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LORD_ORION

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Everything posted by LORD_ORION

  1. He? Are you sure that is not a she?Bad taste? Most definetlyHellbound? Naw. Though you will pick up some bad karma points and spend some time in purgatory for that one.
  2. Heh, nothing more funny than to see someone polite put the beats to a trash talker. Then at the end of the match they reveal they are female and do some trash talking of their own, once proof of skill has been established.
  3. Been playing since I was in Grade 3, and I've played all versions.I have to admit I like the basic/expert core rules the best, alot less rules to get in the way of actually roleplaying an adventure. Though I admit 3.5 character creation is very cool.
  4. ehehe, I remember the good ole days when every bios could perform a low level format of drives.
  5. Dunno if you can, when you run people down you get the generic "so-and-so Killed so-and-so" instead of a weapon indication. eg: You dont get a mutt kill running over someone in the jeep
  6. I think there should be a -1 skill penalty for every chopper kill you get
  7. LORD_ORION replied to Flipster's topic in Main Hall
    Uggg... people play AA? :PI mean come on, play Flashpoint instead
  8. That's neat, now if only my brain would aim my mouse better... I mean come on. 50 million parallel processes but I still miss Statecop sometimes with the SVD rifle?
  9. It's what happens when you are using a crappy wireless keyboard and can type 70wpm, occasionally the keyboard jams and spews out letters in the wrong order.
  10. Not that I am aware of :(I looked long and hard for an alterate download link, but in the end I had to sign up with fileshack to get it.
  11. Here is the fileshack link to lost village http://www.fileshack.com/file.x?fid=4882
  12. Hey welcome, now go and get BFV
  13. OMG, what kind of low life needs to hax on penguin?
  14. Not easily without UI changes (new scripts to enable and control the additional windows plus there will be problems at 640X480 since the menus JUST fit). Might be possible, but for now I am going to concentrate on making the Redeye kit and making a proper Vietnam AH-1G cobra, in addition to the data changes which are simple to do.Know what's funny? When you're loading the Khe Sahn map, the graphic of the Cobra is actually an AH-1G, look at the turret in the picture and compare it to the gatling the cobra ingame has In case you're wondering what that odd pod is on the wing of that graphic, it is the fixed gatling inside of its protective casing.
  15. Probably because that it too complicated for me to do ;)The game is hardcoded to provided kits. Changing the configuration of the kits is easy, but removing the kit system inplace of a new system is beyond my abilities, as that stuff is not accessible though the mod tools.
  16. OK, some balance questions, I'll share my balance thoughts, and you give me feedback.1)Redeye.... it's a bit lighter than the SA7 (which was freakin humongous)Should it have 4 rounds, kill a Hip in 4 hits, but still kill a huey or cobra in 3?My reasoning: The hip is bigger (tougher?), slower, and cant dodge or run away like the Huey or Cobra can. So if it can take 4 hits from the redeye, the pilot probably has the same chance as a Huey at escaping a hot spot when it is time to repair. 2)Helo hits by Law/RPGShould the 75% dammage to the helo I wanted only be taken if it is hit in the sweet spot? And instead it takes 45% dammage if hit in a non critical area. If it is 75% to a normal spot, a hit on the engine port will kill it in one shot, and dont forget MG dammage will be increased against helos.Reasoning: I don't want to make flag capping with helos impossible. Was thinking a LAW/RPG that hits a helo in a normal area should do maybe 45% dammage, so 2 hits to the belly or somthing set it on fire, which I think would be quite frequent when spawn capping a hostile point. 75% dammage if hit in the engine port, which is pretty easy when the helo is hovering around a flag to cap it. Thanks
  17. LOL, I was alt-firing a g36e at medium range, the target turned around a shotty blasted me right in the noggin for an insta kill. I would expect that a short range, but I think they're a bit powerful at medium ranges.
