![]() |


|
|||||||
| Armed Assault - Tactics, Missions and Mod Discussions Discussion about Armed Assault tactics, maps, missions and mods. |
![]() |
|
|
Thread Tools |
|
|
#1 (permalink) | |
|
Join Date: Mar 2006
Location: Houston, TX
Age: 25
Posts: 511
|
Some of you may already be familiar with either the Wargames League mod for Operation Flashpoint, or the in-development Advanced Combat Environment mod for Armed Assault. For those that aren't, the intent behind both mods is basically to turn their respective games more towards in-depth combat simulation, enhancing playability through the use of positive changes and additions to the simulation framework inherent in their respective games. In short, it is an evolution in gameplay, taking what BIS has created and expanding on it in as many positive ways as possible, with the emphasis being on realism focused towards enhancing the gameplay experience. .
![]() Advanced Combat Environment is the ArmA followup to the Wargames League mod. WGL for OFP was easily my favorite OFP mod by far - when ShackTac switched over to it in 2006, we never could go back to anything else. It totally redefined how OFP was played for us. From the testing we have been doing with ACE in recent weeks, ACE is set to have the same impact on ArmA as WGL once did on OFP. In a word, it's incredible. I'm creating this topic on TG to open up discussion and field any questions that might be on your minds. A brief rundown of some of the ACE features follows. There is a lot to this mod, and this is only part of it. Quote:
__________________
![]() ![]() ![]()
|
|
|
|
|
|
|
#4 (permalink) |
![]() Join Date: Jul 2007
Location: N.Ireland
Posts: 241
|
Re: ACE - Advanced Combat Environment
Cant wait to play this..new maps and so many other great things about it....only question is how long do we need to wait lol
__________________
|TG-4th|AdeptAbyss
![]() ![]() ![]() [2]1st|LCpl.AdeptAbyss http://arma-tow.com/ M4A1, $1k. Armored Humvee, $150,000. M1A1, $4.3M. Watching as Delta blows up the guy you've been trying to capture Priceless |
|
|
|
|
|
#5 (permalink) |
|
Join Date: Jun 2005
Posts: 64
|
Re: ACE - Advanced Combat Environment
I'm absolutely sure ACE is going to be great, but I wouldn't mind if you could actually answer a couple of questions:
- How's the diagnosis part handled for the medic? - Are ammo/bandage rucks still in, or you can find anything in the rucksack, ammo box stlyle? - Are smoke effects finally vis-blocking for AI? (if I remember well, in WGL at least smoke nades were; oh, and do they put up more smoke?) - I've read on BIS forum that you already have suppresive fire working both ways; how does AI use it? Similar to ECS? (keeps pounding your last known position?) Any other exciting new AI features you could share with us? ![]()
__________________
The most dangerous thing on a battlefield is an officer with a map. |
|
|
|
|
|
#7 (permalink) |
![]() Join Date: Mar 2007
Location: Fermanagh, Northern Ireland
Age: 22
Posts: 518
|
Re: ACE - Advanced Combat Environment
Sounds amazing, i have been looking forward to this ever since i read dslyecxi's great ArmA manual all those months ago. Again, main question is When When When?!
Really like the sound of less deaths and more serious injuries, teams are really gonna have to be organised and on the ball to work this, which is perfect. Also the slogging round with big kits sounds brill, far more realistic, and if there are grab bags in case of having to bug out of a contact....WOW! Cant wait, all the game needs now is the intro of some brit forces! ![]()
__________________
|TG-X|Jeepo 10th Tactical Guard Server Rules and SOP | Kicked? Banned? READ THIS FIRST! Contact an Admin | Nominate your teammates for a ribbon Ikariam: TGA Vanguard [64:80] Marble TGA Vanquish [64:82] Wine TGA Vengence [65:79] Crystal Glass TGA Valiant [41:88] Wine Dum spiramus tuebimur - While we breathe, we shall defend
|
|
|
|
|
|
#8 (permalink) | |||
|
Join Date: Mar 2006
Location: Houston, TX
Age: 25
Posts: 511
|
Re: ACE - Advanced Combat Environment
Currently you get an "Examine" action for a person, upon using it you'll receive a hint that states what their status is. Are the conscious, are they bleeding (and if so, how heavily), do they have a pulse? Your treatment ends up being based on that, and you can triage people accordingly.
