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Arma2 A.C.E. Mod 2


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played this all day yesterday got alot of hours in with halo,, really well thought out mod alot of features that i didnt see posted anywere that i think you guys will like,,, for instance the sniper ability of measureing wind and having the range card only works if your in the sniper position,,, the arty officer has to have the radio to call in arty and do rescue, which the radio is really heavy and restricts your load out...

 

the whole ruc sak sys seams rediculous at first being u can carry tons of shit but the more you weigh the faster you tire out aka get winded from running,,

 

example is last night i had a m240 mg, smaw and satchels with lots of ammo, but i copuldnt run more then 50 m without getting winded and once winded it was hard to recover.. i then relized i was about 140 kg on the load out and it was way to much..

 

the rework on armour is really something to check out...

 

and most importantly i normally get a crash few times a day, with ace i havnt had one crash

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example is last night i had a m240 mg, smaw and satchels with lots of ammo, but i copuldnt run more then 50 m without getting winded and once winded it was hard to recover.. i then relized i was about 140 kg on the load out and it was way to much..

 

lol yeah running any distance with the 240 + ammo would tire out even the hardest individuals :lol:

 

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i was swearing up and down saying my guy needed to quit smoking:)

 

btw with sniping they actually created the wind affect its amazing, and after lots of figuring out it felt so realistic getting into position with sniper dialing in the range,, adjusting the wind dial and boom ...

 

its hard to see if you missed to for tac i could actually see a 2 man team spotter/sniper being used =very cool

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I remember hearing about the sniping a while back. I can't wait to try it out.

 

Sniping now is very awesome. Far more realistic. More challenging, but worth it. Two man sniper team would be pretty awesome in tacdom. I absolutely love using suppressed sniper weapons now. I've got a spot in one of my missions, 5 insurgents on patrol at this house, standing watch, etc, and an insurgent leader sitting in the driver seat of a toyota hilux (the target) I post up on a hill, calculate range, windage, etc, and fire, killing the guy in the hilux. And none of the other guys get alerted. Occasionally they do, from a missed shot hitting the body of the truck, but I read with ACE mod, subsonic ammo actually keeps your shots quiet. Before, even using SD guns and ammo, they'd still hear and find you quickly.

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Most servers will spoil you with what you can carry as a kit.

 

In the ArmA1 days here at LOSC we eventually got rid of the weight limits because it is grossly unrealistic compared to the actual amount of gear that ground-pounders carry. there is nothing light about Light Infantry as they say.

 

That being said, the ACE mod in general goes overboard with it a bit to limit the game. They limit it too much in my opinion. It is an attempt at lowering what you can take so you have to bring more players, and more importantly it forces you to slow down and walk instead of running to the waypoint. The players are supposed to be in great physical condition if they are regular soldiers such as Marines or Army infantry/Rangers. Special Forces are even better yet.

 

I know for a fact that these guys can run 8-10 miles easily. If you add an 80 pound ruck and ammo then pick up an 8-11 pound weapon, you will see a drop in how far they can go, but it doesnt drop to 50-100 meters like the ACE mod would have you believe.

 

This is a prime example of games versus realism. When an attempt at bringing realism into a game, such as this, goes beyond realism to the point it is an annoying pain in the ass that detracts from the enjoyment of the game and in a big way becomes unrealistic, it is simply too much and should be greatly tweaked or removed all together.

 

Because the weight limit 'feature' is practically built into the entire mod (at least it was for ACE 1), we decided to remove it altogether. This brought balance to the force and we could actually get on with knocking down tangos.

 

Of course this is just my opinion. I could be wrong.

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i dont see it being to restricted , once i got a normal load out m4 with say 12 clips and smaw with 4 rounds, plus the radio it wasnt an issue, maybe it was different with ace 1....

i could sprint 150m before needing a small break which is great for fire and move tactics

 

i think having no weight restriction would be unrealistic because you could carry smaw , 10 smaw rounds m240 with rounds 10 satchels 10 gren on and on.....

 

so 1000m sprints from mhq to ao isnt gonna happen anymore this might actually be a good excuse to actually have an apc doing transport from mhq or heli into combat zone

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I kinda like weight of kit causing you to pass out if you run too fast too far but everyone agreeing what a weight limit should be or a what point it should effect your health we will all have a different opinion lol.

 

Its a shame that we have a choice about weight and its effects because we will all disagree its a lot easier if the game/mod maker fix what the effects are and we either use the mod or not.

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How about a little info on how to use all the quirky bits? I tried it briefly during the 5 minutes I had to play in the last 48 hours, and the loadout has me way confused. What's with all the packs? Also-I tried the glowsticks but no glo (gotta' glo!)

 

Hardly scratching the surface, but if someone has a few of essential differences and key points to share about starting in with ACE2, I'm happy to read 'em.

 

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The packs are kinda odd. you have the medic packs which only distinguish you by having a medic symbol (and they actually have less space than a standard pack), the MOLLE packs (different paterns for you to match with your wardrobe!), the few SpecOps packs (MOLLE packs which liike different), and the black bag that's got about 3.5x the capacity of the other bags.

 

And glow sticks only work at night. Equip them like a grenade, and you can throw them (hit Shift+H to change throw modes like you can with grenades). Once thrown they light up. You can also attach them and use them as a hand-held light. Either removing the glow stick or switching weapons it will go back into your gear.