  18. Heh, I promise the guided MUTT will not work like a redeemer in UT2004.More like a very fast, wild discharge, and then you alt-fire to look into the warhead's camera and guide the inertia heavy rocket to the target.It will require at least some skill to shoot down a helo with it
  19. Yeah roach, the mounted MGs added to the helos are fixed weapons that are controlled by the pilot and fire at his reticle, with the exception of the dual machine gun pod for the Anti-Armor Cobra. (odd, but the single cobra machine gun is not historically accurate, in vietnam the AH-1G cobra had the M28 dual turret pod. The m28A1 turret pod could house either two M134 7.62mm "miniguns", with 4,000 rounds of ammunition each, or two M75 or M129 40mm grenade launchers with 400 rounds each. Or it could mix and match with one minigun and 1 grenade launcher. (which poses a problem in BFV since you can only control 2 weapons ) Uhh, and yes, you read that right.... 400 grenade rounds!!!!!! http://www.vhpamuseum.org/weapons/images/Cobra%20turretsm.jpg The cobra gun pods (err oops, called them m60s because I was thinking 7.62 rounds) are basically gatling cannons fixed on the wing racks in place of the missile racks. http://tri.army.mil/LC/CS/csa/kpm134.jpg The MI8 E Anti-Infantry version has the machine guns fixed and mounted side by side in place of one of the AT2s http://www.globalsecurity.org/military/world/russia/images/at-2-swatter_dfst9209228-s.jpg edit: Uhh...hehe, you meant fixed as in they are broken, not fixed as in fire in a straight line from a fixed point I am dumb sometimes
  20. OK, I have finished work on my Master of Orion 3 mods, and am finishing up remaining mod work for Total Annihilation. That will leave me with free time to do a BFV mini-mod. Basically, I think BFV could be 20 times better with some adjustments. Some of the things in this list could be implemented rather quickly as they are simply data changes. Others will take a bit longer since they require model work or massive behavior changes (eg: Implementation of Mi8E or Actual Wire Guided MUTT shots) I am posting this because I would like some feedback or ideas to consider as I work on this mod. Kit Changes US 1)Move m60 to infantry kit, no additional weapons 2)Move Mosberg to M79 kit: Kit is avilable on maps without helicopters 3)Give Law Kit M16 with 2 reloads (US) or Car 15 (SVA) 4)Add M41 "Redeye" SAM kit, which replaces M79 kit on helicopter maps: 1 Redeye SAM w/ 3 rounds + M16 with 1 reload NVA 1)SA7 kit gets Nat 49 with 1 reload 2)On non-helo maps, remove SA7/Nat49 and replace with AKMS 3)Add dyamite to boobytrap kits (since booby traps do nothing a mine cant do) Weapon Changes US 1)M79- More velocity 2)M60: -Alt-fire mode on m60 works like mortar: Setup stand, and use as a vehicle (enter button to use/exit) -Reduce kick while standing -improve reticle when crouching -when using m60 in alt-fire deployed mode, improve reticle effects when turning aim 3)Law/M79- Increase reticle size when standing, reduce effect when crouching, minimize effect when prone 4)increase blast radius of C4 50% 5)Sniper smoke grenade counts as camera for indirect fire 6)Remove Grenade hopping exploit NVA 1)Time bombs- Add sticky ability, increase explosion radius 33% 2)RPG/SA7 Increase reticle size when standing, reduce effect when crouching, minimize effect when prone 3)Bouncing Betty: Improve dammage 66%, inceease blast 33%, alt-fire camoflages betty with grass before dropping (3x time) 4)RPD: -Alt-fire mode on RPD works like mortar: Setup stand, and use as a vehicle (enter button to use/exit) -Reduce kick while standing -improve reticle when crouching -when using RPD in deployed mode reduce effects of reticle when turning aim 5)SA7- Decrease lockon aspect to slightly around reticle 6)Remove Grenade hopping exploit Vehicle Changes US 1)Helos: -Dammage from RPG/LAW = 75% -Dammage from MGs increases 200% -Change missile seek point from tail rotor to engine port -Add tail rotor as sweet spot for dammage amplification -Allow 5% dammage from small arms to penetrate cockpit glass -Allow 10% dammage from MGs to penetrate cockpit glass -Allow 75% dammage from sniper rifles to penetrate cockpit glass -Rocket pods contain 7 rockets each, can fire one after another immediately, but there is no reload -Increase velocity of grenade launcher -Increase blast radius of grenade launcher 66% 2)Tanks: -Increase shot velocity -Increase frontal/side armor -Allow lower aim point of main barrel -Increase accuracy of topside MG -Tanks barely affected by frontal/side helo rocket hits, marginally affected by rear helo rocket hits 3)Mutt: -Turn into wire guided missile (works like SA3 in DC) -Mutt round does 90% dammage to tank with direct rear hit 4)F4 -Decrease lock-on aspect of missile to slightly around reticle -Increase missile manuverability (to simulate "all aspect*" heat seeking on US AAMs) -Increase Napalm trail Width by 25% -Nose cone/cockpit hit by missile is instant death 5)Corsair- Increase bomb explosion radius by 100% -Nose Cone/Cockpit hit by missile is instant death 6)Cobra Weapons: Use the 2 variations as seen in Vietnam Anti-tank Cobra (1 on flaming dart, use on Khe Sahn) -Turn the 8 gunner guided missile into wire guided (home in on reticle position) -Gunner missiles do not get reloads, fire 8 and you're out -Gunner missile kills tank in one shot from rear/side, does 90% dammage from frontal hit -Gunner gets twin MG in cannon socket for light vehicle work -Pilot Rocket pod contains 7 rockets each, can fire one after another