View Full Version : Which would you most like to see improved/added
Montanaro
Aug 19 2003, 22:42
Which would you like to see improved or added the most? I think I would have to go with the better AI. I'm sick of mowing down rambo wannabes. Real artillery would be great. You could operate the artillery by using a map were you select the area you want to fire on making it possible for you to call in a fire missions in MP. The ai could use the the artillery too like if one ai sees you the artillery guys will know the general area you are in and start pounding away.
MASTAKILLA
Aug 19 2003, 23:08
i think all of them should be integrated or improved http://forums.bistudio.com/oldsmileys/rock.gif
deathguy
Aug 20 2003, 01:36
you forgot to put this : ALL OF THE ABOVE! http://forums.bistudio.com/oldsmileys/smile_o.gif
I voted for more gunner points.
but all are good, but if they improve the AI i hope they dont make so a soldier can gives you a bullet through the head 300m away with an AK (single shot mode, 1shot)
edit: maybe less accurate weapons depending on weapon.
Better CQB.
Right now, you are default zooming. Your field of view is soooo small. And out of personal opinion, it would be cool to have an option to lock your head and shoulders. That way you can see where you are turning right away.
Kind of CS'ish I know, but for myself it made it so much better to fight in close quarters.
Placebo
Aug 30 2003, 11:28
Can't remember the terminology but I'd love to see an advanced bullet damage system, whereby you shoot a house and chunks of brick and dust come off, you keep shooting and more masonry comes off, eventually the building is damaged in such a way part of a wall falls down or whatever http://forums.bistudio.com/oldsmileys/smile_o.gif
Canukausiuka
Aug 30 2003, 19:15
Can't remember the terminology but I'd love to see an advanced bullet damage system, whereby you shoot a house and chunks of brick and dust come off, you keep shooting and more masonry comes off, eventually the building is damaged in such a way part of a wall falls down or whatever http://forums.bistudio.com/oldsmileys/smile_o.gif
That would be simply amazing... but I cannot even imagine how difficult it would be to code, and then implement in the models!
The Frenchman
Aug 30 2003, 21:41
Can't remember the terminology but I'd love to see an advanced bullet damage system, whereby you shoot a house and chunks of brick and dust come off, you keep shooting and more masonry comes off, eventually the building is damaged in such a way part of a wall falls down or whatever http://forums.bistudio.com/oldsmileys/smile_o.gif
That would be simply amazing... but I cannot even imagine how difficult it would be to code, and then implement in the models!
That would be neat. http://forums.bistudio.com/oldsmileys/smile_o.gif
PHY_Hawkeye
Aug 31 2003, 00:26
All of the above. But Arty would have to be done right. It'd be real easy to make the artillery too effective, thus taking he fun out of the game. I think the best way would be to limt who can call in a firemission. Like only a squad leader, if his squad has a radio; or create a new unit, the forward observer,who would call for support. That would be truley awsome.
Yoshiro
Aug 31 2003, 16:47
That type of system would be awesome Placebo, but untill I see something like that working I"m going for multiple guns from a vehicle manned by different people.
Placebo
Aug 31 2003, 19:50
Well I believe Soldner is supposed to have something similar to my suggestion? That's what made me think about it a while back http://forums.bistudio.com/oldsmileys/smile_o.gif
Just looked, not quite what I thought but it's a start I guess...
http://soldner.jowood.com/images/screenshots/tn_ADS1.jpghttp://soldner.jowood.com/images/screenshots/tn_ADS2.jpghttp://soldner.jowood.com/images/screenshots/tn_ADS3.jpghttp://soldner.jowood.com/images/screenshots/tn_ADS4.jpghttp://soldner.jowood.com/images/screenshots/tn_ADS5.jpg
Koolkid101
Aug 31 2003, 20:09
I want all!
