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Thread: The Fighting TTLGers present: Arma 3 (a TTLG Coop Saturdays spin-off)

  1. #376
    Member
    Registered: Feb 2001
    Location: Somewhere
    sounds good.

  2. #377
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    It really does!
    BADUM-TISH!

  3. #378
    Member
    Registered: Apr 2001
    Location: Switzerland
    Fun session tonight with henke, Jeshibu and Malf. The first mission was trash - we were defending a base in a snowstorm that wouldn't let us see the bad guys killing us constantly - but we then did a mission in Zargabad that was much better, even if we failed our first task (taking out a High Value Target flying in by helicopter). We did get the officer we were supposed to kill, though, henke expertly blew up two artillery trucks, Jesh took out as many bad guys as the rest of us put together, and Malf healed us up more times than we could count.

    If everything goes well, I should be able to put together a video of that second mission. In the meantime, I'm hoping to run another game in two weeks. As always, confirmation to follow.

  4. #379
    Member
    Registered: Apr 2001
    Location: Switzerland
    Grumble... While the footage from last Saturday is good, I'm having problems working with it in Vegas Movie Studio. Will have to find a solution, because I think that the Zargabad mission could be turned into a nice little video.

    Anyway, on to future business:
    The next Arma 3 coop session:

    Date: Sat, 6 February
    Time: 3-6pm UK time


    As always, I'll be online a bit before 3pm to set up the server and check who's online.

  5. #380
    Member
    Registered: Jun 2002
    Location: melon labneh
    Hey I'll try to join that one if that's ok, hope you'll be able to tolerate my bad English. I haven't played A3 in a while but I remember enough that the setup should be straightforward.

  6. #381
    Member
    Registered: Apr 2001
    Location: Switzerland
    Hey Briareos H - that'd definitely be cool! Let me know if you run into any problems with any of the mods, but generally they should work okay, and the new radio mod we're using, ACRE2, also seems to work pretty easily out of the box. (There are still some teething problems, but I'm hoping we can resolve them.)

    Which time zone are you in? Are we friends on Steam and are you a member of the Fighting TTLGers Steam group? If not, let me know and I'll send you an invite.

  7. #382
    Member
    Registered: Jun 2002
    Location: melon labneh
    I'm faelnor on Steam, I just joined the group and sent you a friend request. I'm a frenchie currently living in Sweden so my timezone is CET (UTC+1).

    I've played both with ACRE 2 and TFAR in the past, not sure which I used the most but I'll probably be ok, I may need a refresher if you set custom frequencies or need to switch between long-range and short-range radios and such but from a quick look at your videos, it doesn't seem that you use the advanced features too much. I'll get the mod package and try it out in the upcoming days
    Last edited by Briareos H; 25th Jan 2021 at 07:48.

  8. #383
    Member
    Registered: Apr 2001
    Location: Switzerland
    Perfect. :-) Once I'm done with work, I'll accept your friend request.

    At the moment we're not using the advanced features of ACRE2, nor did we with TFAR. For the mission types we play, it'd probably be too much of a bother, unless there are clear advantages. However, I've not looked into all of ACRE2's functions and features, so if there's anything there that might be interesting to us I'm definitely interested in hearing about it.

    Out of interest: have you played any Arma using the ACE3 mod?

  9. #384
    Member
    Registered: Jun 2002
    Location: melon labneh
    I've played missions where vehicle long-range radios were useful for relaying information from the infantry that couldn't reach that far, or where radio operators or commanders were able to switch between local groups and command/HQ to coordinate their attack, but that was definitely more useful in large PvP setups than small coop missions. Also useful during WW2 games.

    The group I was part of for a short time used ACE3, so I'm familiar with it but we never really used any of its features as key elements to our missions, except maybe fast-roping and parachutes. We tried the medical system but quickly ended up abandoning it due to it being too cumbersome (might be better during PvP, but in coop missions what's the point of having a realistic medical system when enemies don't behave realistically with regards to cover or taking hits?). We also tried realistic navigation with MicroDAGR and map tools but it was also deemed too bothersome.
    On the other hand, advanced interactions such as reload/refuel/repack/repairs, taking captives and fast roping are really nice and helpful during most types of missions.