immediately, but there is no reload Anti-Infantry Cobra (1 on flaming dart, use on fall of lang vei) -Remove gunner missiles -Pilot gets 2 rocket pods: pods contain 19 rockets each, and 2 fixed XM18 7.62mm gunpods on wing racks -Gunner gets dual Grenade launcher in cannon socket -Increase grenade launcher velocity -Increase blast radius of grenade launcher 66% NVA 1)Tanks: -Increase shot velocity -Increase frontal/side armor -Allow lower aim point of main barrel -Increase accuracy of topside MG -Tanks barely affected by frontal/side helo rocket hits, marginally affected by rear helo rocket hits 2)Jeep: -Decrease kick of MG 3)Mig 21 -Missiles become heat seekers -Very tight reticle threshold to lock(to simulate the fact that the NVA did not have all aspect heat seeking) -Low guidance manuverability to make head on hits hard (to simulate the fact that the NVA did not have all aspect heat seeking) -Heat Seekers do appropriate dammage to air targets and low dammage to the ground 4)Helos -Dammage from RPG/LAW = 75% -Dammage from MGs increases 200% -Change missile seek point from tail rotor to engine port -Add tail rotor as sweet spot for dammage amplification -Allow 5% dammage from small arms to penetrate cockpit glass -Allow 10% dammage from MGs to penetrate cockpit glass -Allow 75% dammage from sniper rifles to penetrate cockpit glass -MI8C transport helos have radar -Reduce MI8C max altitude so it can be JUST visible to high flying Hueys -Implement proper MI8 "E" gunships used by the NVA (basically 3 hard points per wing instead of 2 + nose cannon) Assault MI8E (use 1 on hastings, on Khe Sahn and 1 on flaming dart) Pilot weapons: fixed Nose 12.7mm MachineGun (750 rounds) + 4 250 lb bombs Gunner Weapons: 4 AT2 missiles (work like cobra guided missiles) Anti-Infantry MI8E (use 1 on hastings, on Game Warden and 1 on flaming dart) Pilot Weapons: fixed Nose 12.7mm machinegun gun, 4 16 shot rocket pods, 2 dual chain guns Gunner Weapons: 2 AT2 missiles (work like cobra guided missiles) Other 1)Reduce repair speed of helo pads by 200% * "All Aspect" heat seeking missiles could achieve a lock on a vehicle from any angle. An improvement over original heat seekers which could only achieve a lock by pointing at the exhaust port of the target aircraft.
  21. Yeah, when I take the M60 now it's for the M79
  22. Shot down by the cobra one too many times I guess
  23. They used the E version as gunships, not the C version as seen in BFV.The difference is it has 6 weapon racks instead of 4 with the addition of a fixed 12.7 mm nose cannon mounted in the fuselage for light vehicle work. The 4 racks closest to the fuselage are the same as in BFV, except they can mount weapons other than the rocket pods. The 2 racks furthest away from the gunship could mount 2 AT2s each, or 1 AT2 and a dual 7.62 250 round machinegun pod. Weapon rack options (for the 2 closest left/right rack slots)57mm rocket pod (16 rockets) as seen in BFV80mm rocket pod (20 rockets) takes up both of the closest rack slots250lb bomb500 lb bomb: takes up both of the closest rack slots12.7 mm chain gun pod: takes up both of the closest rack slotsThe AT2s are controlled by the gunner, and are manually guided by radio wave. Basically he puts the reticle on the target, fires the AT2 (which has a flare in the rear so the gunner can keep visual contact) and adjusts the reticle based on "experience" of where the target is in relation to the missile.
  24. OK, Im going to say it, they broke the M60! There is such a thing as overbalancing, and that is exactly what they did with the M60. I can deal with a large crosshair that sprays all over the place when I'm moving, but I despise when my crosshair goes flying all over the place when I shoot. I mean come on, last night was like firearms, I'm running around with an SA7, and 2 M60 guys 20 feet away COULD NOT HIT ME standing up with full 100 round expenditure! I was even intentionally dancing around in their line of fire! As the 1st guy is reloading I pop him with the pistol, the second guy thinks he's smart and goes prone, and promptly eats my SA7 in the face. You can't kill somthing 20 feet away from you even when crouching without shooting 50 rounds. There is also a large luck factor now when using the M60 proiperly (prone at medium range). Sometimes I can fire a 5-6 bullets and kill a target, other times I can hold the crosshair right on a non moving target bursting 3 round shots and it takes 50 rounds to kill him! Oh, and do you think the new m60 makes it easier or harder for the US to take down a chopper now? *rips out hair*At least the RPD is still lethal when prone at medium range (much to the disgruntlement of roach who I think I killed 6 times in a row spawn camping Sorry bud )The other problem is of course the LAW's new rifle. The average gamer can't use it, so I'm noticing alot less anti-tank power on the US side (espeically when Im NVA and driving tanks ). I think they should have given the LAW the m16 and the grenade launcher the mossberg for the US maps, and moved the M60 to the standard infantry slot where the RPD can be found for vietnamese. For South Vietnamese forces, they should use the CAR-15 for both assault kits, and move the M60 along side the XM148.OK, rant over.
  25. Well, can you imagine what a North American "hero" PC gamer would look like? He'd be like 30 years old living in his mom's basement, 300 lbs and wearing a stained white undershirt.Sponsor: Uhh....ok back to the basement, no $200,000 for you

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