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Comment History
Helleluia
Helleluia - - 16 comments @ misterkat disassembly mod

jpbernardo81 I've noticed that you seem to be very skilled at creating compatibility fixes. I'm very interested at the one you mention here (magazines, daoo, and advance healing system.) Would you be willing to share this?

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ Terrorist Realism Mod V5

Your last three mods specify "revised armor levels" in a way or another. Are these last 3 mods cumulative or exclusive? I admit to not having D/L'd and read the specific readme files, yet.

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ Terrorist Realism Mod V4

Thank you for explaining. I find your line of thought sensible.

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ Terrorist Realism Mod V4

Good idea for V5! While you're at it, could you also explain to me why it systematically takes two shots to down any NPC (tangos or civilians.) At least, almost every time. Shoot any surrendered tango or civilian in the head at point blank range and you'll see what I mean.

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ Terrorist Realism Mod V4

Brilliant idea the suggestion of having the AI throw a smoke grenade prior to entry. Duh! Why haven't I though of that before! :-) As for the issue of abusing the thermal scope with smoke grenades, you could easily fix that by stop doing it. LOL!!! I never consider thermal scopes as I find them to S-F'y. I know they exist. The first time I found out was while watching the movie "Navy Seals"(1990). There's this kick-*** scene where the sniper shoots tangos trough concrete walls using a .50 cal rifle! See here Google.ca

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ Terrorist Realism Mod V4

As I was saying on my previous reply below:

"... to have to manually take over the AI teams successively on thigh spots while playing a combined assault mission. I hate to have to do that cause it take me out of character. :-) But that's the price to pay when playing ironman style."

What irritates me even more in the ops AI behavior, is that I usually avoid the grenade (any type) action point because they stand stupidly in front of the door with the cooked grenade and most usually, get shot by a tango guarding the other side of the door when opened and before they even have the time to throw it. You can imagine how quickly ugly it gets when its a frag in a confined corridor... I can only have the AI lean-throw the grenade while carefully planning the angle and distance to the door, when laying the point in the planning phase. But I usually avoid the effort and take over the team just for that phase.

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ Terrorist Realism Mod V4

To be totally honest with you, I believe that having superhuman operatives is not a flaw as such. It greatly compensates for the enemy buffed AI and highlights the fact that operatives really should be much better than tangos IRL. It further makes it unnecessary to have to manually take over the AI teams successively on thigh spots while playing a combined assault mission. I hate to have to do that cause it take me out of character. :-) But that's the price to pay when playing ironman style.

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ Terrorist Realism Mod V4

Thank you for sharing your knowledge of the intricate game mechanics and shedding the light on how your mod works. I get a better understanding and appreciation of your work. It also helps in setting the expectations.

When you say "...but assault skill only affects recovery time, not accuracy like in Rogue Spear" aren't recovery and accuracy directly related? If I'm not mistaken, recovery governs the shrinking rate of the aiming reticule and thus represents the aiming precision.

By the way, I like yours ideas about the sound dispersion. I too think that the use of weapons attachments is a bit too liberal on this game. I'm not convinced you really could put a silencer on a Barrett or even a high capacity magazine mag on a Skorpion, IRL.

Keep up the good work! I'll be there to test. :-)

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ Terrorist Realism Mod V4

On your comment "I'm pretty sure an MP5K is faster on the target than an M4." I'd expect the recovery and stability stats pertaining to each weapons to portray precisely that. Although I only now wonder if those stats also apply to the AI. The recovery stat in particular brings me to another point. I don't know how it's coded in the game, but I'd expect this stat to be at his worst ALMOST as much when running with the weapon shouldered, as when shouldering it hurriedly. As such, I believe it would be realistic to think that a highly trained swat ops pacing about with its weapon already shouldered - À la swat - would be in a much privileged position when stumbling upon a surprised and respectively less trained tango. IMO, RVS already portraits this well in a sense, as the animation shows the unprepared tango shouldering its weapon. Thus allowing for some precious seconds and laying the strongest argument in favor of silenced guns. My gripe comes with the fact that the game does not seem to account for the time it should then take the enemy to aim. Thus the first shot in this case should probably almost be a miss, especially over distance - Unless, of course, they are descendants of Lucky Luke. I do feel like RVS 2.0 - which includes the Malleus mod - does get much more closer to a "realistic" experience; Especially as it makes the tangos wander/patrol, take cover when shot at or naded and then attempt to flank you. Yet I still find that most of the enemies reaction shots are still too precise, especially at long ranges, notwithstanding snipers which would expectantly always be prepared.

