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Posts posted by Fletch
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If you think the AI is easy (and you played on Hard) I am envious of your skills. I thought the Demo was easy also and when I played the game it started out the same. As it progressed the AI got harder and the game more challenging. Suddenly I found myself having to repeat the same missions over and over cause the AI was kicking my butt. It really forced me to think about what to do next.
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I finally finished the SP campaign. I have to say this was one of the best out of the box games I have bought, even with the glitches and crashes. Sure they were annoying but I learned to adapt and over come. I plan on playing these missions over and over. Now As soon as they fix the Co-Op side I'll have even more fun.
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I am having a simular problem with the Demo. I already deleted the demo from my download folder so I may have to DL it again.
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I took a silencer on most of my missions and the ability of the enemy AI to immediately hone in on your position with amazingly accurate suppression fire is the most insane thing I have seen. Trying to get the AI to respond properly to incoming fire I think is impossible. I don't think you can script all the variables like shooting with a silencer and from behind a concealed position.
If I want to try to go stealthy and go prone or low crawl I have to leave the AI behind as they are all standing tall and proud, making excellent targets for the enemy.
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I seen a listing in GamersHell that was listing a 1.20 patch for GR:AW. They have it as not yet available so if they put a spot up for it then it must be coming soon.
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I have made some complaints but the game minus those (Co-Op) is what I expected. I was not looking for a duplicate of GR1, to me that would have been boring. I was hoping for the simular functions and controls that would make the game as great as the first though. With GRIN working to Add those in I think we will see this game be what we all want.
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That happens with anything it seems. I hid my AI behind a concrete wall so when the tank would pass by I'd have him pop out and smack it with the AT. This wall was about 10 feet tall and no way the tank could see him yet as soon as he turned the corner he shot the wall on the opposite side from the AI killing him. Dang tanks have x-ray vision.u find a nice bit of cover, plenty of shade, No way in this world anybody would see u, and then just as your about to start shoting, bang bang bang, bullets wizing past your head left right and centre.
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Snipers usually have a spotter with them, they spread the load between them.
Kinda like M-60 gunners and assistants, you can't expect the gunner to carry the tripod the ammo and the weapon in addition to his standard kit.
(used to do this stuff for a living)
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All great points, wish I had seen this thread first before I started "moaning" somewhere else. Any word on when the next Up-Date/Patch might come out yet?
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This 20 round load out they have us limited to is utter nonsense. Yes I know the weapon is Powerful but if your going to put it in the game then provide the proper basic load for the weapon.
The basic M107 rifle is equipped with bipod, muzzle brake, carrying handle, and 10-round removable magazine. The M107 system is composed of the rifle and a sniper scope, plus six spare magazines.
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I like the fixes they did for the last but the prone position still is off. For the most part I really like this game the main thing I want to see is the Co-Op fixed especially the leader dieing and the game ends feature. But it would be nice to know when the next patch is approximately scheduled to be released.
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I like not being able to switch characters but would like an option to borrow from them. Not their primary weapons but items like handgrenade and rocket launchers.- We cannot switch charecters.
Co-Op is why I bought this game, and why many members in our gaming group are not buying it until it gets fixed- 4 man co-op - Multiple teams and more players in Co-op make the game more tactical.
I'm not sure what you mean but I don't like not being able to use the entire map to flank an enemy. Being told your leaving the mission area is Plain Stupid.- Linear mission structure- The objectives are given one by one and the missions feel linear - with too many triggering events. This cuts down on replayability and I was expecting an improvement in this department. The wonderful maps are underutilized as a result of this.
I like the maps but any mew maps would be very nice.- Lack of rural maps - Rural maps gave a certain 'feel' to GR1 and I believe we would have heard less complaints about 'Graw is not GR1' if we had a nice mix of urban and rural maps.
Rain was a nice touch in GR1, but does it rain in Mexico?- GR1 had better atmosphere and weather effects than Graw. This element is missing and Graw is not always very atmospheric. I hope this aspect improves.
Totally agree.- No limping/ affected aim
It bugs me to shoot someone in the head and see them get up but as to hitting them in the body, if we assume they are wearing body armor like us then mulitple hit is normal. The only time you should get a 1 shot kill is a head shot or on a tango scripted to have no body armor.- The Player/Ghosts do not die with one bullet. As this is a result of a better suit to be used in the future, I can't call it unrealistic and can't say whether it is good or bad. -
Yep, it is very frustrating to be trying to sneak up on a tango and be able to see him but not shoot him unless you rise to crouch and expose yourself to enemy fire, all because your on a slanted surface. Sometimes I think they need to make these guys go play Army for a weekend, besides having a little fun they might understand better what a lot of people are complaining about.The "bugs" come up when trying to shoot from uneven surfaces. Surfaces such as bumpy grass terrain, sidewalk curbs, aiming over the crest of an incline. These are what I noticed. silent_op -
I just deleted mine and while I don't have a clue what my FPS was before or after it runs just fine. I'm hoping it also solves the mission crash that I'm having in Ready for bear.
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call sign:Fletch
Game: GR1 and GR:AW
Age: Almost 52,
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Same thing, I get it too. I posted it in the tech forum a little bit ago then seen your post here.
