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Jack Wachter

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Posts posted by Jack Wachter

  1. CENTCOM: Violence of Action v1.0.5b

    If anyone wants a custom skin for this, shoot me a PM and I'll get something made for you. Currently, there are 3 custom skins in here with a fourth one planned:

    • Jack Wachter (features a dark navy blue coat for all environments because reasons)
    • T. Ditch (features British DPM camo)
    • SKIP (based on Air Force CCTs, this one became the main reason that I ended up setting up files for custom ball caps and boonie hats)

    Now I wait to see just how full my inbox will get if people decide to take this offer for a skin.

  2. Honestly, I don't put OGR on the pedestal that some others seem to put it on. It's fun and I enjoy it, but it's numerous limitations prevent me from placing it at the top of realistic tactical shooters. It's streamlined nature does make it quick to get into and easy to sit down for a few quick games, but it only covers a small scope of what's possible. Something like ARMA 3, while clunky, has a ton more options in mission types and more in-depth mechanics.

    The AI in OGR is fun to play against, but it really comes down to good mission making and script writing to show true intelligence. There's a difference between the enemy responding well to contact (micro stuff like suppressing fire, flanking, taking cover, etc.) and then showing active intelligence to prevent you from completing your mission (this gets into more macro scale and detailed specifics like setting traps, ambushes, intelligent patrol patterns, larger scale communication, specific actions like hostage execution, etc.). OGR AI does get a good portion of the micro stuff done well while the macro stuff varies depending on how the mission was made. Overall, I do find OGR AI engaging, but it does get predictable and can be taken advantage of.

    By far the most engaging AI I've fought is ARMA 3 Zeus. While the enemy is mostly AI, a good Zeus will be able to breathe that extra bit of life and intelligence into the enemy and environment. The enemy is no longer just doing scripted patterns until you decide you want to disrupt it. Zeus can setup more intricate events and introduce unique scenarios that challenge players. One example I remember is being on a mission where one of our team members got wounded and ended up being taken hostage on the spot. Nothing preplanned, nothing scripted. An impromptu action made on the spot. With a good Zeus, you can fight an enemy that is dynamically war gaming with you, not just executing scripted maneuvers that become predictable with enough time.

    I've actually toyed around with making a thread along the lines of "OGR isn't realistic, change my mind" to play devil's advocate for the fun of it. I find OGR realistic, but definitely not at the top of what's out there. The claim of OGR being the most realistic tactical shooter is relatively easy to utterly destroy; just prove there are enough limitations to put something else on top. The claim of OGR being realistic would be much harder to defeat and something I wouldn't mind trying to do for fun since I enjoy a good debate.

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  3. Did some work on the boonie hats, good times. Changed my skin to use a Dark Navy Blue boonie hat for woodland/transitional (originally black) and Desert Tiger Stripe for desert/arid (originally tan). Also should be able to add the balaclavas to the boonie hat face textures easily (perhaps useful for winter boonie hat setups).

    Spoiler

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  4. Wait is there a way to do medical stuff in GR that I'm not aware of? Definitely interested. Main reason I want to look at it is because realistic wounding and medical treatment can drastically change the pace of the fight. I don't like how easy it is to rack up a body count.

    Initial testing suggests that new settings may work well. Definitely a power discrepancy between longer barrel and shorter barrel weapons. Some enemies will take a lot of bullets, sometimes die quickly. Needs more testing, but I like it. Be prepared to pump guys full of bullets, especially if you bring a weaker weapon. Of course, these same rules apply to you. But the enemy still kills you quickly since they usually pack longer barreled rifles.

  5. New update going to have some new skins (including those from Blood Oil, so something to look forward to). May mix in different skins to randomly appear in SP for the regular Ghosts (still be primarily Special Forces).

    One thing I'm not the biggest fan of in GR is how easy kills occur. I'd prefer to have a medical system in place to better represent wounding and add another element to the fight, but going to experiment with making everything more survivable (headshots still incredibly lethal though). Should extend fights and make tactics matter somewhat more rather than shooting your way out of a mistake.

  6. That enemy AK is definitely powerful. As for the size, I do want to work on a HU-integrated version at some point. Perhaps I make this as good as I can before doing that and essentially make 2 versions.

    AI updates coming in version 1.0.3b. AI stat values adjusted and made sure that all kits used by the enemy now have full auto only (this will make the experience consistent across the original missions and expansions).

    Still need a name for this, welp.

  7. I don't think you can increase "health" in a direct "add HP" sort of way. My understanding of this file is the following:

    Increasing the UNARMORED factor values will increase the chance of wounding vs killing. HU has it setup so that limb shots (sometimes multiple) will wound a lot more often than kill while the head is basically an instant kill.

    The ARMORED factor controls what can penetrate and do damage (higher numbers = more resistance). As far as I'm aware, any rounds that get through will do less damage than if the armor value was less or none. There is NO weakening armor mechanic. If it can't get through, then the armor can take an infinite of those rounds to the chest. Distance also plays a factor AFAIK. Pretty sure I've seen shots that would normally penetrate at close range get stopped at longer ranges.

    Keep in mind that all values apply to ALL human characters. There is no differentiating between player and enemy. The armor setting for a particular character is determined in the associated .atr file.

    So given that knowledge, your settings make it look like chest shots would hurt nobody due to the armor, head wounds of any kind instantly lethal, otherwise bullet sponges.

  8. Thanks for the feedback! The enemy is definitely pretty ruthless. Do they feel like a fair sort of smarter? One thing I didn't like about CENTCOM is how they seemed to AK snipe a lot of the time (may have just been I usually played on Elite until learning it loses some of its simulation qualities). As for CQB, I included flashbangs to help with that. The fog adjustments definitely can mess with balance some, but seems like it works fine.

    As for the sounds, I could still fine tune it some, but it's mostly fine. Most of the suppressed sounds I like except for the M4 sound (the one from Frostbite is currently being used for it). Most of the sounds are from thales100's Real Weapon Sounds.

    Weapons is something I plan on expanding without going absolutely insane. Blood Oil weapons will likely find their way into it at some point. Can definitely grab some more from HU. I can see adding a Javelin in, though the M3MAAWS is so satisfying to use.

    As for the AI, I want to try and incorporate HU's campaign missions and game modes with their awesome scripting (perhaps a few new maps as well). Doing this definitely won't be easy since there's a ton of content and adjustments I need to make having already played around with the idea. This will also increase the size of this mod significantly to over 5 GB. I could see this mod becoming ~10 GB depending on how much content I try to add. Should I go for it or try to keep it small?

    EDIT: playing with it more, looks like over 10 GB. And this doesn't even include me looking at adding more maps.

  9. Pretty sure that feature was removed. The read me (IIRC it’s called the operator’s manual or something like that) should have more info about it. I’ll check later when I get home and see what I find.

    EDIT, looked in the Operators Manual and found this: "Participation in campaign missions no longer results in additional combat points for individual soldiers, and no extra combat points are given out in quick missions anymore, either.  All soldier stats are completely reworked for improved character abilities and AI behavior, so the combat point system would no longer have any effect."

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