v1.13 Main Talk thread
Moderator: Flashy
Hallo, das mit der Initiative und dem Typ der Waffe find ich nicht gut. Wenn ich jemanden früher entdecke weil ich fähiger bin liegt es "nicht" an der Waffe! Und ich muss "nicht" schiessen! Wenn ich nur noch wenige AP's habe bekomme ich mit dem G3 mit Zielfernrohr keinen Schuss mehr 'raus. ABER weglaufen kann ich immer noch!!! 10 AP sind eine ganze Strecke! Deshalb sollte die Unterbrechung an die Qualität des Söldners gekoppelt bleiben.
Spass, Deidre
Nachsatz: Wenn ich mich in den Hinterhalt lege und warte das ein Doddelchen mir vor die Flinte läuft dann hat der auch keine Chance mit seiner MP, weil ich mach nur noch den Finger krumm!!!
Nachsatz2: Ja das Wechseln der Waffe könnte AP's kosten, aber nur bei einer Unterbrechung. Wenn ich hinter meinem Baum sitze ist das Wechseln nicht spielentscheidend.
Spass, Deidre
Nachsatz: Wenn ich mich in den Hinterhalt lege und warte das ein Doddelchen mir vor die Flinte läuft dann hat der auch keine Chance mit seiner MP, weil ich mach nur noch den Finger krumm!!!
Nachsatz2: Ja das Wechseln der Waffe könnte AP's kosten, aber nur bei einer Unterbrechung. Wenn ich hinter meinem Baum sitze ist das Wechseln nicht spielentscheidend.
mmm...deidre hat geschrieben:Hallo, das mit der Initiative und dem Typ der Waffe find ich nicht gut. Wenn ich jemanden früher entdecke weil ich fähiger bin liegt es "nicht" an der Waffe! Und ich muss "nicht" schiessen! Wenn ich nur noch wenige AP's habe bekomme ich mit dem G3 mit Zielfernrohr keinen Schuss mehr 'raus. ABER weglaufen kann ich immer noch!!! 10 AP sind eine ganze Strecke! Deshalb sollte die Unterbrechung an die Qualität des Söldners gekoppelt bleiben.
Spass, Deidre
Nachsatz: Wenn ich mich in den Hinterhalt lege und warte das ein Doddelchen mir vor die Flinte läuft dann hat der auch keine Chance mit seiner MP, weil ich mach nur noch den Finger krumm!!!
This is it, what i mean with situations ...
Sometimes, sometimes not ... with a Pistole, i cant shoot longe range, with G3 no Problem. But here is the question, need we another AP- System with more APs or difference APs, one for walking, shooting and one for weaponchanging and other stuffdeidre hat geschrieben:Nachsatz2: Ja das Wechseln der Waffe könnte AP's kosten, aber nur bei einer Unterbrechung. Wenn ich hinter meinem Baum sitze ist das Wechseln nicht spielentscheidend.