Crash in application version: grpcrc1.16
data\lib\units\ai\soldier\scontrollogics.dsf(-1): cant find member: damage_data in type <Unit>
SCRIPT STACK
data\lib\managers\aihivebrain.dsf(0)
data\lib\managers\aihivebrain.dsf(0)
data\lib\managers\aihivebrain.dsf(0)
data\lib\managers\aihivebrain.dsf(0)
data\lib\managers\aihivebrain.dsf(0)
data\lib\setups\setup.dsf(0)
data\levels\mission06\mission06.dsf(0)
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I have a hard crash in Ready for Bear twice now as I engage the enemy tanks with my tanks. I take out the first one thats heading to the tunnel and then position them to take out the second. When I have them attack the second tank the games crashes with the below message.
Crash in application version: grpcrc1.16
data\lib\units\ai\soldier\scontrollogics.dsf(-1): cant find member: damage_data in type <Unit>
SCRIPT STACK
data\lib\managers\aihivebrain.dsf(0)
data\lib\managers\aihivebrain.dsf(0)
data\lib\managers\aihivebrain.dsf(0)
data\lib\managers\aihivebrain.dsf(0)
data\lib\managers\aihivebrain.dsf(0)
data\lib\setups\setup.dsf(0)
data\levels\mission06\mission06.dsf(0)
This is my system:
Processor: AMD 64x2 3500 Clawhammer
Operating System: Windows XP Pro
Memory: 2GB RAM
Disk Space: 200GB 159GB Free
Graphics Card: ATI X800 GTO
Sound Card: DirectX 9.0c compatible Yes
CD-ROM or DVD-ROM drive : Both
DirectX Version: 9.0c
Network: Cable Modem
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I agree, There are many times I heard Mitchell grunt when hit but thats about it unless its a kill shot. Also I've hit tangos wearing a soft cap in the head and sometimes they get up and shoot back, but at least they look like they took a hit..It has become evident that it often takes many hits to make a kill in GRAW mp (with most guns). Also, the only way you notice that you have been hit is to look at your "health" at bottom left, i.e., there is very limited immediate and noticeable effect of taking a hit.
AgreedNB! I'm NOT talking about more long lasting effects of taking a hit (that has been previously discussed) I'm talking of a possible additional brief (1-2 sec) "shock" of having a bullet buried into you or your body armour - an effect which in current version of the game simply doesn't exist.
Agree and knock you off your feet too.- if hit your aim is always thrown off (similar to GR1)
No, I think it should should knock you down.- if hit while stationary, you can not change stance or move for ~1 sec
I think the more hits you take the slower you should get and the hit should knock you about.- if hit while moving you temporarily slow down (lasting ~1 sec) or fall (random, or depending on where you have been hit) (i.e., extension of the GR1 model). That will also make the guy pulling the trigger more aware of that he actually did hit, and give him a chance of actually making a kill...As it is now, it is too often you actually hit somebody on the run, but then he/she gets out of view (as the maps provide an extensive number of shelters, always in close vicinity). -
My main gripe with singleplayer is saving the game only at it's pre-determined checkpoints. Crap, let me save it where I want.
I agree with that as well.
I am playing it on the hard level and I complain about the AI being stupid all the time. Yet I have to admit they are like rocket scientists compared to the AI in the original or even the new lockdown. The crosscoms is good and satellite view is great. But trying to use them to direct your AI in the heat of a battle when your being shot at and over run is very frustrating. The AI should be more proactive in dealing with enemy threats without you having to tell them to attack the guy standing in front of them. Then you'll have times where they have no problem running out in the open to attack the guy in front of them, except that guy is a tank and their bullets bounce off till the tank finally blows them away. Sometimes I just wish I could tell them Tank = Hide, People = Shoot.
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The M406 40 mm HE (high explosive) grenades fired from the Grenade Launcher traveled at a muzzle velocity of 75 meters per second, and contained enough explosive to produce over 300 fragments that traveled at 1,524 meters per second within a lethal radius of 5 meters. This round incorporates a spin-activation safety feature which prevents the grenade from arming while still within range of the shooter, it arms itself after travelling a distance of about 30 meters. Even though the round will not arm at point blank ranges, the round still has enough kinetic energy to kill or seriously injure it's target.
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If you crouch or lean and use the GL it will either spit the nade with no force whatsoever bouncing right infront of you and if you aim slightly higher it spits it out with a lot more force.
Are you crouched or leaning from behind an object like a wall? If you are you might be hitting that object. I noticed that there seems to be a small invisible area to the objects, you think your weapons clear but your not. I may be wrong about it but thats the impression I get.
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If you want a better cartridge than the .223/5.56 then you don't have to look further than the 6.5 Grendal
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Thanks, I missed that. I hope they work on that next.
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An answer to the co-op question would be nice.
Use of your AI
in GR:AW (PC) - General Discussion
Posted
What would you think about having an option to borrow from your AI's secondary weapons and kits? You would not be able to jump in to the AI and use it you would have to get it from them. You would not be allowed to use their primary weapon either.