View Full Version : CQC Techniques ?
Hello, would there be any CQC techniques available for soldiers when they are close to enemies, for example in towns ?
I mean martial arts techniques for soldiers, lethal techniques like Krav Maga for Israeli soldiers.
I think it could be very useful to specops.
And Will there be some improvements in CQB ( Close Quarter Battle ) in Armed Assault ? Or is it just the same system than OFP 1 ?
Thank you very much for your responses http://forums.bistudio.com/oldsmileys/wink_o.gif
IMO the engine isnt meant for close quarter combat. Also there's no need for close quarter combat in OFP. Just my opinion. Maybe something for OFP2.
kerosene
Jun 19 2005, 09:41
I don't need to see anything mind-blowing for COC and urban combat, I'd just like to see the AI use cover and be more cautious, like using corners and stuff.
Unarmed combat dosen't really suit the engine, some kind of stealthy sentry take-down might not be bad though.
funnyguy1
Jun 19 2005, 11:01
As in various ofp2 threads I vote for cqc.
Ofcourse if the engine limitations wouldn`t block implementation of better cqb to ArAs.
Hello and thanks for your answers !
I made many videos a long time ago, describing the utility for close quarter combat. Please take a look at those funny games we created :
Video 1 (http://blasko.free.fr/dl/videos/tourniquet.avi)
Video 2 (http://blasko.free.fr/dl/videos/rater1.avi) ( making of )
Video 3 (http://blasko.free.fr/dl/videos/rater2.avi) ( making of )
Video 4 (http://blasko.free.fr/dl/videos/m1131.avi)
Video 5 (http://blasko.free.fr/dl/videos/m1132.avi)
the purpose is to stay alive, I let you try this with friends http://forums.bistudio.com/oldsmileys/tounge2.gif
So I wanted to say that CQC is essential for next ofps ! http://forums.bistudio.com/oldsmileys/whistle.gif
DBR_ONIX
Jun 24 2005, 20:02
Don't see why not, if ArmA has line of sight detecting, and AI that don't have eyes in the back of their head, and ears stolen of bats, plus an addon and some anims, why CQC isn't possible (Things like sneaking up behind enemy guard with knife)
Not use it as a major part of the game, just "it's there" feature. If it's inlcuded, and it's not needed at somepoint, no problem, if it's not included, and it is needed, problem http://forums.bistudio.com/oldsmileys/tounge2.gif
Could be usefull for mission editors, "Break out of the enemy complex after being taken prisoner" type missions etc.
Theres more merit in including it, or atleast making it possible inplement it, which I'm sure they'll do? http://forums.bistudio.com/oldsmileys/tounge2.gif
- Ben
I actually quite like that idea.
Blackop missions would have a whole new element to them.
But I think it would be a bit complicated to implement, and I don't think it'll realistically be implemented.
Funny you should mention Krav Maga, as I just started classes not too long ago.
IMO the engine isnt meant for close quarter combat. Also there's no need for close quarter combat in OFP. Just my opinion. Maybe something for OFP2.
There's no need for it because it's never used due to the fact it sucks horribly.
There are a lot of great urban environments (tonal), towns, and buildings in ofp but they can't be used http://forums.bistudio.com/oldsmileys/sad_o.gif
I agree with ebns72. The buildings are difficult for humans to clear. And impossible for AI.
But, in Game 2, no need to clear structures, just blow them up.. Who wants to deal with hysterical saved hostages anyway?!?! http://forums.bistudio.com/oldsmileys/tounge2.gif http://forums.bistudio.com/oldsmileys/rofl.gif http://forums.bistudio.com/oldsmileys/goodnight.gif
ryankaplan
Jun 30 2005, 20:05
why in game 2? i always carry a few satchels with me in clan co-op games for the purpose of blowing houses and attaching them to T80s...
Quote[/b] ]ryankaplan Posted on June 30 2005,16:05
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why in game 2? i always carry a few satchels with me in clan co-op games for the purpose of blowing houses and attaching them to T80s...
Because in game 2 you will probably be able to go through the rubble easier http://forums.bistudio.com/oldsmileys/tounge2.gif
Really, when you get in town, the loose (open field) action on the weapons and bobbing strafe is not how you see the troops move IRL. They move smooth (yes, I know the weapon bobs a bit) and never out of control unless they run. They use their peripheral vision while scanning, they sweep and aim with their body almost as much as they aim with their arms.
The only problem, IMHO, with OFP-R, is the iron sights view is too narrow for CQB (it's meant for distance shooting). Open it up a bit and mute the strafing bob by 1/3 to 1/2, and I'd be happywith that aspect of CQB. Hopefully others will be too http://forums.bistudio.com/oldsmileys/banghead.gif
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