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The packs are kinda odd. you have the medic packs which only distinguish you by having a medic symbol (and they actually have less space than a standard pack), the MOLLE packs (different paterns for you to match with your wardrobe!), the few SpecOps packs (MOLLE packs which liike different), and the black bag that's got about 3.5x the capacity of the other bags.

 

And glow sticks only work at night. Equip them like a grenade, and you can throw them (hit Shift+H to change throw modes like you can with grenades). Once thrown they light up. You can also attach them and use them as a hand-held light. Either removing the glow stick or switching weapons it will go back into your gear.

 

The packs were odd in ACE 1 as well. I always swapped out the medic bag for a larger one the added my stuff to it. But to be honest, everyone should be taking enough med gear for themselves and then the medic carries extra to supplement.

 

In ACE1 the radio could even hold kit. Must have been the pouches on the bag it was in. Who knows?

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Haha. If you notice, when carrying an M2, you can see the ALICE support that it's attached to when the frame isn't clipped inside your body. And they could use some aligning on some characters. The SpecOps guys always seem to have the entire bag shifted a bit to the right.

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I SUMMED THE FEATURES OF ACE 2 PAGE THAT T1 POSTED .

THIS IS THE BASICS YOU NEED TO KNOW :

 

ACE 2 NEW KEY CONFIGURATION

 

Afterburners Jets like the F-35 and Su-34 have afterburner capability. - CAPS LOCK.

 

Close Quarters Battle Sights - SHIFT + F

 

Crew Served Weapons - RIGHT WINDOWS or left, depending on locale.

 

Eject System (Parachute Packs) - \

 

Grenade Throw Modes - SHIFT + H

 

NVG (adjust the brightness of the NVG device manually) ? Page Up/DOWN

 

Sights Adjustment - Shift + V

 

Weapon Resting - SHIFT + SPACE

 

Weapon Bipods - SHIFT + SPACE

 

Wind Deflection - SHIFT + K

 

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I SUMMED THE FEATURES OF ACE 2 PAGE THAT T1 POSTED .

THIS IS THE BASICS YOU NEED TO KNOW :

 

ACE 2 NEW KEY CONFIGURATION

 

Afterburners Jets like the F-35 and Su-34 have afterburner capability. - CAPS LOCK.

 

Close Quarters Battle Sights - SHIFT + F

 

Crew Served Weapons - RIGHT WINDOWS or left, depending on locale.

 

Eject System (Parachute Packs) - \

 

Grenade Throw Modes - SHIFT + H

 

NVG (adjust the brightness of the NVG device manually) ? Page Up/DOWN

 

Sights Adjustment - Shift + V

 

Weapon Resting - SHIFT + SPACE

 

Weapon Bipods - SHIFT + SPACE

 

Wind Deflection - SHIFT + K

 

Rock on IDAN. Thanks m8. I will macro these to my G keys and make an overlay as reminder. Thanks.

 

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  • 2 months later...

oh they added new keys then when I last checked (a few weeks ago)

 

I was wondering how to use the map tools :)

 

Finally figured out how to use C4 / trip mines. Once they are planted go up to them and release the safety, trip wire can have a cord of up to 15m

 

Also if you want gasmask to work / balaclava / glasses you need to edit a user config file

 

http://ace.wikkii.com/wiki/Frequently_Aske...file_to_ACE2.3F

 

has the info on how to do it. This allow's you to use the gasmask and such from the action menu (provided you have them in your inventory)

 

 

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For those of you who may not be aware - we are working to get an ACE2 server up and running for Sparta. DeltaSierra and a handful of others have assisted me in testing the next version of the BigDom map which will support ACE2. It is pretty nice, whole new revive system with a lot less bugs, artillery/team leads need radios to call drops/arty, new tools like tripwire mines, etc will add to the tactics we can deploy to take/control the AO, etc. As a side benefit, we will be able to use much of the bug fixes for the regular Dom map as well.

 

Will keep you posted.

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How does one become a member of this test team?

 

Send porn. Lots of porn.

 

Haha, no, just catch us online, jump on and try it out. I'll start the server soon (KalXen's sandbox). PW is 'sparta'. Post your feedback of the bugs you run into on the forums. Once its a bit more settled it will go onto one of our dedicated servers.

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Delta and me tested yesterday some features of the Ace2 mod. One of them was the AH1 cobra.

 

We tried to get some locks on the hellfires but without any success. I tried it today again in the editor and read some things up. But again no result. For some reason the gunner cannot lock on targets.

Another issue is that the pilot has controls of the hydras. Only problem is that he has no crosshair which makes it impossible to aim correctly.

 

Altogether I have to say that the server ran very nice with ace2 mod and there are so many items and features available that we all need for sure some practice to get to used to them.

 

The mod is very good integrated in Domination so that I think there should be no problem in playing Domination with Ace2.

 

Good work Kal.

 

 

 

 

 

 

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I found that using the default attack angle works the best (LOAB or something like that, its the first one on the list) I don't know how to use the other hellfire modes, the HI mode goes way off target, direct hits behind

 

Also did you turn on the laser designator and targeted the tank? That's what my problem was, I forgot to turn it on in the action menu

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