I must say - THIS is completely fine with me. Since i can do the same, i would consider it as legit as it can get.KillerFaultier hat geschrieben:maybe i have a solution/enhancement for the "invisible enemy sniper shoots mercs out of sight range through spotter" problem.
the thing is, as i understand it at the moment, that as soon as one enemy spots one of your mercs, every other enemy can see his position too and snipe him if he is equipped with a sniper weapon and within effective range.
* If at least one of the enemy can see my men -> let'em shoot
* If they aim for the last known position -> let'em shoot
* If they can hear me -> let'em shoot
All in all that's what snipers are for.
But i've encountered lots of situations where the sniper had no chance to know the position of the target he shot. Like this last enemy in the sector and then all of a sudden he takes a shot over 400m through the darkest darkness of night and hits.
Cya: The Spectre
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Sorry, but dit any of you EVER try to apply precise fire to a target You couln't see?Spectre hat geschrieben:I must say - THIS is completely fine with me. Since i can do the same, i would consider it as legit as it can get.
* If at least one of the enemy can see my men -> let'em shoot
* If they aim for the last known position -> let'em shoot
* If they can hear me -> let'em shoot
All in all that's what snipers are for.
But i've encountered lots of situations where the sniper had no chance to know the position of the target he shot. Like this last enemy in the sector and then all of a sudden he takes a shot over 400m through the darkest darkness of night and hits. There was at least one easier target, much closer to the shooter.
One shot, sniper or assault rifle?
This is wasting ammo and let everybody know Your position.
Of Course with mortar or howitzers it would make sense.
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Irak[arab]: Vietnam
Oh yea Gorro, i just did.
Invasion in Alma. I had two snipers on a roof. One of the militia saw an enemy, but was gunned down later. So the enemy disappered from view. But next round i shot this enemy with my two snipers. Simply coz i knew the position.
Things like this happen all the time so why shouldn't the AI try the same methode.
But then this scenarion:
Enemy round, militia sniper interrupts - bang, enemy goes down. I haven't seen one damn enemy. Nothing but grass ...but i should see, what the militia sees, shoudn't i?! There's some foul play around this snipers.
Invasion in Alma. I had two snipers on a roof. One of the militia saw an enemy, but was gunned down later. So the enemy disappered from view. But next round i shot this enemy with my two snipers. Simply coz i knew the position.
Things like this happen all the time so why shouldn't the AI try the same methode.
But then this scenarion:
Enemy round, militia sniper interrupts - bang, enemy goes down. I haven't seen one damn enemy. Nothing but grass ...but i should see, what the militia sees, shoudn't i?! There's some foul play around this snipers.
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No not in game
in RL???????????????????Spectre hat geschrieben:Oh yea Gorro, i just did.
Invasion in Alma. I had two snipers on a roof.
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the snipers shouldn`t fire on unseen mercs
maybe suppressive fire on places they think a merc could be (last know position, sound) but those impossible hits are no good IMO
aiming for enemies you can`t see: think of a black (out of sight) enemy as outside sighting range of the human eye. But with a sniper scope, you might still see him. the game doesn`t reflect tis unless you make these changes yourself using the xml. files
maybe suppressive fire on places they think a merc could be (last know position, sound) but those impossible hits are no good IMO
aiming for enemies you can`t see: think of a black (out of sight) enemy as outside sighting range of the human eye. But with a sniper scope, you might still see him. the game doesn`t reflect tis unless you make these changes yourself using the xml. files
Hello, after quite some hours of interesting gameplay, I have some further questions.
"Sniper!" - What does that really mean? It suddenly appeared at night at Drassen SAM site and then a shot out of the dark hit my IMP. After the fight, I found one PSG with sniperscope. Is it connected to certain types of weapons or elites?
Later I had some other strange events. I did a couple of night-attacks on Alma and Cambria and my own spotter-merc is suddenly right out of realtime attacked followed by the "Sniper!" WTF? After the attack I get turn, press "D", realtime again. Shouldn't follow a second turnbased round?
Drassen: in the sector with the church/mine an yellow-shirted enemy lay down, stood up and the "nada" appeared at this place. No item-picture, only in sector-inventar grab-able. Not sell-able.
The new attachements and sniper-guns are awesome. I like to aim carefully at the head until the bar is full red and the fire
Two shots from the MSG90A1 were at least deadly.
The burst/autofire MP7 is a close-combat-massacre. I use Autofire with 5 bullets and my IMP pumps out another 16 one ... lol ... psycho. G11, FN P90 and G36 seem to be not so cool?!?
What is the real differen between the flash-hider and the silencer? Does the silencer also hide the muzzle-flash?
By the way: the drop-all option is great! Together with Alt+LMB you hae no cash-problems and spare a huge amount of BORING time, because i don't have to ship all the items to the merchants manually. And getting new weapons and amunition every battle is also great. At least I can now use my favorite weapons and grenades when I want to. I have enough
"Sniper!" - What does that really mean? It suddenly appeared at night at Drassen SAM site and then a shot out of the dark hit my IMP. After the fight, I found one PSG with sniperscope. Is it connected to certain types of weapons or elites?
Later I had some other strange events. I did a couple of night-attacks on Alma and Cambria and my own spotter-merc is suddenly right out of realtime attacked followed by the "Sniper!" WTF? After the attack I get turn, press "D", realtime again. Shouldn't follow a second turnbased round?
Drassen: in the sector with the church/mine an yellow-shirted enemy lay down, stood up and the "nada" appeared at this place. No item-picture, only in sector-inventar grab-able. Not sell-able.
The new attachements and sniper-guns are awesome. I like to aim carefully at the head until the bar is full red and the fire

The burst/autofire MP7 is a close-combat-massacre. I use Autofire with 5 bullets and my IMP pumps out another 16 one ... lol ... psycho. G11, FN P90 and G36 seem to be not so cool?!?
What is the real differen between the flash-hider and the silencer? Does the silencer also hide the muzzle-flash?
By the way: the drop-all option is great! Together with Alt+LMB you hae no cash-problems and spare a huge amount of BORING time, because i don't have to ship all the items to the merchants manually. And getting new weapons and amunition every battle is also great. At least I can now use my favorite weapons and grenades when I want to. I have enough

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mmm...Gorro der Grüne hat geschrieben:in RL???????????????????
I dont know, how snipers and spotters works, but with special points like big tress in an area you can tell, where the enemy is.
The other way is in a battle, someone shot at an unseen target. you can shoot at his target in hope, you will hit something ...
The only real problem i see, is, that sniperweapons can make big damage ...
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about sniperwork in reallife: the KSK snipers for example always work in two man teams. one spotter and one sniper. the spotter identifies and locates the targets, telling the sniper where to shoot and what to hit, as well as ballistic data like wind and range. the sniper engages the target because of the data told him by his spotter. the saying is: the sniper shoots but the spotter hits!
if the spotter does his job right, the sniper can hit the target from a camouflaged position with no direct visible contact over extreme distances.
so "blind shooting" is quite possible, as long as the sniper gets told very exactly where the target is!
the other question is, how this affects playability and game balance. not everything that may be realistic and doable also makes sense in terms of gameplay.
if the spotter does his job right, the sniper can hit the target from a camouflaged position with no direct visible contact over extreme distances.
so "blind shooting" is quite possible, as long as the sniper gets told very exactly where the target is!
the other question is, how this affects playability and game balance. not everything that may be realistic and doable also makes sense in terms of gameplay.
das KillerFaultier - tödlichstes nicht-raubtier von allen! 

