Dead Men Walking

Forum Archive 2023 => dMw Gaming => Gaming Archive => ARMA => Topic started by: sulky_uk on January 04, 2015, 10:02:50 PM

Title: cse mod arma
Post by: sulky_uk on January 04, 2015, 10:02:50 PM
this is the mod john was on about

http://csemod.com/
Title: cse mod arma
Post by: Sneakytiger on January 05, 2015, 05:52:36 PM
looks interesting, i'l download if we support it.
Title: cse mod arma
Post by: sulky_uk on January 06, 2015, 03:10:28 PM
So I had a go of this last night with John. the mods themselves are about 12 meg each (CSE MCC4) and and all I can say is wow. Ill just list the bits I played with

1. So i shot a guy in the leg, So using a med scanner it told me that he had a small puncture wound with a medium amount of blood loss, so i used some quick clot and a bandage and he was able to carry on. this took about 20 secs. He was still walking wounded before i treated him able to run after

2. A defib and revive took about 40 secs and required some adrenolin as well but guy was alive

3. You have ear defenders that stop the ringing when things blow up next to you or your mate is shooting next to you, very cool if you arnt wearing them as you cant hear a bloody thing if a grenade goes off

4. Flashbangs...think CS but slightly longer lasting and if you are carrying handcuffs (calm down Ben) the enemy soldiers will surrender without a fight, but only in the effect area of the flashbang.

5. The amount of med kit available is unreal and like modern soldiers you can be a fully kitted out battle medic and not have to walk everywhere cause your to knackered to run.

6. HEADCAM..yes you heard right, so your think whats the use of that, well say toby wants is under attack and he can see them but another squad ( say oldie and sparko) are say 100 m down the road and cant he can tell them where the enemy are then if oldie opens his battle tablet he can see exactly what toby is looking at...TOO COOL FOR SCHOOL.

7. Weapon support, most weapons if you lie down and press shift-alt will deploy bi-pods.

8. firing a titan etc...make sure nobody is behind you (very funny)

im sure there is more to follow but this is an epic mod, there are other things as well like food and water (think dayz) but you can disable that

there is also an ingame editor to create missions on the fly..just like zeus, but John says its way better.

also has these addons built in

weapon resting
solder tags that you can see in game
wind deflection
back blast
magazine repack (so instead of having 2 or 3 in each one after a lot of combat and have odd and sods left it will take them all and put them in one or two mags)
attachabe items (ear deafs, head cameras,etc)

as mods can be enabled and disabled using the expansion menu it could be worth a try
Title: cse mod arma
Post by: Chaosphere on January 06, 2015, 03:35:07 PM
And it works server-side or per player?

I like the idea of the headcam, weapon supports, and the magazine rack, the rest I can take or leave I think.

I am not sure a more realistic medical experience adds to the game we play that much, the focus is on getting each other up and carrying on with the combat, not on accuratley diagnosing and treating wounds... Don't get me wrong it seems very nifty, just not sure it really adds much other than aesthetics.
Title: cse mod arma
Post by: sulky_uk on January 06, 2015, 03:36:52 PM
pretty sure it is client side, ill ask john later as he was running it on his machine
Title: cse mod arma
Post by: BrotherTobious on January 06, 2015, 04:47:53 PM
I have done a bit of reading and need to explore it more.
Title: cse mod arma
Post by: Penfold on January 06, 2015, 05:31:49 PM
Quote from: Chaosphere;393410......the focus is on getting each other up .......

:lmfao::roflmao:

Well for some of us (you included) it's the focus at least.
Title: cse mod arma
Post by: Chaosphere on January 06, 2015, 06:10:09 PM
:norty:

Holistic medicine that's the key.
Title: cse mod arma
Post by: Tutonic on January 09, 2015, 10:08:53 AM
Sounds like it would have to include some server side mods, which we've always tried to avoid, but it's got some nice features (BIPOD!).

Maybe we could run a trial evening?
Title: cse mod arma
Post by: TwoBad on January 09, 2015, 05:08:22 PM
Some of it sounds interesting but some i'm really not sure about.

I agree with Chaos
Quote from: Chaosphere;393410I am not sure a more realistic medical experience adds to the game we  play that much, the focus is on getting each other up and carrying on  with the combat, not on accuratley diagnosing and treating wounds...  Don't get me wrong it seems very nifty, just not sure it really adds  much other than aesthetics.

Really don't think the headcam will add anything to our style of play.

Quote from: sulky_uk;3934092. A defib and revive took about 40 secs and required some adrenolin as well but guy was alive
Don't think we need to kit ourselves out with even more stuff.  We can change the revive time to what ever we want already, it's been discussed and dismissed.

Flashbangs could be good

Weapon support is something i really would like to see.  There are already mods out that add it
[video=youtube_share;COLOCtiZYmo]http://youtu.be/COLOCtiZYmo[/video]

But i'm hoping this will be addressed by the Marksmen DLC
QuoteArma 3 Marksmen

A focused overhaul of shooting mechanics together with new weapons, the central goal of this development is to make firing a weapon simple to do but challenging to master. Due after the Helicopters DLC, we don't want to be too specific just yet; however, to achieve our goal, a set of interrelated features are planned, which aim to further improve the authenticity of firing weapons and offer new gameplay opportunities.

In terms of content, new weapons that take most advantage of these planned features will be included; chiefly, this will involve ranged and high calibre weapons. We're selecting armaments that offer genuine diversity; not just many of the same type of weapon with minor visual differences, but a true range that offers distinctive gameplay alongside some inherent advantages/disadvantages. Again, our objective is to improve the A3 platform more broadly; new features and mechanics are designed with existing assets in mind, enhancing the sandbox as a whole.
Title: cse mod arma
Post by: TwoBad on January 23, 2015, 07:52:40 AM
Who says the youngsters can't teach us anything!  Thanks to Nuka for pointing this out when we played last night.

We already have VTS weapon resting as part of the virtual ammo box and revive script, who knew (even though it does say at the start of every map  :doh:).

Just hit Ctrl + Space to activate.
Title: cse mod arma
Post by: Nuka on January 23, 2015, 01:45:23 PM
Haha, Didn't know that no-one knew about that! CTRL + Space rests your weapons on the floor, ledges etc. Very useful!
Title: cse mod arma
Post by: A_Cheese_Puff on January 23, 2015, 01:48:20 PM
Its very useful. Its good that it works with all primary weapons. Maybe our accuracy will increase and our deaths will decrease.
Title: cse mod arma
Post by: Nuka on January 23, 2015, 02:23:06 PM
Quote from: A_Cheese_Puff;394186(Maybe our) deaths will decrease.
Keep dreaming