SN271 Posted July 2, 2006 Share Posted July 2, 2006 Hi! I've been surfing through this site and others looking for someone who has done the following: - increased effectiveness of the Blackhawk's Minigun/Crew - adjusted the preferences of your teamates to fire SA instead of FA. I've seen the BHawk crews in theater and I don't know if they were just really switched on and above average in comparison with their peers, but what I DO know is that the crew in GRAW may as well not even be there for all the good it does. The boys I saw would screw stuff up and/or suppress the living crap out of targets NP - as per their job. I'm not trying to imbalance the game here, but rather to add a very realistic fire support element. I think that the Ghosts should be using SA far more than they do. In my experience FA in open ground is only used for tactical suppression / ambush / area denial, etc. If someone has addressed these issues I'd be VERY grateful for any advice and/or a few pointers in the right direction. Thanks! Quote Link to comment Share on other sites More sharing options...
spotH3D Posted July 3, 2006 Share Posted July 3, 2006 I am interested in this too. Hope somebody figures something out. Quote Link to comment Share on other sites More sharing options...
silent_op Posted July 11, 2006 Share Posted July 11, 2006 (edited) I have wondered about this myself. In CO-OP, I always hated the way the minigunners make a lot of noise yet hit nothing at all. This is especially ture in the VIP 2 is Down mission. I always find myself wanting the damn helicopter to leave already. All the dust being kicked up makes it hard for me to see the tangos trying to shoot my team members on the way down the rope (I play with all diamonds off). If the mini gunners were actually helping, that would be nice. On the other hand, the Stryker gunner always engages and stops all incoming tangos. For example in Quarterback, I always leave the tangos south of the insert to the Stryker. I go east and the Stryker covers the street. It would be nice to find a way to make the minigunners actually hit something, much like the Strykers do. silent_op Edited July 11, 2006 by silent_op Quote Link to comment Share on other sites More sharing options...
spotH3D Posted July 13, 2006 Share Posted July 13, 2006 Yeah the .50 on the Striker seriously takes care of business. Quote Link to comment Share on other sites More sharing options...
philkilla Posted July 14, 2006 Share Posted July 14, 2006 As they all should. Quote Link to comment Share on other sites More sharing options...
Ruddy Posted April 7, 2007 Share Posted April 7, 2007 have noone figured out how to make the Black Hawk more dedly?? Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 19, 2007 Share Posted April 19, 2007 There are a couple of things you can play around with to change the way your ai team mates fire, it depends on what type of weapon they are holding, so you have to edit each weapon individually. Change the values below to 1 should put them to single shot. <var name="fire_offensive" value="2"/> <!-- what thread in SGunLogics this weapon uses when when in offensive --> <var name="fire_defensive" value="1"/> <!-- what thread in SGunLogics this weapon uses when when in defensive --> <var name="fire_suppresive" value="4"/> <!-- what thread in SGunLogics this weapon uses when when in suppressed --> Combined with adjusting these values. The shoot delay being the most important(increase it I think). <!-- AI --> <var name="ai_shoot_delay" value="0.1"/> <!-- normal aim time for ai --> <var name="ai_reload_delay" value="3.6"/> <!-- relaod time --> <var name="ai_angle_req_near" value="30"/> <var name="ai_angle_req_far" value="5"/> I haven't tried it, but for the miniguns, change the below value to be much lower, in the u_minigun.xml. For instance, the barrett is .2 . <var name="ai_precision" value="1.5"/> Quote Link to comment Share on other sites More sharing options...
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