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Armed Assault - Tactics, Missions and Mod Discussions Discussion about Armed Assault tactics, maps, missions and mods.

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Old 04-15-2008, 06:17 PM   #16 (permalink)
 
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Re: ACE - Advanced Combat Environment

Looking forward to it.
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Old 04-15-2008, 06:39 PM   #17 (permalink)
 
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Re: ACE - Advanced Combat Environment

Something I've been looking forward to for a long time. Thanks for the info.
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Old 04-15-2008, 07:20 PM   #18 (permalink)
 
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Re: ACE - Advanced Combat Environment

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1. What kinds (if any) of missions will come with ACE?
It remains to be seen. ShackTac/BAS have created a special version of the BAS Mission Framework that is specific to ACE, so aspiring mission designers will have a lot of help in that area. I can't speak as to what the beta's mission selection will be, though.

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2. What kinds of infantry and vehicle classes will there be? ie: Rifleman, Automatic Rifleman, Automatic Rifleman Assistant, GPMG Gunner, GPMG Gunner Assistant, etc.
Pretty much everything. There are far too many to list. There are many new vehicles and tons of infantry variations.

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3. Will there be any special considerations needed to transform missions to be "ACE Compatible"?
You will probably want to rebalance all missions to cater towards ACE. You can play them without doing so, but it may not provide the best gameplay. ACE introduces a very different pace and difficulty level compared to normal ArmA, and you get the best results from designing your missions to account for this.

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4. Will the new "ArmA Island" feature predominantly enterable buildings? (might as well try to ask it hehe)
Nothing further to add on this one for now.

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5. Any attempt at adding thermal imaging for various vehicles? Smokescreen launchers/generators? AA countermeasures?
Thermal - yes, we have a thermal-esque script in development. It's not going to be a groundbreaking thermal imaging system, but it will get the basic idea across. ArmA does not really allow for proper thermal without an absurd amount of work, at least from what we've been able to tell so far. Smokescreens/smoke launchers, yes, they're on appropriate vehicles. AA countermeasures are in as well.

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6. What kinds and types of markers will be included? NATO, Warsaw Pact, Others?
NATO at the very least.

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7. Any plans for artillery (mortars, howitzers, missle/rocket)?
Yes. The end goal is to have CoC's Unified Artillery for ArmA as the artillery backend. In the shorter term, we've acquired a new team member who has created a very similar system that should serve us well in the interim.

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8. What kinds of man-portable heavy weapons are included? HMGs? TOWs/missle systems? Mortars?
Mortars will be in a future release. HMGs, grenade machineguns, and TOW/AT crew-served weapons are all either implemented or in the process of being implemented.

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9. Plans for claymores or other types of mines? Tripflares? Hand launched (no weapon needed) paraflares?
Claymores, mines, etc - yes. Tripflares, I believe so. Hand-launched flares, I'm not sure, but they could be added in the future if there's a desire for them.

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10. Any plans for IR weapon sights to be used with NVGs?
Not currently. It may be possible and may be worth pursuing in the future, but at the moment it's not on the list.

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11. Any plans for flashlights for weapons/handheld (colour filters?)?
I've never seen a flashlight mod for ArmA or OFP that was worth anything. I doubt this will change - the engine's lighting method does not facilitate such things. Perhaps we'll investigate it more in the future, but right now there are better things to work on.

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12. Is the item carrying system be changed at all? Can you carry more ammunition? What is the maximum you can carry? ie: 8 mags, 4 frags on a vest.
Yes, read the section in the original post about rucksacks. You can carry as much as you want/have space for (in the ruck, in cubic centimeters of volume), but it will have an impact on your stamina.

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13. Any plans for a RTO, only allowing certain players to use certain radio channels?
There are ways to make an RTO useful, but there is no way that I know of to allow VON or chat to be enabled/disabled selectively. Perhaps in ArmA2. We will do something with RTOs, but it remains to be seen as to the specifics.

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14. Any plans to change reload speed based on type of reload? Dry reload vs. tac reload? Any plans to add 31 rounds total after a tac reload? (For certain weapons)
Reload speeds vary based on stance, but there is no distinction between dry/tac reloads. Perhaps in the future, if it's worth the hassle. I'm not convinced that it would add anything - the difference in speeds is minimal in reality for a trained shooter.

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15. Any plans for animations for using compass/map/GPS/watch? (Anything would do heh)
Nope, the ArmA animation system would make this an absolute nightmare and far more hassle than it'd be worth.
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Old 04-15-2008, 07:24 PM   #19 (permalink)
 
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Re: ACE - Advanced Combat Environment

Nice, thanks for all the answers! And quick too!
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Old 04-15-2008, 08:06 PM   #20 (permalink)
 
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Re: ACE - Advanced Combat Environment

The real question: When can TG switch over?!