Hellfish6
Aug 31 2003, 21:16
I voted for improved squad control, but I think everything else was very worthy as well. My big thing about OFP right now, it that I don't have enough control over my squad. For example, I'd love to be able to tell them to spread out or get closer together, some more on-the-fly formations (staggered wedge, etc.).
I'm very happy with the way OFP works right now, so I'd consider all of these to be wishes. I'd love to see them, but they'd just be another layer of icing on the cake.
Koolkid101
Aug 31 2003, 22:09
I voted for improved squad control, but I think everything else was very worthy as well. My big thing about OFP right now, it that I don't have enough control over my squad. For example, I'd love to be able to tell them to spread out or get closer together, some more on-the-fly formations (staggered wedge, etc.).
I'm very happy with the way OFP works right now, so I'd consider all of these to be wishes. I'd love to see them, but they'd just be another layer of icing on the cake.
I wish the ai would be more independant..... I don't like commanding them. http://forums.bistudio.com/oldsmileys/blues.gif
All of the above but i would like to see it so the AI can see further at night so you can register your targets then set to open fire and watch all hell break loose as you lay down a wall of fire from 200 meters.
also id like to see more trigger happy soldiers who use suppressing and directional fire
SKULLS_Viper
Sep 2 2003, 17:12
Can't remember the terminology but I'd love to see an advanced bullet damage system, whereby you shoot a house and chunks of brick and dust come off, you keep shooting and more masonry comes off, eventually the building is damaged in such a way part of a wall falls down or whatever http://forums.bistudio.com/oldsmileys/smile_o.gif
Well, I know this has been asked for in Americas Army, and the DEVs said no.Because of the lag it would create in MP games.(I think thats what they said)
But it would be very nice. http://forums.bistudio.com/oldsmileys/smile_o.gif
I voted for more weapons on a vehicle.Now, imagine creating something like a B-17, with all the machine guns! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Plus Blackhawks with 2 miniguns etc.
Renagade
Sep 7 2003, 15:45
Can't remember the terminology but I'd love to see an advanced bullet damage system, whereby you shoot a house and chunks of brick and dust come off, you keep shooting and more masonry comes off, eventually the building is damaged in such a way part of a wall falls down or whatever http://forums.bistudio.com/oldsmileys/smile_o.gif
The geomod stuff,where u could punch holes in t he groundd and some walls,from red faction would be good if applied to buildsings so would the body damae system from SOF2.
I just want an atomic bomb,a porper working shotgun and a flamethrower http://forums.bistudio.com/oldsmileys/tounge_o.gif
Tibby595
Sep 20 2003, 14:58
i don't care if OFP's 10 GB and 50 quid!!!
if we can get OFP but with an extra "layer of icing" (thanx somebody ;) )
then it'll be brill!
also:
while looking for info in MOHAA i had a "perfect scene" in my mind:
you're hiding behind a concrete pillar and a smashed up wall
some mg42 spotted u and starts shooting you and doesn;t stop until he needs to reload/ he thinks he's got you...
but when i come to mohaa
the enemy ONLY FIRES when he sees you
i know this is the smart thing to do
but it would add atmosphere if you're REALLY pinned down
havocsquad
Sep 23 2003, 20:56
Besides multiple gunning positions and better AI, OFP 2 NEEDS much better Aircraft features for OFP 2 in order to provide the "Total Warfare Simulation" effect.
I'm not asking for an extremely complex interface for fixed-wing aircraft, but from the majority that use aircraft in OFP regularly say that the current features for OFP-R is just not enough, even for a simple simulation of aircraft.
