am moving. (no more HUDS) I never knew withdrawal felt so good.

“Where, is Ric? He was just here in the bushes?”

/Rick gets his compass out while fumbling with his M4. “Uhh… head west 30 meters, I found some more bushes.”



*There were only two others on the server during this time.
Wimpinator from Tennessee
BigGayAl from Belgium
Another person was Lt. Wolf from Cali, who came after Al checked out on his own accord.

My objectives with the demo.

1. Learn the layout of the southwest section of the Island. (Think GTA, III/Vice City/ S.A. )
2. Understand all the many functions I have in the game as a squad member/fire team leader/squad leader.
3. Get a feel for the vehicles
4. Get a feel for the weapons
5. Understand the three game modes.
6. Help others learn the above.
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Old 12-31-2006, 03:17 AM   #35 (permalink)
 
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Re: 1stMIP News / Here We Come Sahrani

Thought you guys might like to see two screens from this Saturday's session. The first shows off two squads (plus an extra fireteam) running across open ground in a coop mission. It was very cool to know that all of the soldiers were actual human players, and the fact that I managed to get a screen of most of them at once was really neat.



The other shot is what our new custom platoon markers look like in-mission in an actual coop environment. I think they turned out very nicely, and they're fantastic for coordination purposes.



edit: One more for good measure.. from an adversarial mission where one team had to try to cross a bridge and disarm demolition charges set on it while the other team had to try to stop them.
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Old 01-01-2007, 12:19 PM   #36 (permalink)
 
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Re: 1stMIP News / Here We Come Sahrani

differnt topic.

How will the Cap the Island stuff work out when the UK release hits come spring time?

Do sides agree to fight over a few flags? If not, it would take a while to cap the island.

From what I understand, most play the game for the coop missions and to make their own missions, is that correct?

If so, this game will never get old because there will be always new coop missions to try out.

Also, can the coop missions be more than 8 players?

Thanks.

PS, I am doing well with the demo.
I have been a part of three coop mission accomplishments (only have one option here)
One time, I was the only one left
One time, I and another were left
One time, I and two others were left.

I have gotten the controls down well and should be an assist come spring time when the SahraniLite and Sahrani have the merger.
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Old 01-01-2007, 01:48 PM   #37 (permalink)



 
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Re: 1stMIP News / Here We Come Sahrani

We have one Capture the Island mission loaded on the server already, 60 players I believe. The way it works there is you have 6 cities that you have to assault and hold. You 1st spawn in your homebase and choose your player from there (later on once you have other bases you can spawn there as well). You try to hold bases a couple minutes so a parachute team can come in and secures the area. Once that is complete a convoy comes and begins to esablish a base. All the while the other side is attacking and trying to do the same.
The overall objective is to capture as many bases as possible and hold tehm as long as possible. The scoring is based upon lenght of hold and bases captured.
It seems like it could be allot of fun with allot of people but with just a small handfull it is horrible. And yes you can be either side.
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Old 01-01-2007, 01:53 PM   #38 (permalink)
 
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Re: 1stMIP News / Here We Come Sahrani

Hey, thanks. Myself and two other MIPs checked this out.

Getting the supply truck to the new base is really important. An escort is big time needed.

I like the scoring system you mentioned.

Seems like it would be whack-a-mole even with the server completly filled due to the large amount of flags.
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Old 01-03-2007, 10:36 PM   #39 (permalink)
 
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Re: 1stMIP News / Here We Come Sahrani

Another question.

Is anyone seeing a differnce in the AK rifle and the M4 (scoped) when zooming in.

I prefer the AK when in urban combat. The scope gets in my way when I just right click.
The AK gives you a good field of view, plus when you right click and hold down, it zooms in fairly well.

I am not seeing any differnce between the naked eye AK and the M4 scoped weapon when I zoom in.

Seems like the scope on the rifle should be quite an improvment.

Is this just me?
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Old 01-03-2007, 11:53 PM   #40 (permalink)
 
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Re: 1stMIP News / Here We Come Sahrani

Quote:
Originally Posted by Rick_the_new_guy View Post
Seems like the scope on the rifle should be quite an improvment.

Is this just me?
The "scope" is not magnified, it's a reflex optic. If you want a magnified optic (ACOG), try playing as the US Grenadier.

As to the reflex sight (Aimpoint), ArmA does not do that great of a job of showing off the benefits of such sights. They really aren't any better than ironsights in ArmA, for the most part.
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Old 01-04-2007, 12:24 AM   #41 (permalink)


 
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Re: 1stMIP News / Here We Come Sahrani

Quote:
Originally Posted by Dslyecxi View Post
As to the reflex sight (Aimpoint), ArmA does not do that great of a job of showing off the benefits of such sights. They really aren't any better than ironsights in ArmA, for the most part.
Agreed. It would be nice if the sight body "blurred out" somewhat to simulate both-eyes-open shooting.
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Old 01-04-2007, 12:37 AM   #42 (permalink)
 
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Re: 1stMIP News / Here We Come Sahrani

Quick question.

Can you vary the distance of your frag throws?

Currently, I am under the impression that it is just one option.

I am asking so I can put it down on the wish-list thread that Dslyecxi started.
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Old 01-05-2007, 08:43 AM   #43 (permalink)
 
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Re: 1stMIP News / Here We Come Sahrani

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Originally Posted by Strag View Post
Agreed. It would be nice if the sight body "blurred out" somewhat to simulate both-eyes-open shooting.
The problem with the scope might be that in real life, yes it blocks that portion of your view, but in real life you have almost twice the FOV I estimate then on a normal screen. I find it a very clumsy weapon and it makes the saw much more effective in close quarters than the m4, where I believe in RL the optics that are on the arma M4 are great for close quarters.

What they should have done is make the visor transparent. I'll explain why this is more realistic. When you aim through the visor with both eyes open, your brain will cause the image of the rifle to seem transparent because it is superimposing to an image of the scenery without a rifle in the foreground, and one with the rifle in foreground.

It is like the evolution from classical paining to impressionism. This is a trend in recent video games, and a very popular one. It is an evolution from depicting how something is objectively to how it is subjectively. It might sound unrealistic at first, but a transparent scope (if it is one that is used with both eyes open, so no go for the sniper) is the more realistic way to visualise reality here.
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Old 01-05-2007, 09:37 AM   #44 (permalink)
 
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Question Re: 1stMIP News / Here We Come Sahrani

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What they should have done is make the visor transparent. I'll explain why this is more realistic. When you aim through the visor with both eyes open, your brain will cause the image of the rifle to seem transparent because it is superimposing to an image of the scenery without a rifle in the foreground, and one with the rifle in foreground.
check out post number 33 in this thread. The picuture of the rifle in zoom mode is what your talking about, no?

This should be done again with Armed Assault.

PS, after researching the Aimpoint, I was surprised that it does not magnifiy at all. I assumed it is a very low grade scope that further enabled you to hit your marks better.
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Old 01-05-2007, 11:06 AM   #45 (permalink)
 
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Re: 1stMIP News / Here We Come Sahrani

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Originally Posted by Rick_the_new_guy View Post
check out post number 33 in this thread. The picuture of the rifle in zoom mode is what your talking about, no?

This should be done again with Armed Assault.

PS, after researching the Aimpoint, I was surprised that it does not magnifiy at all. I assumed it is a very low grade scope that further enabled you to hit your marks better.
Exactly, though transparency should be about 50% realistically i would think.
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