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BTH

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About BTH

  • Rank
    Intel Ninja
  • Birthday 05/19/1987

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    Male
  • Location
    Spain

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  • Platform
    PC gamer
  1. 1. True there, in-game right now, lights blind your NODs too way too much, but it's still work in progress so I would expect improvements. 2. With an EoTech, an Aimpoint or an Elcan, I find it really easy to aim down sights through NODs. It's basically the same as aiming without NODs for me. Maybe you find it hard because of your stance, I don't know. Iron sights are impossible to aim through though. But I wouldn't disable aiming through irons while wearing NODs because you can still raise your gun and use the blurred gun as a reference to "aim". 3. In addition to that, the laser itself already illuminates the whole area around the pointer. Through night vision, visible and infrared lasers look identical to me, so I guess that means easier to implement in-game. BTW, saying that the IR illuminator is an "IR flashlight" is not wrong but underwhelming, as it has around 3000m range. 4. All true. In this kind of situations, where the enemy is using night vision and lasers, is where we might find an advantage in not using lasers ourselves and instead aim with our sights through the NVGs
  2. I think you will have to reformulate the question. It could mean more than a few things.
  3. I saw a very short gameplay footage in 98 or 99, at the time when I was probably playing Quake 2 and Unreal. A guy with an M16 approached a hut in the desert in first person view. The camera changed to third person and this soldier wearing a boonie hat and old school belt-with-brace kit tossed a frag grenade through the window of the hut. He switched back to first person after the blast and walked through the door to check the dead bodies inside. It was called Delta Force 2, and I had never heard a word of the first game. That realistic today's world warfare and terrain was what I had always dreamt of in gaming. It took me over a year to own a copy of the game. After I played Infiltration 1, CS, Firearms, Infiltration 2, Ghost Recon, Operation Flashpoint, Rainbow Six 2 and 3, Swat 4, Arma 1 and 2, Insurgency 2, Arma 3... I still think Ghost Recon is the most solid in terms of gameplay and Rainbow Six 3 has the most solid CQB experience. I never really enjoyed the Delta Force games too much due to the AI, or lack of.
  4. How would OODA work for AI? It's was developed with air combat in mind, but it has been "simplified" for small arms training and has become the base of combat psychology for ground combat. Very simplified it would look something like this: Observe: Perception - all senses, but mostly vision Orient: Your attitude towards the threat: "This is too much for me" or "I can handle this situation" Decide: Based on experience, training and so on... how should you react? Act: Action performed based on all of the above, them back to Observe, all over again...
  5. I would try out one thing for the AI's hearing. I would separate sounds into three groups: Footsteps, Gunfire/Explosions and Others. The AI would react differently to all three. Then I would place the suppressed gunfire sounds into the "Others" group, as they make quite a loud noise but they don't sound at all like gunfire. Then depending on the environment sounds, "Footsteps", "Others" or both, would be inaudible for the AI. Same thing for distance. You probably wouldn't. Your sense of hearing changes drastically in a firefight. Some people don't even hear their own gunfire, since all their senses are focusing on the threats. Also, there are so many noises that can sound similar to reloading, that you would not take the risk.
  6. Low Ready is the new Crouch! (For teabagging)
  7. Good to see this thread is still alive! Welcome to the forums! Thanks for lowering our average age!
  8. As quick as possible with no transition effect is what works best for me. I wouldn't make it different for manually soul switching and switching after death. In any case it would be nice to have a temporary hud information display. When I hit the key to soul-switch, I want to know who I am, what team/squad/whatever I am in, if I'm wounded and if I have a full magazine or not.
  9. It always happens the other way round. You fire a weapon until it's empty, reload and suddenly the weapon weighs more. You keep firing feeling no change to the recoil.
  10. Never experienced any of the things you say. Even with polymer pistols, where a full magazine can weigh almost a quarter of the gun's weight, there is no difference in felt recoil from the first to last shot.
  11. If they make a remake of such a temporary movie they will always get a poor result. And by temporary I mean that the movie belongs to the mid 90's in the cyberpunk hype, together with the insanely good animation studios of those days.
  12. If the guys are very well trained, that kind of drill can be done with no rehersals, to see what comes out. Then, since the whole thing thing is taped, there will be some mistakes to analize and improve. Overall, the footage from these guys shows really high individual and small units training. Their mistakes are due to the chaotic nature of their drills. Everyone makes mistakes, it's how fast you solve your own mistakes that shows your level of training.
  13. To add to what WK77 said, I'd like to see different levels of awareness in a same mission. To add replayability to the mission, it would be a good randomization to see the AI from a state of unawareness to fortified, with all the in-betweens. Unaware could be just most of the AI inside their "workspace" working on their terrorist things, while others set overwatch on guard positions and others patrol the outskirts. Fortified could be all the AI hunkered down and ready for an incoming threat, maybe no patrols to avoid friendly fire. The only way for the players to find out what the AI are up to is to make a quick reconisance.
  14. As much as I'd love to see squadmates soon (i'm a singleplayer guy above all), I personally believe the best for the future of GB is to have the AI for coop be as solid as possible first. That way Early Access could be reached with a solid singleplayer (though without squadmates) and a solid coop, with continuous improvements to the enemy AI. All that's left is smoothing out the other existing gamemodes and we are pretty much left with what was promised for the EA.
  15. Welcome!