A good example of a simple but overall good flight sim was Fighter's Anthology. The whole flight sim environment was very simple and allowed many different aircraft to be used when playing the simple flight combat sim.
drewb99
Sep 23 2003, 22:28
I think that improved AI is most important- Currently, they have tactical smarts but not combat smarts. They can flank you and use terrain to their advantage, yet they have near-perfect accuracy 100% of the time and are really, really stupid at ranges under 50m. It'd increase the immersive factor of OFP tenfold if the AI used and responded to supressive fire effectively, and if they used cover in CQB better.
havocsquad
Sep 24 2003, 17:27
Well, lets just say if I see ONLY the same abilities for OFP-R with Aircraft in OFP 2, I'm gonna be one VERY unhappy customer buying this game. I won't sell my copy of OFP 2, but with all the great addons like the BAS Helos and the F/A-18C pack by Hudson & Pennywise, it seems a very careless mistake to NOT improve the features used by Fixed-wing and rotary aircraft for OFP 2. Don't forget about Anti-Aircraft defenses, those were embarassingly few in number and not very realistic in OFP, even for a conflict in 1985.
OFP 2 without improved aircraft and improved anti-aircraft features in it is NOT OFP 2, it is OFP 1.77732 http://forums.bistudio.com/oldsmileys/crazy_o.gif
Despite OFP 2 being based with conflicts that will range from the late 1960's to the late 1970's or the begining of the 1980's, I think people will want the ability to design and use modern addons that perform much more realistic in behavior and in use in combat.
That means:
Better AI that can be manipulated more powerfully to suit the addon maker/mission designer's needs.
Ability to waypoint exact movements and behaviors in a small building or area without having to resort to object domove getpos unitpos
Better CQB combat.
More Realistic tank damage based on different armor thickness and armor type. M1A2's can effectively take out enemy tanks at 3000 to 2000 effectively with Sabot and have a higher survival rate than most Russian type tanks.
Tanks like the Lepoard 2 and the M1A2 can take a LOT more ATGM hits from the front than allowed on OFP-R. However, that changes if the missiles pop up and attack the top armor.
Multiple Gunning positions available.
Compartmentalized damage (Engine Fire, Magazine rack goes boom, Computer sights fail, wrecked track, engine failure)from enemy fire and airstrikes for APC's, IFV's, and MBT's.
Combat Information Situation Display for Armor CO's for commanding multiple tank platoons or an entire company of armored vehicles, ordering airstrikes, and plotting artillery strikes with it.
Slightly improving of the bullet damage handling system against people and light vehicles, possibly some changes to the medic and healing abilities and such.
A full working HUD that will highlight targets using guided weapons and tell you when you are in range to fire. Also, a CCIP "Death Dot" needs to be made so people can effectively drop dumbbombs.
Simple countermeasure system for aircraft but are effective, it can be IR only or IR and Radar guided. (Missile hit probably depends on aspect fired, target direction, time of countermeasure release and the propability of each one launched fooling the missile, speed of target, and if afterburner is used by target or not.
Missile Warning system for radar guided Missiles from SAM's. Specific SAM's like the SA-6, SA-4, SA-2, SA-11 but it can fire them visually also, and the SA-10.
ECM but not really important now.
Some Realistic SAM's in OFP for a change. Flak vehicles are reasonably okay now.
Simple component systems for aircraft(fixed and rotary), Engine 1, Engine 2, oil pressure, fuel pressure, fuel level, cockpit CPU(If that gets shot up, you have to use analog gauges and all digital systems don't work), and weapons system(Weapon system can be disabled before the cockpit CPU can).
Some Naval forces to support an invasion, maybe a carrier involved.
If they impliment these requests, I believe that OFP 2 will never have to worry about being successful and profitable.
Another aspect that has always bothered me is that Vulcans/Shilka's gunned by human players are useless without visual contact with the target. Despite the fact that these weapon systems have lead targeting computers, targets quickly get out of sight due to the relatively small viewdistance. AI controlled gunners of vulcan/shilka's, on the other hand, do no seem to suffer from aiming beyond viewdistance.
I say, at least make the lead targeting computer functional in imilar units.