  10. #385
    Member
    Registered: Apr 2001
    Location: Switzerland
    Yeah, that's definitely the impression I've had, though not from playing with ACE3 so much as watching videos of others using it. The realism features strike me as too cumbersome for the kind of sessions we do, but I like a lot of the additional functionality that's optional. Perhaps I'll try to run an in-between session sometimes where we play around with ACE3, to see if it adds enough that is worthwhile.

    What group(s) did you play with?
    Last edited by Thirith; 25th Jan 2021 at 11:36.

  11. #386
    Member
    Registered: Jun 2002
    Location: melon labneh
    A small milsim-but-not-really unit which was an offshoot of one of the big French websites dedicated to FPS games. The good thing is that we never took ourselves seriously or tried to implement a realistic command structure or talk like real soldiers, it was more about the fun than about the realism, which seems to be in line with the philosophy of your group .

  12. #387
    Member
    Registered: Apr 2001
    Location: Switzerland
    ... and I've managed to solve my problems with Vegas Movie Studio, so here's a short video of last week's Zargabad mission. Morris, we salute you.


  13. #388
    Member
    Registered: Apr 2001
    Location: Switzerland
    After some initial teething troubles (well, it is Arma after all!), we had a fun session, with henke (at least for the beginning), Jeshibu, Malf, Demagogue - and Briareos H! We started off with some truck stealing in Takistan, followed by a longer mission in Rosche, Germany, where we first protected an informant, the very German-sounding Pvt. Yusufzai (AKA Middle Eastern Man 2), and then took out a weapons cache after a pitched battle on a nearby cemetery. We finished up the session with a sortie to Fallujah, where we took out an enemy camp. Thanks to everyone!

    I'll announce the next session very soon - it'll be in two or three weeks - and I'll send around the usual round of Steam messages to everyone.

  14. #389
    Member
    Registered: Feb 2001
    Location: Somewhere
    ah damn I forgot about this being on last night, for some reason I thought it was the following week.

  15. #390
    Member
    Registered: Apr 2001
    Location: Switzerland
    Oh no! That’s a shame, PigLick... I can start sending reminder messages again half a week before the games.

  16. #391
    Member
    Registered: Apr 2001
    Location: Switzerland
    Just a quick heads-up: there won't be any video of yesterday's session. I've been playing around with different settings in OBS Studio, and the 30 fps video doesn't look very good, even if Arma tends not to go much higher than 30 fps. So for the next game I'll go back to capturing at 60 fps - after all, that's what we've got these multi-TB HDDs for, right?

    And, more importantly, the details for the next coop session:

    Date: Sat, 20 February
    Time: 3-6pm UK time


    As always, I'll be online a bit before 3pm to set up the server and check who's online.

  17. #392
    Member
    Registered: Apr 2001
    Location: Switzerland
    Thanks to Demagogue, Jeshibu and Malf for a fun small-scale Arma session.

    We first played, and failed, a mission on Altis where we were supposed to blow up some ordinance... but then one civvie too much ran in front of Dema's gun just as he was firing at a bad guy. Well, that's what Dema says, and I trust him.

    Anyway, this failed the mission, so we then took out some Hunter MRAPs and attacked a militia outpost in Takistan. It felt a bit like we finished our objectives more by luck than because that's what we were actually trying to do, but hey, never shoot a gift horse in the mouth. A tense firefight ensued as an enemy MRAP then tried to take us apart (and pretty much succeeded - without respawn we would've been toast). If henke had been with us, he would've taken out the MRAP - but the only AT personnel we had were two AI squad mates that got fried when the vehicle I was in with them was blown up by a lucky rocket. In the end we just about made it to the extraction point and flew out by chopper. I'll have to look at the footage, but if possible I'll put together a short video.

    Next session will be in two week's time, most likely - with some new, exciting mods that we want to try out. I'll post more about this soon.