Hoi morki,
"sniper" means that an enemy just has used his sniperscope and rifle. Usually the new snipers are realy awesome good snipers. They hardly miss you!
The flash suppresor reduces the muzzle flash, but it does not reduce the sound of the weapon. If the sound suppressor also reduces the muzzle flash, I can't say, but I think so.
So ka, Faramir
"sniper" means that an enemy just has used his sniperscope and rifle. Usually the new snipers are realy awesome good snipers. They hardly miss you!
The flash suppresor reduces the muzzle flash, but it does not reduce the sound of the weapon. If the sound suppressor also reduces the muzzle flash, I can't say, but I think so.
So ka, Faramir
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Sic vis pacem, para bellum
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Sic vis pacem, para bellum
[x] Dieser User unterzeichnet eine Petition zur unbedingten Weiterentwicklung vom JA3 Produkt
Besucht die Homepage des einzig wahren, genialen Rollenspiels KEAS
and thats the point wehre the balance isn't realy goodmorki hat geschrieben: By the way: the drop-all option is great! Together with Alt+LMB you hae no
cash-problems and spare a huge amount of BORING time, because i don't
have to ship all the items to the merchants manually. And getting new
weapons and amunition every battle is also great. At least I can now use my
favorite weapons and grenades when I want to. I have enough