I voted for an Artillery system but i guess you already knew that by my sig http://forums.bistudio.com/oldsmileys/tounge_o.gif
But, what i really want is: "All re-arm at building 12 O'clock" and then your whole squad goes and maxes out the ammo for whatever weapon they are carrying http://forums.bistudio.com/oldsmileys/blues.gif
Snypa UK
Oct 3 2003, 17:28
fixed wing air to air combat come on it cant be that hard just have the ability to roll and loop a different hud when in plane eg targets locked you get a red square around them chaff/flare dispensers and a missile warning system along with SAMS to warn against. better handling on planes and Helicopters air to air combat and sidewinders etc
fixed wing support will be essential in the vietnam campaign imagine...fighter bomber napalm strikes, B52 arclight missions cobra gunships hueys air to air combat against the vietnamese air force theyll have to make better aircraft simulation
Snypa UK
Oct 3 2003, 17:30
Suppressing fire by AI soldiers and APCs smoke bombs CQB theyll all make OFP2 the best game ever i know BIS can do it theyre halfway there with OFP:R t
ALL OF THE ABOVE.
Ability to fire from vehicles might be fun for few minutes but it really is not that important. You don't even hit anything from a moving vehicle. There are way more important issues in the list such as improved close-quarter combat and suppressive fire and artillery.
Armor damage system is a disgrace and should be imroved! How about making just more sections to tank for damage if it is otherwise too hard to implement.
Ability to control entire platoons and companies with a swift command structure would be one thing to add there.
Col. Kurtz
Oct 5 2003, 21:53
More realism is a definite.
Better graphics would be nice, but if I could have only one thing in OFP2 it would be more realistic modelling. For example, if you were in a T-55 and were firing at a Leopard 2A6 at a range of 1km and hitting its frontal armour, it would not penetrate, no matter how many times you fired it off. And visible damage on vehicles and buildings. Being able to see entry points from AP rounds on knocked out tanks and the like.
havocsquad
Oct 6 2003, 20:59
Hit Points system should be totally removed from Armored vehicles in OFP as a determination of hit/disabled/destroyed.
The primary thing that needs to be done is to accuarately simulate different types of armor (Sloped, Reactive, Composite, Cohbam, Ceramic Armor, and Ceramic Armor with Dupleted Uranium Reinforcement.) Then have an armor effectiveness against Sabot rounds depend on the thickness of the armor and the type of armor for certain vehicles.
Type of armor determines mostly penentration of ATGM missiles and HEAT rounds.
Armor Thickness and armor type determine the penentration ability for Sabot Rounds to penentrate the armor.
Any vehicle with sufficient amount of steel thickness to stop or heavily resist small arms or higher caliber bullets should have to go by armor thickness.
If OFP can develop vehicle systems damage more realistically (Engine, Fire Control, etc.), and simulate armored warfare combat that goes by armor type and armor thickness in ALL directions (Front, Rear, Left, Right, AND Top Armor.), then they should produce a top notch Armored warfare simulation.
A set standard for particular rounds of ammunition need to be set so that the "official" ammo like 25mm, 30mm, 76mm, 105mm, 120mm, 125mm, and various artillery rounds produce the same damage and realistic behavior characteristics when used in combat in OFP 2.
I want armored warfare to play like the games Steel Beasts or M1 Tank Platoon.
Once the ammunition used in OFP 2 behaves in a realistic manner, people won't have to create the same ammo just to produce a realistic effect. They will just only need to create the vehicle that uses it.
Minor differences in pentration power exist between different types of 30mm rounds used by different vehicles/helos/aircraft, so these should be modeled accordingly to their each seperate abilities.
Oh, and when I use an A-10, I want that 30mm Avenger to really do some serious damage to armored vehicles in OFP 2 instead of giving it a few scratches right now.
Col. Kurtz
Oct 6 2003, 21:52
I agree with everything you suggested http://forums.bistudio.com/oldsmileys/smile_o.gif
All the above improvements would be great but as u can only vote for one I voted better CQC.