How do you think this will work with CoOp compared to Player Vs Player? (I just got the game - have only done CoOP but realllly want to get a massive PvP game sometime...) Will ACE favor co-op?

About the ammo...

Technically we could have an ammo boy loaded up with all our ammo? I like this idea.
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Old 04-15-2008, 08:40 PM   #21 (permalink)
 
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Re: ACE - Advanced Combat Environment

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Originally Posted by TheSkudDestroyer View Post
How do you think this will work with CoOp compared to Player Vs Player? (I just got the game - have only done CoOP but realllly want to get a massive PvP game sometime...) Will ACE favor co-op?
It works the same for either.

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About the ammo...

Technically we could have an ammo boy loaded up with all our ammo? I like this idea.
If you'd like to have one guy lagging behind all the rest and wearing himself out in short order, yeah, you could do that. Alternatively, you could distribute extra ammo amongst the squad members and appropriate personnel (ie: assistant automatic rifleman) and you'll find it to work much better.
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Old 04-15-2008, 09:09 PM   #22 (permalink)
 
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Re: ACE - Advanced Combat Environment

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Originally Posted by Dslyecxi View Post
- Fantastic visual effects, created by none other than Maddmatt. If you've used his public ArmA Effects stuff, you'll have a good idea of what to expect.
I disabled ArmA effects because it seemed to cause a drop of about 5-10 FPS on my computer. Since I'm running at anything between 15 and 40 FPS, it's a big deal for me. I understand that ACE will be server side. So, has it been upgraded to not cause any FPS drop? If not, will it be possible to disable this particular feature?
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Old 04-15-2008, 11:53 PM   #23 (permalink)
 
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Re: ACE - Advanced Combat Environment

this is great news

congrats to the ACE team for staying with if and giving us a great mod.
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Old 04-16-2008, 12:41 AM   #24 (permalink)
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Re: ACE - Advanced Combat Environment

- Are you using something like andymags mod? (displaying actual items on the ground, instead of generic satchel boxes)
- On the same page, a longshot: have you implemented a quicker way to pass items from one soldier to another, or are we still stuck to the slow old 'put gear on ground' 'take gear from ground'? (even an animation tweak could be an improvement)
- And last (for now), will WGL missions be compatible with ACE & its island ports from OFP?
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Old 04-16-2008, 08:07 AM   #25 (permalink)
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Re: ACE - Advanced Combat Environment

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Originally Posted by Krako View Post
I disabled ArmA effects because it seemed to cause a drop of about 5-10 FPS on my computer. Since I'm running at anything between 15 and 40 FPS, it's a big deal for me. I understand that ACE will be server side. So, has it been upgraded to not cause any FPS drop? If not, will it be possible to disable this particular feature?
I use AE and I'm not noticing much of a drop now that I have the latest version. My PC is old too (P4 2.0ghz ATI 9500 128mb card and 1 gig 266 Ram). I'm under the minimum specs for the game and ArmaEffects doesn't cause me problems (only when huge explosions but they are rare).
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Old 04-17-2008, 03:08 PM   #26 (permalink)
 
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Re: ACE - Advanced Combat Environment

heres a question for ACE: is the m136 (and other 1shot disposable weapons) reloadable still (unrealistic) or is it fired and then dropped as a spent casing, like in real life?
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Old 04-17-2008, 03:55 PM   #27 (permalink)
 
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Re: ACE - Advanced Combat Environment

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Originally Posted by fuzzhead View Post
heres a question for ACE: is the m136 (and other 1shot disposable weapons) reloadable still (unrealistic) or is it fired and then dropped as a spent casing, like in real life?
The AT-4 in ACE is a single-shot disposable weapon as in reality. You fire it, drop it, and hope whatever you hit is dead and not simply angry and looking for vengeance.
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Old 04-17-2008, 07:43 PM   #28 (permalink)
 
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Re: ACE - Advanced Combat Environment

I'm under the impression that the M136 is a real device, not intended to be fire-and-forget. That's second-hand knowledge, though.
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Old 04-17-2008, 07:50 PM   #29 (permalink)
 
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Re: ACE - Advanced Combat Environment

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I'm under the impression that the M136 is a real device, not intended to be fire-and-forget. That's second-hand knowledge, though.
Your impression is wrong. The M136 is a single-shot unguided AT rocket that is issued as a round of ammunition in reality. You fire it and, if you have time and the situation warrants, destroy the tube.
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Old 04-17-2008, 07:53 PM   #30 (permalink)
 
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Re: ACE - Advanced Combat Environment

The M136/AT4 is a real device and is a single use, manually aimed AT weapon.

http://en.wikipedia.org/wiki/AT4

It's unfortunate that the ACE devs have gone through all the work to make the over pressure thing work, since the current AT4-CS doesn't have the problem in confined spaces.
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