Quote:
Quote:
Quote:
As to release, it shouldn't be too long before the first beta release. We aren't giving a specific date or timeframe, though.
__________________
![]() ![]() ![]()
|
|||
|
|
|
|
|
#10 (permalink) |
|
Join Date: Jun 2007
Location: UK, Staffs, Leek
Posts: 73
|
Re: ACE - Advanced Combat Environment
I have been waiting a year now for this, still waiting, and it should be good
.
__________________
Before you judge a man, try walking a mile in their shoes first. That way your a mile away and you have their shoes. |
|
|
|
| Sponsored links | |
|
|
|
|
|
#11 (permalink) |
|
Join Date: Nov 2006
Location: Canada
Posts: 525
|
Re: ACE - Advanced Combat Environment
1) does ACE have any plans to change any of the default sounds of arma?? if so, are you planning on incoporating any of the other sound mods such as FDF or Chammys?
2) does ACE have any plans to change the default AI? if so, will it be incoporating the progress in mods like ECS, etc? NOTE: I ask these questions because although we do have some great sound and AI mods, not alot of servers run them and there is no standard as to which one they are running. Having one mod to set a new standard (ACE) would be quite a step up because that requires every server (and therefore every player) to run with simular settings. For example right now its nice to run a smoke effects mod, but youll actually be putting yourself at a disadvantage because other players will only see the default, tiny smoke cloud. Hoping ACE will remedy this as it will be the first client/server side mod with any kind of widespread public distribution. |
|
|
|
|
|
#12 (permalink) | ||
|
Join Date: Mar 2006
Location: Houston, TX
Age: 25
Posts: 511
|
Re: ACE - Advanced Combat Environment
Quote:
Quote:
__________________
![]() ![]() ![]()
|
||
|
|
|
|
|
#13 (permalink) |
|
Join Date: Nov 2004
Location: Covington, VA USA
Age: 34
Posts: 1,226
|
Re: ACE - Advanced Combat Environment
I wonder if it would be possible to mod some of the weapons to give us a few more choices. Any plans for something like that? I know when I use a support weapon, I always find myself wanting an Aimpoint MPS3. At a distance, the iron sights take up a lot of the view and the bullets drop below the level of the barrel and you can't see where they are hitting without sweeping back and forth. An Aimpoint MPS3reddot would be an excellent addition and is very realistic since they are frequently added to support weapons in the military.
__________________
|TG|Elwenil A vote for Obama is change we can believe in? So was the last ice age, but that don't make it good.
|
|
|
|
|
|
#14 (permalink) |
|
Join Date: Jan 2008
Posts: 46
|
Re: ACE - Advanced Combat Environment
Whole stack of questions for you
![]() As you can see, I am quite excited. Keep in mind, some of the things I ask might not be possible ... just would be nice to see. 1. What kinds (if any) of missions will come with ACE? 2. What kinds of infantry and vehicle classes will there be? ie: Rifleman, Automatic Rifleman, Automatic Rifleman Assistant, GPMG Gunner, GPMG Gunner Assistant, etc. 3. Will there be any special considerations needed to transform missions to be "ACE Compatible"? 4. Will the new "ArmA Island" feature predominantly enterable buildings? (might as well try to ask it hehe) 5. Any attempt at adding thermal imaging for various vehicles? Smokescreen launchers/generators? AA countermeasures? 6. What kinds and types of markers will be included? NATO, Warsaw Pact, Others? 7. Any plans for artillery (mortars, howitzers, missle/rocket)? 8. What kinds of man-portable heavy weapons are included? HMGs? TOWs/missle systems? Mortars? 9. Plans for claymores or other types of mines? Tripflares? Hand launched (no weapon needed) paraflares? 10. Any plans for IR weapon sights to be used with NVGs? 11. Any plans for flashlights for weapons/handheld (colour filters?)? 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. 13. Any plans for a RTO, only allowing certain players to use certain radio channels? 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) 15. Any plans for animations for using compass/map/GPS/watch? (Anything would do heh) Well ... I guess thats all for now. There will be more ![]() |
|
|
|
![]() |
| Bookmarks |
| Tags |
| ace, arma, dslyecxi, shacktac |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
|
|