  18. #393
    Member
    Registered: Apr 2001
    Location: Switzerland
    The next Arma 3 coop session is planned for:

    Date: Sat, 6 March
    Time: 3-6pm UK time
    As mentioned, we've got something special planned for the Arma session on 6 March: we'll be trying out the ACE3 mod. While ACE is in no small part about increased realism, that's not why I think it's worth checking out the mod: it's that it offers a fair amount of additional functionality that adds to the game. We did a small-scale test in a small group a couple of weeks ago and we came away thinking that it'll be worth checking it out with the TTLG coop gang.

    You'll find the mod collection here: https://steamcommunity.com/sharedfil...?id=2374739274

    My suggestion would be that you save your current mod selection in the Arma 3 launcher (see screenshot) and then set up a different preset for ACE3, which would be all the current mods plus all the mods in the collection linked above:



    Among the functions that I think might be cool/fun/useful are the following:

    • A better, more user-friendly menu for interactions with others, yourself and equipment/objects
    • Better grenade throwing, which makes it easier to know where your grenade will land or if it'll bounce off of that wall
    • Map gestures, so you can show things directly on the map
    • Pointing! And others around you actually see where you're pointing
    • A whole slew of other gestures
    • Setting view distance defaults for infantry, vehicle and aerial gameplay
    • Automatically lowering the game volume when you're in a vehicle, so you can actually hear what people are saying
    • Magazine repack, so you're not stuck with five mags that have a handful of bullets in them


    There's also a new, more complex medical system - and this one could be interesting, but it could also be too much of a bother. It can be taken out relatively easily, but it's probably worth playing a mission or two with it to see if it could be worthwhile for us.

    Anyway, if you have ten minutes, this video gives you an intro to the different functions of ACE3:



    On 6 March, we'll use the first 15-20 minutes or so of the session so that people can familiarise themselves with the main functions ACE3 offers, including the medical system, and then we'll play a couple of missions to see what it's like in-game.
    Last edited by Thirith; 21st Feb 2021 at 10:28.

  19. #394
    Member
    Registered: Apr 2004
    Location: Netherlands
    Quote Originally Posted by Thirith View Post
    It felt a bit like we finished our objectives more by luck than because that's what we were actually trying to do
    Nah, this was 100% pure skill and intent


  20. #395
    Member
    Registered: Apr 2001
    Location: Switzerland
    You ran over Einstein?!*

    Also, that MRAP in the distance that gets blown up at 0:42? I was driving that. I survived, just about, but I did spend several tense minutes with my arse on fire, surrounded by angry, well-armed militia.

    *"Einstein" was the code name of the high-value target we were supposed to take down.

  21. #396
    Member
    Registered: Apr 2001
    Location: Switzerland
    So, with respect to the announcement in my post above that we'll be checking out the ACE3 mod next time, I put together a shortish video to serve as an introduction to the ACE3 medical system. As I wrote earlier, it's not yet certain that we will add ACE3 to our mod set and, if we do, that we'll go with the medical system, but just in case you're curious how it works, here's an example:



    I wasn't really able to illustrate the use of morphine and epinephrine because the AI units injected themselves before I could get around to it, and I obviously couldn't show what it's like if you're the one wounded, but hey, it's my first one of these. Please be gentle.

    P.S.: And the key used to open the medical menu? It's H. I guess I should've mentioned that...

  22. #397
    Member
    Registered: Apr 2001
    Location: Switzerland
    And here's a video of last Saturday's session - apparently the mission was named "Operation Warning Oyster", which, well...



    As we said halfway through Operation Warning Oyster: we really could've done with henke. We had two AI that were equipped with RPGs... but they both died on the way back to their home planet when our Hunter MRAP was blown up (at 4:12).

    But, hey! Rainbow!

  23. #398
    Member
    Registered: Apr 2001
    Location: Switzerland
    Yup, it's me again with a short video - a sneak preview of something I'd like to test at the end of one of the Saturday sessions soon. Henke, you might like this.


  24. #399
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    I can't be the only one that had Flight of the Valkyries playing in my head while watching that.

  25. #400
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Yes, I would like that!

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