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ Terrorist Realism Mod V4

You may well have a point about real life accuracy. I personally couldn't vouch for that as the closest I've ever come to this sort of experience is paintball and accuracy is notoriously bad at anything but 20m in that game, afaik. But still, I usually get my target after 1-2 registration shots within that distance in paintball. That aside, in R6, I'm only comparing my chances of getting hit by the tangos versus hitting the tangos and I simply find it unfair that me - as well as the other members of my team - are so quick and accurate, whereas the tangos are as unresponsive and inaccurate. Also, I think the tangos should be somewhat more aware and expectant of an assault as most scenarios are usually high stress standoff situations and the sound of the first shot should pretty much sound the general alarm. I certainly appreciate the added value of using silenced weapons, specially the HK MP5 SD, as the dynamic of a mission is SO much different; As long as you succeed in preventing the tangos from reacting. Once detected by a tango I'm expecting it to mostly fire an inaccurate reaction shot - relative to distance that is - which goes improving after each successive shots. Maybe have them switch firing modes from full auto to burst or even semi after a while or even maybe have them change their stance, if at all possible. As it is, tangos simply look satisfied to spray bullets all around me at "la Pulp Fiction" while going through their reloads without any consideration to improving their odds. Btw, I always play vanilla RVS 2.0 at veteran level and it's perfect for me, other than the laser accuracy of the tangos on the initial shot. Otherwise, I usually play my campaigns ironman style and I like the challenge of having to compensate for the loss of a valuable operator. Especially if the casualty is the direct result of a bad call from myself. It's an incentive to better my skills.

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ Terrorist Realism Mod V4

Thank you for your continuous efforts in this mod. I certainly like the idea of skill classes to the tangos. However, I sadly maintain my position in that the tangos are so bad in average that it takes away the fun of the game. I very easily cleared the first two mission (oil refinery and alpine village) by myself and only with a pistol, while almost on constant running. And I'm no John Wayne or 007. I once again relived the scene were I stood perfectly still before up to three tangos armed with automatic rifles, shotguns and pistol at no more than 15 meters and they only managed to wound me (yellow). And that, only after reloading 2-3 times. The final Rambo standoff boss scene from UHF comes to mind. :-) My 2 cents.

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ Terrorist Realism Mod V3 Final

Thank you for this mod. It's justified IMHO. I too think that the AI's alertness and initial quick shot accuracy needs to be toned down. I also think that the armor penetration model is ridicule as well. Especially when it systematically takes at least 2 bullets to put down a tango, armored or not, even in the head! Btw, I play RVS 2.0 at veteran level. All that being said, I've tested your mod and I now feel like a tank on every map! My teammates and I are now seemingly impervious to every type of pistol and small arm fire, and that is only if we even get hit! The AI now sucks so much, that they typically only hit me with 1-2 bullets per magazine, while on full auto, and at no more than 10 meters away, in the clear! So much that I can easily run and gun any map! Also, the AI don't even run away from my nades anymore, don't wander/flank as much, and are not alerted when another tango gets shot right in front or beside them. It think you might have overdone the tangos inexperience a trickle. But that's my subjective experience only. Otherwise, your mod does exactly what it says and I encourage you to keep up the good work!

Good karma+3 votes
Helleluia
Helleluia - - 16 comments @ RavenShield 2.0

See here: Steamcommunity.com

Good karma+2 votes
Helleluia
Helleluia - - 16 comments @ RavenShield 2.0

Simply check the "Display reticule" box within the Options/HUD screen.

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ RavenShield 2.0

While we're at it, at the contrary, you might find that your AI teammates sometimes completely ignore Tangos on certain missions. That makes some of those missions nearly impossible to win (ex.: Meat Packing Plant 2 where the bomb triggering tangos are left alone to detonate the bombs.) I found that it is simply due to the fact that they're unarmed. It is easy to correct this by modifying the respective template to give them any weapons. look for the section NbOfWeapon=1; 100, None.None; within Rainbow Six 3 Gold\template\Meat2-1.tpt and change this to NbOfWeapon=1; 100, R63rdWeapons.CMagPistolMk23; for example.

Good karma+1 vote
Helleluia
Helleluia - - 16 comments @ RavenShield 2.0

Same behaviour here. I think it is actually broken as the RS2.0 modded R6TextureMenuEquipment.utx file that is meant to replace the RS1.6 original one is much bigger. I suggest you do as I ended up doing: Rename the modded R6TextureMenuEquipment.utx in \textures and copy over the original one (included in the 2.0 mod archive). At least, that way, you get to see the proper pictures for the original equipment, and better yet, the uniforms.

Good karma+1 vote