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Posts posted by Hacksaww

  1. The landwarrior is an ambitious concept, but I don't see the need to network every soldeir to the rest of the force. I can see having each squad leader having this system equipped, but not every soldier, it is just too much crap that gets in the way for the ordinary rifleman.

    However, I found this line to be the most disturbing from the first article:

    "Videogames, even those with "Tom Clancy" in the title, aren't known for their realism..."

    The article goes on to say how [GR] was realistic, but that line hit a nerve in me.

  2. I'd say that it is unoficially delayed at this point. Ubi won't care to inform people of the delay until we start whining for a demo- which will begin in about 1-2 weeks time.

    I'm going to say August 07 at the earliest, but after the first outing of GRAW, I'm a pessimist.

    2007 is looking out to be a potentially fantastic year for shooters that wasn't (due to delays).

  3. Being able to wack 40+ enemies, by yourself, and complete the mission on the first time you've see a map shouldn't happen. Many of today's newer games lack that killer edge that you find in something of the likes of GR1 and Rouge Spear. It took me, oh a year or so, before I was able to complete a firefight/mission/defend, on elite, by myself. I would guess that after not having played GR1 for a few months now, I'd probably have some trouble completing a mission on the first try, without any AI backup.

    With many newer games I'm finding I can get away with a lot of things that would have seen me shot dead in GR1. Either I would be sixed, fragged or just plain old over run by a group of REALLY angry tangos. Now, the squad level, platoon level and company level AI just doesn't seem to be there. Most of the AI in newer games appear to be just focused on the individual bot. The problem there is, with each enemy just thinking about itself, they all tend to do the same thing, there isn't that other group of baddies who decides to hit you from behind, or the right instead of the left. I really miss that.

    I also miss jumping out of my seat after getting wacked by an unseen foe. When you think your safe, but in reality a group of tangos are closing on you, searching for you and out of the blue you hear that THWACK, and down you go. Most newer titles, once that immeditate threat is dealt with, thats it. You could go to the kitchen, make a sandwich, grab some chips and a soda, and as long as your not standing in the middle of a scripted path your fine. It shouldn't be that way. Throttle back the graphics, give me multiple levels of AI that work, and you'll have a far better gaming experience IMO.

    Here, here!


  4. I don't really mind having the M-8 in game, other than the fact that it will be a gun that I will not use. The look is sort of neat, but I would have preferred an M4 instead of it. I have other weapons I can use though- I guess it just feels tacky if I equip it.

  5. Here's something I posted on a different website's forums a while back. I have some tweaking to do with it, but the basic ideas remain the same:

    Type: FPS/MMOFPS

    Setting: North America (mostly U.S.)

    Time: Near future (2010's)

    Story (FPS): It kinda goes off of the "Red Dawn" sorta feel. You are a U.S. citizen, going about your everyday life. One day, a foreign force invades the U.S. via the Mexican route to split the country in two. As a civilian under attack, you and a platoon-sized group of men form a guerilla/militia group to disrupt communications and supply lines in order that the regular military forces can defeat the enemy on the fronts.

    As the campaign progresses, you develop relationships within the group, enough to the point of being emotionally pained when members are KIA. You also develop certain skills: over the campaign, you develop better aim, more stamina (faster run or more carrying weight), and the ability to perform new tasks: explosives, medical assistance, fixing weapons.

    You would also acquire "better" weapons as the time progresses. At the start, the player is equipped with basic, civilian-available weapons: pistols, semi-auto rifles, hunting rifles, basic dynamite for explosives. As the time goes on, you acquire surplus munitions and weapons from regular army stores, as well as the enemy weapons: limited and basic automatic weapons ("old" M16A2's, M-60's, M249's), claymores, grenades, and C4 as explosives, and basic anti-tank weapons: LAW, SMAW, Old TOW and Dragon missles, not so many fancy attachments and toys though. And, once your "platoon" begins to be in contact with friendly regular forces, you get the regular army weapons and equipment. The ultimate goal in the game is to help drive the enemy forces out of North American territory. That's the basic gist of it.

    Story (MMOFPS): This is the multiplayer installment of the game, much like how CS is the multiplayer component to the half-life series. Your character functions more like a mercenary: you are solitary, until you join a clan or group up with other merc’s. You roam through this world: probably an island about the size of a small state, and perform tasks for a side of an ongoing conflict between two nations. For instance, a mission for Army A requires you to go into an Army B outpost and destroy a communications tower. Problem is, other mercenaries are being paid by Army B to defend that communications tower. If you succeed, you get money. If you die, you spawn at an origin point: a town or city on the island somewhere, and have to find a new mission to do.

    The weapons system in this game is sort of different too. As a mercenary, you start out with vanilla weapons: plain, “standard issue†assault rifles with no attachments (M16A4, AK-107/108, SIG 552, G36, Galil MAR, AUG-A3, F2000). But, as you accumulate money, you are able to buy more weapons: pistols and SMG’s for secondary weapons, more sophisticated rifles and carbines, light machine guns, shotguns, sniping rifles, and attachments for your weapons. You would also be able to buy better gear such as body armor, magazine pouches, and camouflage for sniping work. All of these having real pricing, and that money comes from doing missions for either army.

    Generally, realism is the key to success in the game in all aspects: weapons, movement, injury model, and sound.

  6. I know I haven't posted in these forums in quite a while, but ever since I heard there will be a GR:AW 2, I thought of trying my best to make the game better from release time.

    When it comes to weapons, I'd like to see the realism that GRiN put in the first game. I thought the weapon realism was actually some of the best that I've seen in any game, to be honest (as well as RO:Ost). I'd like to see that retained, but to add some new weapons (including variations on old ones) would be nice.

    Assault Rifles:

    FN SCAR-L CQC, Standard, Sniper Variant (SV)

    FN SCAR-H CQC, Standartd, Sniper Variant (SV)

    H&K 416 (5.56x45mm NATO) & 417 (7.62x51mm NATO)

    CRYE MR-C (6.8mm Caseless)

    (No M-8, please)

    Squad Automatic Weapons:

    Mk. 48 Mod 0

    Mk. 46 Mod 0

    Designated Marksman / Sniper:

    Mk. 11 Mod 0 (SR-25)

    Mk. 14 Mod 0 (M-14)

    M-24 SWS



    M1014 (Benelli M4)

    Sub-Machine Guns:

    H&K MP5A6

    H&K MP5SD6

    H&K MP7


    Mk. 24 Mod 0 (Sig Sauer P226 "Tactical" 9mm, .357 Sig, .40 S&W)

    H&K USP 45 Tactical (H&K's rehaul of the Mk. 23)

    1911 Variant

    (No M9, please)

    Just add a few of the weapons used by today's forces such as the M16/M4 and your list is perfect.

    Yeah, an M16A4 and an M4 would be fine (the HK416/417 is like them, but an improvement on the stoner design in that it uses a gas piston rather than direct).

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