@Kaiden,
is it possible to make a function for disload
from our Teammembers the inventar to sector inventar ?
(idea "stolen" from Fallout 2)
if i press it in game then crash to desktop, is it normal ?changelist from 10-07-05 hat geschrieben:8) New option in preferences:
Enemy equipment drops - Normal and Everything (shortcut key = shift+D)
greets
Hallo Killerfaultier,
"if the spotter does his job right, the sniper can hit the target from a camouflaged position with no direct visible contact over extreme distances."
Glaubst du das wirklich?
Mit 12xScope treff ich auf 100m den stehenden Keiler in die 10. Wenn ein Jagdkollege mich anweisen würde, wie sollte er das tun? Ein bischen rechts, nach oben? Er schaut doch gar nicht durchs Scope und anders kannst du nicht zielen! Du musst sehen wohin der Schuss geht! Alles andere ist im Reich der Phantasie angesiedelt. Oder in JA2:-)
Ich schiesse auch auf Gegner die mein Söldner sieht, und ab Treffer 85 hab ich auch Erfolg damit, sojeden 3. 4. Schuss. Aber ebend nur in JA.
Spass, Deidre
"if the spotter does his job right, the sniper can hit the target from a camouflaged position with no direct visible contact over extreme distances."
Glaubst du das wirklich?
Mit 12xScope treff ich auf 100m den stehenden Keiler in die 10. Wenn ein Jagdkollege mich anweisen würde, wie sollte er das tun? Ein bischen rechts, nach oben? Er schaut doch gar nicht durchs Scope und anders kannst du nicht zielen! Du musst sehen wohin der Schuss geht! Alles andere ist im Reich der Phantasie angesiedelt. Oder in JA2:-)
Ich schiesse auch auf Gegner die mein Söldner sieht, und ab Treffer 85 hab ich auch Erfolg damit, sojeden 3. 4. Schuss. Aber ebend nur in JA.
Spass, Deidre
There is one more feature i would really like to see: free camera.
The camera placement isn't allways what it should be and sometimes i just hear "BOOOM ...OUCH...*falling corpse*", while the camera is busy elsewhere (where actually noithing important is happening).
Maybe holding CTRL could unlock the automatic "action spot".
The camera placement isn't allways what it should be and sometimes i just hear "BOOOM ...OUCH...*falling corpse*", while the camera is busy elsewhere (where actually noithing important is happening).
Maybe holding CTRL could unlock the automatic "action spot".
Cya: The Spectre
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Hier gibt es genauere Infos zum Thema (exact information about) Spotter und Scharfschütze:deidre hat geschrieben:Hallo Killerfaultier,
"if the spotter does his job right, the sniper can hit the target from a camouflaged position with no direct visible contact over extreme distances."
Glaubst du das wirklich?
Mit 12xScope treff ich auf 100m den stehenden Keiler in die 10. Wenn ein Jagdkollege mich anweisen würde, wie sollte er das tun? Ein bischen rechts, nach oben? Er schaut doch gar nicht durchs Scope und anders kannst du nicht zielen! Du musst sehen wohin der Schuss geht! Alles andere ist im Reich der Phantasie angesiedelt. Oder in JA2:-)
Ich schiesse auch auf Gegner die mein Söldner sieht, und ab Treffer 85 hab ich auch Erfolg damit, sojeden 3. 4. Schuss. Aber ebend nur in JA.
Spass, Deidre
http://soldatentreff.de/modules.php?nam ... cle&sid=81
http://www.militaerhistorie.de/Vortrags ... utzen.html
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@KillerFaultier:
The Spotter gives all the relevant information to the Sniper (wind direction and strength, range, target movement and direction), but the Sniper still has to see(!) the target. All the info from the Spotter is only used to adjust the Sniper's scope, that is what is meant by "the Spotter hits".
@all else:
Something about realism in JA2, concerning weapons:
Almost all weapons with a muzzle that extends over the 'furniture' of the gun can take a Flash Suppressor or a Sound Suppressor. For example the MP5k: in reality this gun cannot take a silencer, because the barrel does not extend past the casing of the weapon.
On the other hand, almost all assault rifles can take sound suppressors, and are almost always already equipped with a flash suppressor (so this should come always with a gun). The German KSK use the G36K with a sound suppressor, yet in JA2 1.13 we cannot attach a sound suppressor to the G36K.
As I said, any gun with a thread on the muzzle can take a sound suppressor.
Flash suppressors hide the muzzle flash (I have a short movie about the HK MP53, and the muzzle-flash is really big), sound suppressors hide the muzzle-flash even better and eliminate some(!) of the sound.
A gunshot makes three types of noise: The mechanical system of the weapon as it fires the round and reloads, the chemical explosion of the propellant, and the supersonic crack of the bullet. Of these three sources of sound, the sound suppressor only dampens the sound of the chemical explosion. The mechanical noise may be low enough not to be heard, if the target is far away. The supersonic crack cannot be eliminated!
But there is subsonic ammunition (the .45ACP is already subsonic [the round for the UMP and the good old Colt Government]), this can be used with silenced weapons to achieve the effect heard in the game. Some guns, like the HK MP5SD, have holes in the barrel that bleed off gas to keep the 9mm round below the speed of sound (normally it is supersonic) and can be used with normal ammo.
But a sound suppressor on a gun with supersonic ammo does still have its uses: As the chemical explosion is not heard by the target (and his friends), the shooter cannot be located so easily, because the supersonic crack travels at a right angle from the bullet's flight path. If the bullets path goes between two people, they would not be able to agree as to the direction of the sniper (they would both be wrong...).
So I would prefer to have a G36K with a sound suppressor and standard ammo. The enemy can hear that I shoot, but cannot locate me.
Another info about sound suppressors: When storming a building using 5.56mm weapons, sound suppressors may be a very good idea, or otherwise your teammates will become deaf (inside a building the sound is amplified, and the 5.56 is said to have a very unpleasant sound).
The latest version of the HK G11, by the way, does only have 45 rounds in the magazine, but has two slots beside the magazine well that can also take a magazine, to facilitate easy changing of magazines (the soldier normally carries two magazines: one in the well, one in a neighbouring slot, all other ammo is carried in packs of ten to reload the magazines).
The G36 weapons (not the E-versions) already have a reflex-sight and a low-power scope (3.5x), and should therefore come equipped with the ACOG-sight in the game. The E-versions (export) only have a 1.5x-scope and no reflex sight.
