Includes basically everything you mentioned, from very powerful sniper rounds (able to ie. one-shot most automatic turrets on vehicles or pierce armor and kill crew if you aim correctly), through a dedicated UAV operator, to thermal binoculars, just read through the thread if interested.
There are quite a lot of engine tweakables in the "faction", from custom ammo, through detection adjustments (tuned for cnto asr ai 0.7 skill, don’t try them with editor default 0.3), to the ability to hide bodies underground (engine feature from the flashpoint days, I just needed to enable it). One thing I’m not so sure about is footstep sounds - these don’t affect AI detection, but I made them audibly much more silent to match approx. what AI can hear. There have been a lot of footstep sound system changes in 1.66, so they might be full volume again (different cfg classes used?).
Basically while the faction has a lot of firepower, it’s kind of only for the emergency cases as nearly non-existent medical supplies, the lack of a medic role and overall gear pre-designate this "faction" for recon or hit-and-hide one-life kind of gameplay and anybody using it differently will probably struggle.
I believe there’s a video test of it somewhere in the R&D changelog thread - https://www.youtube.com/watch?v=EyIafG7lPjI . It’s a bit cheesy (it’s usually not like this) and this was an early prototype, but it shows approx. what I was aiming for.
MOCAP Melee works reasonably well if used vs players. It’s been a while since I’ve tested it vs AI and back then it was impossible to sneak up on AI soldiers.
Thanks, not much use on coops then… One thing I forgot. I’ve been reading AI is able to detect players speaking over ACRE. Can anyone confirm that is working? Or do we need to add some extra scripting to enable it?
Yeah, just read through the entire thread if you have a few minutes, to get the general idea of what types of units should be grouped together, etc. When using default blufor tracking (and not per-unit like my sandbox mission does), make sure to name the groups in Eden.
Doesn’t work on our old 811 version and worked quite badly on the new one we tested with Bull, enemies could hear you whisper (lowest voice level) ~8m away. Guess it’s ace gesture time until that’s tweaked.
With the sf faction, you can sneak up on enemies quite easily, not sure how well that works with melee mods. Frankly, they’re IMHO not needed - I tuned the 9mm pistol/SMG silencer to be really quiet (think: Welrod) to the point of it being slightly unrealistic, for gameplay reasons. (IIRC the pistol barrel slows the round down to subsonic while the SMG doesn’t, but I might be wrong on that. Didn’t want to give the SMG subsonic rounds as they are very, very weak against any armor.).
edit: Note that you don’t need to use my SF faction if you want a different SF gameplay, just create your own loadouts, customizing the regular ones.
Oh yea, I like the idea of going silent. The body digging or carrying bit is also mandatory IMO as we don’t want to have corpses lying all over the place.
http://www.armaholic.com/page.php?id=27262 Mocap melee? I’ve never tested it. Is melee nessecary? It’s apparently pretty good, and in addition to take-downs you have no-frills rifle slaps that do some damage, but I don’t see that as being an effective use of the weapon at any range.
Also… Well it’s not entirely no frills but the EXO Suit allows you to, when wearing a suit, casually bitchslap enemies to death in a no frills fashion and it kills them outright. Works pretty well, in addition to allowing you to jump really high. Steam Community :: Error But that’s a bit over the top for us maybe. Just thought you might have fun with it.
While I would like to play as SF onece in a while, I don’t think this hardcore mission idea should be tied to special forces. What would make those missions hard is the one life factor, not the outnumbered factor
I don’t personally fancy the silent stuff with overpowerd gear and exotic mods (Splinter Cell style)
What I imagined is some lower scale operations with maybe some improved but still standard gear
This is just how I see things but if people are more into SF I would join anyway and still enjoy it for sure
No problem man, we will mix things, we can always try insurgency idea or plain old school conventional warfare, we will just need to be creative in balancing the latter approach, maybe giving us air support (driven by players). Bare in mind we can’t count on full cnto attendance as it’s not everyone’s cup of tea. If you have an idea how to bridge the lack of numbers compared to AI… Shoot.
Ok guys i really don’t have the time to reply fully now but…
There is a lot of stuff you guys want, like, love etc. but… for me this is going to fast… and in every direction!
Keep in Mind that the more Basic we start, the easier to find Perfection (and i love Perfection)
My goal is not to bring something very new into this community in terms of weapons, equipment etc. but give us a space to train and learn in a different and challenging way!
I’d agree with dulabu, there’s a lot of cool suggestions that would be great for a miniop, but are probably a bit harder to make and do well. The impression I got was that Dulabu was suggesting some very simple "shooty bang bang" style missions where we focus on doing one thing well, e.g. clear x compound or y town
We are basically saying the same thing. Decrease the scope of the mission with smaller enemy units and smaller objective or go special forces (which Freghar already made and we have used them in operation Neptune). I think we are on a same page.
Mission settings would not be different than standard cnto minus one life.
Yeah I’m not a fan of fancy stuff either. What I thought it would be is more or less standard gear with some tweaked difficulty and simple targets to practice certain things. So if we were to go in silently I would imagine silencers on our M4’s and AR-15’s. More DMT/ Sniper team usage as it’s something that appears from time to time, is not really fancy but you don’t see it that much(and I would love me some sniper rifle).
We could use SF from time to time. This would be nice occasion to try out things that don’t really appear on regular OPs but I wouldn’t go that far and make it Splinter Cell-like.
It seems to me some of the guys identify SF as a rifleman with silencers and I think that’s where we’re getting confused. I don’t think anyone wants thermals and gadgets like what you have in Rainbow Six, but a silent takedown is a must in my opinion, regardless of how we choose to perform it, a sniper, a melee mod or silenced weapons.
Having a silenced weapon is not making it too easy and is not a win-button, especially with AI being so broken.
Guys just to let you know i still think about this (pretty much actually) and it will happen! I just need a lot of time to get started and there are a lot of questions i have to answer for myself…