As it stands there is simply nothing out there atm that can touch opflash for wide open space warefare and TRUE environment interaction (albeit in need of improvement--but still brilliant and light years ahead of anything else).
If BIS were to make a priority of better CQC it would add an incredible new dimension to the game that just doesnt quite work atm.
They would have to solve all the clipping issues with the models(no more falling thru walls--off ladders) this would be an immense improvement. Once they nail this then there wont be a snow balls chance in hell of any game touching it in the forseeable future.
It would also rally Addon makers and open WONDERFUL new doors for them as they would start to produce intricate and complex INTERIORS for buildings, castles, tunnels, houses.
Addon makers would have just the REASON to make the interiors as amazing as some of the exteriors and landscapes etc.
Taking a town would be a whole NEW ball game from what it is now, if you had to scout all the buildings (which u would in RL) and clear every nook and cranny.
Think of it, while your busy clearing one house the AI might see u and go and hide in another, or move from room to room either evading u or stalking you.
Yup--all posted points in this thread are good ones but I reckon having great CQC would certainly be step closer to covering the entire spectrum of warfare gaming.
http://forums.bistudio.com/oldsmileys/smile_o.gif
Zay
Drakkhen
Oct 12 2003, 03:51
Better collisions.
OFP is great for open-ground fighting but finer collisions would
improve the close-quarters and urban combat... a style that fits well to a resistance guerrilla standard.
Tibby595
Oct 12 2003, 07:22
just read all the options and i've gotta say
why choose get an arty system?
check the codesnippets on OFPEC (http://www.ofpec.com) for arty and you get great results
Drakkhen
Oct 12 2003, 11:35
An other great point would be a real modular class management, allowing even the weirdest things like putting a turret on a soldier or whatever not only when you master scripting (which consumes your CPU time for something the engine could have handled faster).
rufusmac
Nov 20 2003, 19:22
This may set off some flames but...
I want to see the AI take cover like the Ghost Recon AI.
I feel that the AI in that game was spectacular in this regard.
How I think it can be implemented...
1: Erase the ridiculous weapon switching pauses: When opening fire on a "SAFE" enemy, it is too easy to peg them as they freeze. It should be a smooth motion, coupled with running (maybe even running without taking out the weapon). The first thing any AI should do when under fire is try and find cover, the more frantically, the better. (will also add challenge in maintaining unit cohesion).
2: Cover fire should work: The AI should be afraid of bullets. I do appreciate the flanking behaviour of the AI, but they don't really respond to covering fire (which is why the machinegun is so crippled)
3: Use real cover: The OFP world is filled with fantastic cover, why do they always drop to the ground in an open field?
These effects shouldn't be too difficult to implement, and would add alot more atmosphere to the game (specifically the chaos and confusion)
Dual processor support would help most of these suggestions become reality http://forums.bistudio.com/oldsmileys/wink_o.gif
I have a wish which would be very simple for BIS to implement in OFP 2.
PLEASE, PLEASE implement the COC (Chain of Command) Engine in the next release. It's definitely an upgrade to the game when you can command a whole army, with air support, tanks, infantry platoons, supply trucks and so on.
I remember the mission made on the Ia Drang valley where you had to fight all over the island and you had to regenerate troops when they were killed or destroyed. This has put OFP to a level where no other game has been before. I hope they will implement that in OFP2.
And one more wish: I want I could swim in OFP2!
Grizzlie
Dec 2 2003, 10:24
All above http://forums.bistudio.com/oldsmileys/smile_o.gif
And one little thing - throw grenates left or right direction, even with constant 90 deg angle - urban warfare...
colossus
Dec 5 2003, 12:38
Im sry but I think they need to add/improve all of this:
Improved AI
Improved Squad Control
Better Close Quarter Combat
Enhanced Aircraft
Add a small navy
Supportive/directional fire
Ability to move inside a vehicle
Ability to shoot multiple guns out of a vehicle
Add an artillery system
So, I can´t really vote for this.