While it is true that a reflex sight would lower the AP-cost, the ACOG should not do so when you are using the scope part (you can aim the gun using the reflex- or the scope-part, but not both at the same time). The same goes for the combination of the Trijicon and a real sniperscope, if you use the scope you should not get the AP-Bonus. But that may be too difficult to implement.
And now to something completely different:
The good old JA1 had vests with a different number of pockets, that opened more inventory slots. Today there a tactical vests in the real world that are designed to go over body armour and have lots of pockets (there are even modular vests). I would like to see this type of vests re-invented to get more(!) inventory slots.
For examples, have a look at http://216.105.57.73/index.asp?PageActi ... ategory=17
On Initiative, AP and guns: If any of you have access to the Millennium's End Roleplaying Game, have a look how they did it. The shorter a gun (from trigger to muzzle, so bullpups are better) the faster it can be aimed at a target, so pistols should have the lowest AP-cost, then SMGs, than carbines, then assault rifles, and then sniper rifles (it does have a reason that most special forces use pistols and carbines [like the M4A1 and the G36K]). But of course, if a sniper is already in position when someone crosses his sights, then he should get a hefty bonus to initiative. This is something that bothered me about the classic JA2 very much. Some mod (can't remember which one) already made an attempt to correct this.
That's it for now, it has already grown longer than I wanted to
Kind regards,
Starwalker
The Spotter gives all the relevant information to the Sniper (wind direction and strength, range, target movement and direction), but the Sniper still has to see(!) the target. All the info from the Spotter is only used to adjust the Sniper's scope, that is what is meant by "the Spotter hits".
@all else:
Something about realism in JA2, concerning weapons:
Almost all weapons with a muzzle that extends over the 'furniture' of the gun can take a Flash Suppressor or a Sound Suppressor. For example the MP5k: in reality this gun cannot take a silencer, because the barrel does not extend past the casing of the weapon.
On the other hand, almost all assault rifles can take sound suppressors, and are almost always already equipped with a flash suppressor (so this should come always with a gun). The German KSK use the G36K with a sound suppressor, yet in JA2 1.13 we cannot attach a sound suppressor to the G36K.
As I said, any gun with a thread on the muzzle can take a sound suppressor.
Flash suppressors hide the muzzle flash (I have a short movie about the HK MP53, and the muzzle-flash is really big), sound suppressors hide the muzzle-flash even better and eliminate some(!) of the sound.
A gunshot makes three types of noise: The mechanical system of the weapon as it fires the round and reloads, the chemical explosion of the propellant, and the supersonic crack of the bullet. Of these three sources of sound, the sound suppressor only dampens the sound of the chemical explosion. The mechanical noise may be low enough not to be heard, if the target is far away. The supersonic crack cannot be eliminated!
But there is subsonic ammunition (the .45ACP is already subsonic [the round for the UMP and the good old Colt Government]), this can be used with silenced weapons to achieve the effect heard in the game. Some guns, like the HK MP5SD, have holes in the barrel that bleed off gas to keep the 9mm round below the speed of sound (normally it is supersonic) and can be used with normal ammo.
But a sound suppressor on a gun with supersonic ammo does still have its uses: As the chemical explosion is not heard by the target (and his friends), the shooter cannot be located so easily, because the supersonic crack travels at a right angle from the bullet's flight path. If the bullets path goes between two people, they would not be able to agree as to the direction of the sniper (they would both be wrong...).
So I would prefer to have a G36K with a sound suppressor and standard ammo. The enemy can hear that I shoot, but cannot locate me.
Another info about sound suppressors: When storming a building using 5.56mm weapons, sound suppressors may be a very good idea, or otherwise your teammates will become deaf (inside a building the sound is amplified, and the 5.56 is said to have a very unpleasant sound).
The latest version of the HK G11, by the way, does only have 45 rounds in the magazine, but has two slots beside the magazine well that can also take a magazine, to facilitate easy changing of magazines (the soldier normally carries two magazines: one in the well, one in a neighbouring slot, all other ammo is carried in packs of ten to reload the magazines).
The G36 weapons (not the E-versions) already have a reflex-sight and a low-power scope (3.5x), and should therefore come equipped with the ACOG-sight in the game. The E-versions (export) only have a 1.5x-scope and no reflex sight.
While it is true that a reflex sight would lower the AP-cost, the ACOG should not do so when you are using the scope part (you can aim the gun using the reflex- or the scope-part, but not both at the same time). The same goes for the combination of the Trijicon and a real sniperscope, if you use the scope you should not get the AP-Bonus. But that may be too difficult to implement.
And now to something completely different:
The good old JA1 had vests with a different number of pockets, that opened more inventory slots. Today there a tactical vests in the real world that are designed to go over body armour and have lots of pockets (there are even modular vests). I would like to see this type of vests re-invented to get more(!) inventory slots.
For examples, have a look at http://216.105.57.73/index.asp?PageActi ... ategory=17
On Initiative, AP and guns: If any of you have access to the Millennium's End Roleplaying Game, have a look how they did it. The shorter a gun (from trigger to muzzle, so bullpups are better) the faster it can be aimed at a target, so pistols should have the lowest AP-cost, then SMGs, than carbines, then assault rifles, and then sniper rifles (it does have a reason that most special forces use pistols and carbines [like the M4A1 and the G36K]). But of course, if a sniper is already in position when someone crosses his sights, then he should get a hefty bonus to initiative. This is something that bothered me about the classic JA2 very much. Some mod (can't remember which one) already made an attempt to correct this.
That's it for now, it has already grown longer than I wanted to

