Jump to content

wattywatts

Members
  • Content Count

    7
  • Joined

  • Last visited

Community Reputation

6 Neutral

About wattywatts

  • Rank
    On the Coast
  1. wattywatts

    What about adding AH-6X.

    More aerial vehicles - yes, but (even though Chernarus is equipped with eastern weapons and vehicles so Mi-8 civil version would be just fine) AH-6X has TV camera with NV a FLIR, so basic Littlebird version (no guns, pilot + 4 passengers) would probably be better.
  2. wattywatts

    AS50 Night Vision Compatible

    This is because differences in game mechanics between ArmA 2 and its' datadisc Arrowhead (+ PMC, BAF and ACR DLCs): optics and NVG - only vanilla weapons can use NVG when using scopes (CZ550, M16A4 ACOG, DMR...), Arrowhead weapons not - but there have often backup sights, NV or thermal sights or laser attachment for night combat backpacks - only Arrowhead units can use backpacks, but not when they have MG or heavy sniper rifle flashlights and lasers - only new weapons have working flashlights and lasers (M4A3 CCO, L85A2 AWS, G17...), those from vanilla game (M4A1 CCO SD, M16A4...) don't work flares a missile warning system - most of military helicopters (even from vanilla) and some planes have them, so they can avoid being hit with AA missiles thermal optics and thermal maps - all Arrowhead units, vehicles and maps have different thermal maps depending on how hot the certain part is, some weapons (AS50, L85A2, XM8, M110, M107, SCAR-L/R and even one variant of AKS-74) and vehicles (AH-64, M1A2...) have thermal optics.
  3. To be able to use a blood bag by player himself is quite logical, but only if the amount of blood is limited, let's say 1000 - 1200 units (definitely more than meat).
  4. wattywatts

    The T34 Monument

    There is a very good reason why there aren't any armed (except Huey, of course) or even armored vehicles - zombies don't stand a chance against any of them (even with civilian vehicles you can just roadkill dozens of them easily). Players with better equipment can succesfully fight against armed vehicles, sure, but for armored vehicles you have only satchel charges (try to destroy moving tank with it) or M136, both very rare.
  5. wattywatts

    MANPADs & mortar discussion

    The missiles aren't that strong - even 2 are not enough to completely destroy 100% repaired heli. Well, as I have written, mortars would be useful only for bigger squads and not lone players. For example when your clan is raiding Elektro and you have a mortar, leave one guy in a safe distance and when you encounter serious problems, call him for support.
  6. AA launchers If there will be more helis (civilian Mi-17) or planes (An-2), there could exist some real threat to them. The missile itself (Strela-2 or Igla) isn't strong enough to destroy them in one shot (except the An-2 I think), but can destroy the main or tail rotor (not mentioning the other parts) on helis, so - depending on the situation - their crew can either try to land and fix the heli, or jump out. The AA launchers would of course be very rare, the missile itself has also a very limited maneuverability. The 'disadvantage' is that the missile can be locked onto land vehicles as well and of course you can't have a backpack. Now about the mortars As for obvious reasons there are no static or vehicle mounted weapons (with the exception of UH-1), it shouldn't count for indirect fire weapons - mortars (there are two types in ArmA 2 - eastern 2B14 Podnos and western M252). Range from 100-3500 m, HE, smoke and illuminating rounds, they can be disassembled (only versions from Arrowhead, those from vanilla game not) into two backpacks, moved and then put together. They could be used with great effect against infected or other players (especially snipers if you have a hunch where they are shooting from) by either taking them out or making smoke screen. Of course they would be very rare, but the problem is that the ammunition comes with the weapon itself and cannot be found, so you won't be able to reload it. Well let's hear your opinions. PS: I'm lone wolf so I don't have real use for the AA launchers or mortars, but I think this could be useful for the game itself, especially on some TDM or highly populated servers.
  7. As it was already confirmed, the crashed heli site won't be the only loot spawn in the wilderness. So before the stand alone game is finished, we could come with some ideas of new, randomly spawned, looting sites for the mod, which would use already existing units and stuff from the original game. So if you have some tips, you can contribute here. For example: Crashed ambulance - Used units: either the HMMWV or S1203 ambulance model - History: it could have been transporting wounded or infected people to hospital, but it never reached its final destination - Loot: obviously medical supplies, one or two boxes - Spawn place: on any highway or 1st class road, outside the cities - Sites per server: about three or four, one for each hospital could be enough VIP transport - Used units: SUV, pmc contractors (dead bodies) - History: they were trying to rescue some VIP - bussinessman, rockstar (the model actually exist) or politician - Loot: can vary from medium to best weapons and ammo (depending on who they were rescuing), canteens, food and water, map, gps... - Spawn place: on any highway or 1st class road, outside the cities - Sites per server: two should be enough Military convoy - Used units: destroyed URALs and UAZs - History: reinforcements and supplies to the army, which have met a very sad end - Loot: can vary from medium to good weapons and ammo, canteens, food and water, map, radio, backpacks, jerry cans... - Spawn place: on any highway or 1st class road, outside the cities - Sites per server: two or three
×