TheManWithManyIdeas
Dec 17 2003, 10:40
Suppressing fire commands, model animation variances, most definately an artillery system make it very complex and fun.
Here is some potential dialogue:
"Load S80", "Target 80-70-475", "Ready!", "Ready!", "FIRE!" *BOOM* ..... *pause and whistle*........*SMASH!*
Friedchiken
Jan 3 2004, 15:05
At least fix the retry-again-and-again problem of engaging just-around-the-corner enemies. That sort of applies to CQB but can be fixed in any way. Could be easily fixed if we could shoot point-blank enemies easier (but then maybe easier for them to shoot back). http://forums.bistudio.com/oldsmileys/wink_o.gif
here is my vote:
higher detailed and rez character models
high rez weaps models like at least as good as the best mods out now.
High rez skies ala Kegetys
And a skillbased/realism based ballistics code. IE bullet drop, ACOG scope dialing in distance to target. This way there can be more mid to long range engagements, with a skill factor involved. For those who are not using sniper weaps.
Lastly, a wide variation of terrain types, and a good selection of stock default map types for mp ala CTF DM, TDM, TKoTH, etc etc etc. So those of us not inclined to map making can JUST play.
Judge Rabbi
Jan 5 2004, 12:54
Well its already stated and i'm certain BIS already said but a dramatic improvement in the CQB section of the game would be a nice change. Also city combat (if possible) would be fantastic.
Friedchiken
Jan 6 2004, 02:36
Yeah, maybe we should shut up about CQB already http://forums.bistudio.com/oldsmileys/smile_o.gif
We've already requested it a billion times http://forums.bistudio.com/oldsmileys/wink_o.gif
PS: but it's so fun... And I guess I could easily be the worst offender of the above request http://forums.bistudio.com/oldsmileys/crazy_o.gif
Maddmatt
Jan 25 2004, 13:35
I think all of the above should be improved or added. Also add the ability to fly above the clouds in planes and have proper damage on aircraft. Also rotor failure on choppers.
An artillery system like the chain of command unified artillery.
Better handling of large scale battles. The maps in ofp are so huge but when you add 200 guys it starts to lag. Also it would be cool to have the Havoc physics engine, look how well it worked in Maxpayne 2 without being too cpu intensive http://forums.bistudio.com/oldsmileys/tounge_o.gif
Ice Zeppelin
Jan 25 2004, 13:48
To be able to have multiple gunners in vehicles you could have some great times in multiplayer, and singleplayer.
Improving the AI is something that needs to be done and I think BIS have most likely already started it...
hope they improve as many things they can http://forums.bistudio.com/oldsmileys/smile_o.gif
I can't wait to go crashing through a jungle in my M113 with soldiers blasting their M-16s out of the firing ports http://forums.bistudio.com/oldsmileys/biggrin_o.gif .
OmniMax
Jan 25 2004, 15:42
I can't wait to go crashing through a jungle in my M113 with soldiers blasting their M-16s out of the firing ports http://forums.bistudio.com/oldsmileys/biggrin_o.gif .
m113 back has capolas for each soldier.
or the back two.. forget which.
A really needed feature is being inside a soild moving object without the stuff inside falling out below or flying towards the back. Kinda like how BF1942's Desert Combat Mod's AC-130 does it. (exept it's a little buggy...)
But that would be great. No more GET IN CARGO... just jump in, close the back ramp, you're done.
I think all of them should be improved, but mostly the destructable terrain and objects instead of them just deflating or falling over.
Batstat
Feb 19 2004, 22:57
I voted for the ability to shoot multiple guns out of a vehicle. Mostly because it will offer a more including game or play style.