Kind regards,
Starwalker
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Here is more information and a detailed list of sniper's equipment (scroll down), if anybody is interested in (e.g. new items to implement):
http://www.defence-net.com/magazin/88.html
http://www.defence-net.com/magazin/88.html
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[quote=""Starwalker""]Almost all weapons with a muzzle that extends over the 'furniture' of the gun can take a Flash Suppressor or a Sound Suppressor. For example the MP5k: in reality this gun cannot take a silencer, because the barrel does not extend past the casing of the weapon.[/quote]
I don't want to be insulting, but on these two pictures - found at HKpro - I can clearly see a silencer attached to a MP5K.
[quote=""Starwalker""]The G36 weapons (not the E-versions) already have a reflex-sight and a low-power scope (3.5x), and should therefore come equipped with the ACOG-sight in the game.[/quote]
I can only agree to this idea
As I didn't have a clear idea about how an ACOG Trijicon functions, I googled a bit and I found a very good side, where it is all explained and where you can even find more of the stuff that was resently added
So ka, Faramir
I don't want to be insulting, but on these two pictures - found at HKpro - I can clearly see a silencer attached to a MP5K.


[quote=""Starwalker""]The G36 weapons (not the E-versions) already have a reflex-sight and a low-power scope (3.5x), and should therefore come equipped with the ACOG-sight in the game.[/quote]
I can only agree to this idea

As I didn't have a clear idea about how an ACOG Trijicon functions, I googled a bit and I found a very good side, where it is all explained and where you can even find more of the stuff that was resently added

So ka, Faramir
Due Cose belle ha il monde - Amore et Morte
Sic vis pacem, para bellum
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@ Faramir: the weapon on your pictures is not an ordinary MP5K but the MP5K PDW (personal defense weapon) which is a modified version that has a folding buttstock and a special treaded barrel that can accept silencers.
@ Starwalker : ok, point.
but it is still possible for a sniper to hit a target that is not diectly visible. if the target is behind a LOS blocking obstacle (a wooden wall or plants etc.) so it is not directly visible, the sniper is still able to hit the target with armor piercing ammunition if he gets told exactly from the spotter where the target is!
the barret for example is originally designatet for long range (1 mile and beyond) anti material sabotage. the cal. 50 round is always armor piercing and can punch through most light vehicle armor as well as light obstacles and every body armor up to date! so if the target is away quite a distance, so that the sniper cannot clearly see it or if its behind a obstacle that can be penetrated, the sniper can still hit the target when he gets told the exact position by another spotter who can see the target. the sniper can adjust his aim by landmarks and other visible objects and fire almost blindly but this requires a really capable team and optimal circumstances!
also, a sniper could (theoretically) use the ballistic trajectory of the bullet at long ranges to fire above and beyond one path blocking obstacle to hit a stationary target behind it. but this is more artistic shooting than real combat now is it?
but one point with the barret (and one main cause why i never use it) is, that a direct hit from a cal. 50 barret round to the head would always kill no matter how good the armor is! a direct hit to the body would at least totally cripple the enemy rendering him unable to fight or move.
but this can now be adjusted to my personal preference thanks to the work done by the 1.13 team!
great! why don´t you just share that URL with us?As I didn't have a clear idea about how an ACOG Trijicon functions, I googled a bit and I found a very good side, where it is all explained and where you can even find more of the stuff that was resently added

@ Starwalker : ok, point.
but it is still possible for a sniper to hit a target that is not diectly visible. if the target is behind a LOS blocking obstacle (a wooden wall or plants etc.) so it is not directly visible, the sniper is still able to hit the target with armor piercing ammunition if he gets told exactly from the spotter where the target is!
the barret for example is originally designatet for long range (1 mile and beyond) anti material sabotage. the cal. 50 round is always armor piercing and can punch through most light vehicle armor as well as light obstacles and every body armor up to date! so if the target is away quite a distance, so that the sniper cannot clearly see it or if its behind a obstacle that can be penetrated, the sniper can still hit the target when he gets told the exact position by another spotter who can see the target. the sniper can adjust his aim by landmarks and other visible objects and fire almost blindly but this requires a really capable team and optimal circumstances!
also, a sniper could (theoretically) use the ballistic trajectory of the bullet at long ranges to fire above and beyond one path blocking obstacle to hit a stationary target behind it. but this is more artistic shooting than real combat now is it?
but one point with the barret (and one main cause why i never use it) is, that a direct hit from a cal. 50 barret round to the head would always kill no matter how good the armor is! a direct hit to the body would at least totally cripple the enemy rendering him unable to fight or move.
but this can now be adjusted to my personal preference thanks to the work done by the 1.13 team!
das KillerFaultier - tödlichstes nicht-raubtier von allen! 

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arrrgh
He may hit him when he knows were he is (simply shooting through something but not round a tree)KillerFaultier hat geschrieben:.
but it is still possible for a sniper to hit a target that is not diectly visible.
But normally suchlike things a assault rifle tactics (You will burst and move your gun so You hit him whatever he does the very moment).
Under normal condition no sniper will show where he is, to try shooting somebody who may be lacing his boot
.
He doesn't see the head/body and has to guess what his prey is doing.
A waste of ammo and position.
If the sniper uses a 58mm howitzer sniper rifle he may be succesfull.

To shoot somebode who should behind something the sniper sees or to kill some piece of eqipment necessary to the enemy.the barret for example is originally designatet for long range (1 mile and beyond) anti material sabotage. the cal. 50 round is always armor piercing and can punch through most light vehicle armor
p.s. I don't give a damn to what the gun manufacturers say - they want to sell their goods.
Off course You may shoot an active sparky (Funker) through a loory's side.
But if your spotter is near enough the weapon of choice is a grenade, or perhaps mortar fire.
ehrwürdiges Kalkodil im RdgE
Irak[arab]: Vietnam
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oh c´mon guys, lets not be silly m´kay?
let me just say one more thing:
CheyTac Intervention .408 caliber M100 sniper rifle
btw, there is quite a difference between a sniper rifle and a "designated marksman rifle"! who can guess what the difference is?

let me just say one more thing:
CheyTac Intervention .408 caliber M100 sniper rifle
btw, there is quite a difference between a sniper rifle and a "designated marksman rifle"! who can guess what the difference is?
das KillerFaultier - tödlichstes nicht-raubtier von allen! 

