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About bars91

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    Master Gunnery Sergeant

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    ArmA (duh), Cold War, WW2

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  1. RHS Escalation (AFRF and USAF)

    As long as it's a 469 or 452 and not the Patriot "offroad" (pretty much oversized LADA)
  2. Arma 3 Aegis (Beta)

    About the wingtip AA: we don't see much of it IRL exactly because Apache has predominantly operated in friendly dominated air. So, for A3 setting it would make alot of sense to sacrifice some of the maneuverability for additional air to air weapons.
  3. Faces of War [WW2]

    And every war movie EVER (even those who try for realism) downplays the lethality and kill/shock distance of light arty and grenades. Funny enough - M203/other 40mm launchers tend to be portrayed as handheld artillery usually
  4. Faces of War [WW2]

    Yep - totally valid points on force sizes and play stiles. I'd say - it's "better" to have more storage space to allow for "real life" loadouts and adjust down from there where applicable.
  5. Faces of War [WW2]

    The REALLY old and stupid 1-in-3 gets a rifle COD shit aside - almost spot on. Some corrections: PPSh were usually factory-bundled with +1 drum, so really there was more like 1 on the gun + 1 in a pouch + loose ammo in a cloth pack stashed in a sack or backup pouch. Later, with sticks they would typically go 1 in the gun + 3 in a pouch. As for Mosin - 4 pouches x 3 clips each = 60 rounds + loose ammo in a backup pouch/pockets. But since the Mosin pouch is a total BITCH to load from, it was common to carry fighting clips/loose rounds in uniform pockets as that provided faster reloads. And pouches would hold spare loose rounds. WW2 was somewhat weird in this sence - WW1 practices slowly adapting to modern maneuver/urban combat. Much like WW1 itself with line on line "musket" combat turning into mechanized meat-grinder.
  6. Faces of War [WW2]

    This (and some other) issue is a direct result of A3 inventory system's shallowness. Even "simple" item volume and storage space volume parameters would significantly boost realism and gameplay (both milsim and RPG/RTS or any other ones)
  7. IKR but that (along with the annoying repeated voice commands) is something to improve with this system instead of reverting back to the middle-ages ). I play the series since OFP and Resistance and ALWAYS hated this backwards excuse of a "delayed" command -__-
  8. IMHO the system is not 100% arcade as long as AI driver needs to be present for this to work. Again, i'm not advocating for 1-man armor, but for a more refined, precise armor employment in SP and COOP when handling AI crew.
  9. Since it is SP related - i'd say - get rid of the repeating annoying voice commands during direct control AND leave the current "arcade" controls in. AI just can't (yet) be trusted to handle most situations. Direct control is the way to go. A side note: i'm all for most realism possible, but for this I am ready to tolerate some arcadyness until AI is able to properly handle my armored vehicle and obey my commands.
  10. Or just give the option to cap and retain whatever equipment I like and let ME suffer/enjoy the consequences - be it getting spotted by enemy recon assets and getting mortared/strafed or managing to evade and wreck havoc upon my targets with superrior firepower I just worked my ass off to aquire/retain! NOW THAT would be awesome
  11. But... but... BI independent devs... small team... no money for such luxury excessive content... FPS DLC...
  12. Just as with anything: preview screens/videos and (IMHO most important) word of mouth. Positive word of mouth is generated by mission quality. Mods or no mods is really a tertiary concern at best. OFP and AA had (IMHO) the best user-made SP missions/campaigns - and those usually required tons of mods or a total mod. Still worth every MB of spent traffic! EDiT: and that's w/o Steam Workshop - analog mod install. One. By. One.
  13. Faces of War [WW2]

    No such thing as "realism" with regards to ArmA3 inventory. Esp. regarding WW2 infantry loadout habits (not manual of arms often written by armchair officers)