Also I want to add to the list the ability to use HT, multiple CPU or the Nirvana multiple dedicated server in one game (linked togheter in a OFP II server pack”farm”), handling tons of people i one game. Or if you don't want tons of people then you can use your extra CPU power to turn on terrain damage, burning forest and so on. With OPF1 you can turn on or off features in the client, the same ability on the server is more restriced. It's there but mostly for the tweak geeks.
IF OFP II sells as OPF I and continue to live on for years, then it doesn't matter if some option cant be used with todays computer. So BIS don't restrict yourself to whats possible with the avg computer, please. The same goes for the bandwith issue. If people use LAN, then let the players benefit from it, give them more bandwith consuming option too turn on.
I voted for more AI, simply because the flashpoint AI is so wooden.
It has very little fluidity of movement, simply rotating when they want to turn, this looks bloody stupid at times. They are also too tied to their squadbased tactics, sticking in precise formation even under heavy fire. Also AI has no idea of cover, it is up to mission makers to put AI into positions of cover, they will never find it themselves.
To make OFP a more immersive experiance better AI is the main thing.
However we also need better implication of aircraft. All helicopters cannot see men well enough, and planes hardly see them at all.
GuyKorn
Feb 23 2004, 20:28
I voted for more than one gunner posistion but also i would liek to see more accruate weapon details and more weapons, like with the m-16 and ak-47 in the game they have them pretty much the same while in real life the ak is very powerfull and reliable but very very inaccurate. while the m-16 is very very accurate not very reliable and not powerful.
MATRIX dude
Feb 27 2004, 20:13
http://forums.bistudio.com/oldsmileys/ghostface.gif I VOTED FOR IMPROVED AI BECASE THE AI IS SO STUPID ITS SAD http://forums.bistudio.com/oldsmileys/rock.gif
http://forums.bistudio.com/oldsmileys/ghostface.gif I VOTED FOR IMPROVED AI BECASE THE AI IS SO STUPID ITS SAD http://forums.bistudio.com/oldsmileys/rock.gif
The AI is pretty smart seen in a big picture. It's the small things that could be improved like taking cover etc.
lpdotcom
Mar 6 2004, 21:14
I would love to see the mission editor made a little more "user friendly" as at present you have to trawl through pages off commands.
firedrake
Mar 7 2004, 19:12
Well, the only think I didn't like about OFP was the military research was a bit inaccurate. It would be nice to see:
Historically accurate rifle (weapon) squad organisation and equipment. The M16A1, automatic or single fire only with a 20 round magazine. The AK47 without burst facilty it shouldn't really have it.
With the first edition of OFP I remember distinctively been targeted by RPG fire while playing as infantry. Though in later versions I only seem to attract RPG fire if I was in a vehicle.(One thing I like about OFP is the enemy has a vast array of weapons to kill you instead of the usual AK47 or SVD in other games.)
The RPG-7 in the Vietnam conflict was mainly used as a antipersonal weapon not AT, so it would be nice to see this portrayed accurately. I seem to have the same trouble with flares (not the trousers) now. Since there is no NV in OFP2 hopefully, please allow the AI to use their 60's trousers effectively.
I'm not a military historian, I just read alot.
http://forums.bistudio.com/oldsmileys/smile_o.gif
The RPG-7 in the Vietnam conflict was mainly used as a antipersonal weapon not AT, so it would be nice to see this portrayed accurately. I seem to have the same trouble with flares (not the trousers) now. Since there is no NV in OFP2 hopefully, please allow the AI to use their 60's trousers effectively.
I'm not a military historian, I just read alot.
http://forums.bistudio.com/oldsmileys/smile_o.gif
Check the official site and you'll see that OFP2 wont be about the vietnam war. It will be a modern war game.
www.flashpoint2.com (http://www.flashpoint2.com)
firedrake
Mar 9 2004, 21:00
Thanks Llauma. http://forums.bistudio.com/oldsmileys/smile_o.gif
It's my old age, I can't keep up.
http://forums.bistudio.com/oldsmileys/crazy_o.gif
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