I don't know what you mean... Training by punching crows?Spectre hat geschrieben:@ Kaiden:
Could you kill the focus on launching crows? You would do me a great favour.
I would have thought that was fixed along with arming and disarming land mines.
If not, I will put it on the list and remove it as well as punching cows if that is still allowed to raise skill.
I think Spectre was talking about camera-fcous.
And about the explosives-training: try TNT
about that Silencer for the howizer: I´d like some data about the sound-spectrum-differences on this
And about the explosives-training: try TNT

about that Silencer for the howizer: I´d like some data about the sound-spectrum-differences on this



...


[quote=""KillerFaultier""]@ Faramir: the weapon on your pictures is not an ordinary MP5K but the MP5K PDW (personal defense weapon) which is a modified version that has a folding buttstock and a special treaded barrel that can accept silencers.
[quote=""Faramir""]As I didn't have a clear idea about how an ACOG Trijicon functions, I googled a bit and I found a very good side, where it is all explained and where you can even find more of the stuff that was resently added [/quote]
great! why don´t you just share that URL with us? [/quote]
Well, KFT I already did, but you must click on the link merged with the word "side". That's why it is enlighted in green.
I would greatfully appreciate it, if it would be possible, to implement "Ghillie"-suites for my snipers. They don't need to be of high armour but they should increase the snipers stalking ability even higher than the normal camouflage kit. This would mean camouflage kit + ghillie-suite = best way to be tarned (espesially if lying in high gras - oh, I hate the high gras at Drassen mine entry!)
So ka, Faramir
[quote=""Faramir""]As I didn't have a clear idea about how an ACOG Trijicon functions, I googled a bit and I found a very good side, where it is all explained and where you can even find more of the stuff that was resently added [/quote]
great! why don´t you just share that URL with us? [/quote]
Well, KFT I already did, but you must click on the link merged with the word "side". That's why it is enlighted in green.
I would greatfully appreciate it, if it would be possible, to implement "Ghillie"-suites for my snipers. They don't need to be of high armour but they should increase the snipers stalking ability even higher than the normal camouflage kit. This would mean camouflage kit + ghillie-suite = best way to be tarned (espesially if lying in high gras - oh, I hate the high gras at Drassen mine entry!)
So ka, Faramir
Due Cose belle ha il monde - Amore et Morte
Sic vis pacem, para bellum
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@Kaiden
Would it be possible that you change the weapon ranges for the PSG1 and the MSG90A1 in the next version of the v1.13 patch? I just looked at the homepage of HK and found out the maximal operating range of the PSG1 is 600m (because it is mainly a police weapon) and the one of the MSG90A1 is about 1000m (because it is the military version). In the actual v1.13 it's quiet opposite.
Thank you, Faramir
P.S.: Yes, I know that I may change it on my own, if I would have an idea about modding, but I think it wouldn't mind, if this would be fixed in the "official" version.
Would it be possible that you change the weapon ranges for the PSG1 and the MSG90A1 in the next version of the v1.13 patch? I just looked at the homepage of HK and found out the maximal operating range of the PSG1 is 600m (because it is mainly a police weapon) and the one of the MSG90A1 is about 1000m (because it is the military version). In the actual v1.13 it's quiet opposite.
Thank you, Faramir
P.S.: Yes, I know that I may change it on my own, if I would have an idea about modding, but I think it wouldn't mind, if this would be fixed in the "official" version.
Due Cose belle ha il monde - Amore et Morte
Sic vis pacem, para bellum
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The camera allways focusses on crows, when they raise up to the blue skies, in panic, shaken by fear, driven by the pure horror wich has been burned deep down into their poor small brains for the rest of their lifes... might be an interresting scenario for a crow, bu for me it is sooooooo anoying!Kaiden hat geschrieben:I don't know what you mean... Training by punching crows?
I would have thought that was fixed along with arming and disarming land mines.
If not, I will put it on the list and remove it as well as punching cows if that is still allowed to raise skill.
Then the camera switches to the crows, while the battle goes on, resulting in me watching crows, while halve of the militia is gunned down.
Or the other scenario: i shoot at an enemy, the crows launch, the camera focusses on them and i am to slow to realise the chanced situation. You know ...fast unaimed shots on an enemy not far away from you ...focus on crows ...bang, you shoot grass.
Cya: The Spectre
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Yea, this might provide you with a better overview. But the crows would still move the camera away from the action.smilingassassin hat geschrieben:@spectre
maybe this will be less of a problem when you`re able to have a different tactical screen resolution
Camera flaws i've noticed:
1. Crows are considered as "must see".
2. Spotted enemies demand the camera focus, while the game doesn't wait for clearance. The result is two action spots fighting for the camera. I guess, everybody has seen this (this bug exists since 1.00).
3. Sometimes the camera just doesn't move to the action.
Cya: The Spectre
There's an odd thing, i have never seen before 1.13.
I conquer a mine-sector. Then i switch back to the overview map and... it's a hostile sector again. Happened to me several times now. Where did they come from?! Or should i say: where did they not come from, since there is *no* enemy in the map and everything works like in an enemy free zone (can pick up items from sector inventory).
Made a save, if it is of any use.
I conquer a mine-sector. Then i switch back to the overview map and... it's a hostile sector again. Happened to me several times now. Where did they come from?! Or should i say: where did they not come from, since there is *no* enemy in the map and everything works like in an enemy free zone (can pick up items from sector inventory).
Made a save, if it is of any use.
Cya: The Spectre
As I mentioned above, I think this would be a good idea. But there are also other weapons in the game like the T.A.R.21, the SteyrAUG, the Enfield, the G11 and maybe the CAWS that should come equipped with the ACOG-sight in the game. Just look at their pictures.Starwalker" hat geschrieben:The G36 weapons (not the E-versions) already have a reflex-sight and a low-power scope (3.5x), and should therefore come equipped with the ACOG-sight in the game.
So ka, Faramir
Due Cose belle ha il monde - Amore et Morte
Sic vis pacem, para bellum
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Same for me. I liberated Cambria (hospital sector) - everyone is dead, speeches from my team, I went to strategical map - a new red "?" at the sector!Spectre hat geschrieben:There's an odd thing, i have never seen before 1.13.
I conquer a mine-sector. Then i switch back to the overview map and... it's a hostile sector again. Happened to me several times now. Where did they come from?! Or should i say: where did they not come from, since there is *no* enemy in the map and everything works like in an enemy free zone (can pick up items from sector inventory).
WTF?
I switch back and enemy soldiers are standing all over the map. No problem - I got first turn

Almost all were elite and had wepaons like FN P90, G11 and Barret.
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@Faramir and all others:
A little clarification - The Standard-ACOG (like used by the US Army) is a lowpower scope (4x).
Look here: http://www.scopesnmore.com/riflescopes4 ... TRTA01.htm
What is implemented in JA2 1.13 is a combination of an ACOG with a small reflex sight (there is a two-piece adapter that facilitates this). Here is a picture of a reflex sight mounted to the rear of the ACOG: http://www.specwargear.com/images/optic ... ACOG-5.jpg
The Steyr AUG, the G11, and the CAWS do only have sights like the ACOG (i.e. lowpower scopes, but in most cases only 1.5x), but they do not(!) have the combination like the one in 1.13.
Most TAR21 have a reflex sight, but some do have such a combination, so the TAR21 should come with the sight as implemented in 1.13
BTW, I made a mistake, not all G36-versions should have the combination, the G36C does not have one, it is only equipped with a Picatinny Rail.
Starwalker
A little clarification - The Standard-ACOG (like used by the US Army) is a lowpower scope (4x).
Look here: http://www.scopesnmore.com/riflescopes4 ... TRTA01.htm
What is implemented in JA2 1.13 is a combination of an ACOG with a small reflex sight (there is a two-piece adapter that facilitates this). Here is a picture of a reflex sight mounted to the rear of the ACOG: http://www.specwargear.com/images/optic ... ACOG-5.jpg
The Steyr AUG, the G11, and the CAWS do only have sights like the ACOG (i.e. lowpower scopes, but in most cases only 1.5x), but they do not(!) have the combination like the one in 1.13.
Most TAR21 have a reflex sight, but some do have such a combination, so the TAR21 should come with the sight as implemented in 1.13
BTW, I made a mistake, not all G36-versions should have the combination, the G36C does not have one, it is only equipped with a Picatinny Rail.
Starwalker
Not to interrupt the weapons discussion, but I thought some of you might be interested in this progression:
http://www.ja-galaxy-forum.com/ubb/ulti ... 2;t=000021
Should be fully compatible with the German Compile so Realist can provide a German version...
http://www.ja-galaxy-forum.com/ubb/ulti ... 2;t=000021
Should be fully compatible with the German Compile so Realist can provide a German version...
@Kaiden
Two things wich would really be helpfull:
1. "Unload, dismantle and stack" button for the sector inventory.
Unloads every weapon and separates every removable addon from every object (ceramic plates, scopes, batteries...) throughout the whole sector inventory. All the spendable Item will be merged (ammo, med kits, camo...) and stacked. The one item not at 100% is at top of the stack.
2. "Insert" slot for the sector inventory.
Anything you put there will be inserted into the sector inventory. So you dont have to scroll pages like a madman, or restack to get a free slot.
Two things wich would really be helpfull:
1. "Unload, dismantle and stack" button for the sector inventory.
Unloads every weapon and separates every removable addon from every object (ceramic plates, scopes, batteries...) throughout the whole sector inventory. All the spendable Item will be merged (ammo, med kits, camo...) and stacked. The one item not at 100% is at top of the stack.
2. "Insert" slot for the sector inventory.
Anything you put there will be inserted into the sector inventory. So you dont have to scroll pages like a madman, or restack to get a free slot.
Cya: The Spectre
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Hmm, now I own a pretty useless Explosives 1-IMP. Nice. Really nice.Kaiden hat geschrieben:I don't know what you mean... Training by punching crows?
I would have thought that was fixed along with arming and disarming land mines.
If not, I will put it on the list and remove it as well as punching cows if that is still allowed to raise skill.
And what about the agility-exploit using the harmless crepitus-babies?
(Hide and run around them as long as you want to.)

I liked the different ways to train your skills actively. Using "teach" and "learn" is not so funny ...