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Snake_RR
Snake_RR @ The Art of War

Three central factions (European Union, United States, Russia) and an undetermined number of miscellaneous third party factions (varying in size and relevance).

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Snake_RR
Snake_RR @ AAVP-7A1

Yup, it will be mainly deployed from Amphibious Assault Ships ingame.

Good karma+1 vote
Snake_RR
Snake_RR @ F-16C Fighting Falcon

Not including the F-15 would be rather sacrilegious XD

The F-15E Strike Eagle will be the US Air Force's specialized strike fighter (it's main role will be to conduct precise and destructive air-to-ground attacks).

Good karma+1 vote
Snake_RR
Snake_RR @ The Art of War

Styx-91 wrote: ****** awesome mod bro! keep it up!


Many thanks!

Styx-91 wrote: but i wanna ask you are the insurgents here controllable or they're just some AI enemy in a campagin? You can't include a desert map and not have the insurgents controllable in my opinion


Other than the three main factions (European Union, United States and Russia) there will be a plethora of semi-controllable miscellaneous factions (after certain special mission parameters are completed those units will be able to be controlled).

Rebels, insurgents and militia are some of those important examples (among many others).
Also, there won't be a single rebel faction, there will be various types of rebel factions depending on the map, mission/world location, etc.

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Snake_RR
Snake_RR @ M1114 CROWS

Not yet, but it will eventually.

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Snake_RR
Snake_RR @ US Base Camp

Yup, the commander's machine gun is used independently from the main turret (think of it as a secondary turret).

As for the main turret's coaxial machine gun, it will automatically fire on enemy infantry if in range.

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Snake_RR
Snake_RR @ The Art of War

We considered a similar ammo concept for infantry before, but since that would result in some rather complicated and extensive micro management (which would be aggravated as players may tend to control numerous independent infantry squads which will be typically equipped with a great array of weapons/gear) we eventually dropped the idea (and because of other significant issues).

The idea of limited ammo/resupply may still be applied to vehicles in the future though (if certain conditions are met).

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Snake_RR
Snake_RR @ Military Personnel Arms

Hehehe :)

Hendrix wrote: I keep making the mistake of grabbing the magazine on any non-bullpup weapon and wondering where the trigger is, which lead to me being hit a few times at our last airsoft game.


It was the exact opposite in my case - the first time I've handled a bullpup rifle (a FAMAS F1) was rather intriguing (since I was used to "conventional" rifles like the G3). After getting used to the magazine placement and (specially) the weapon balance I really liked to handle and use it.

By the way, the R85 is an excellent AEG!

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Snake_RR
Snake_RR @ H&K SL8-6

The last part of the description link had a full stop, it's fixed now.

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Snake_RR
Snake_RR @ H&K SL8-6

G36S (S for 'Sexy' lol).

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Snake_RR
Snake_RR @ M1114 Rollin

It's perfect I'd say :)
All models in TAOW (specially ground unit) have a strict poly count "limit" of roughly 1000 polygons (with some exceptions).

It's true that pc's these days have higher processing capabilities (than back in the day ZH came out) but since large scale battles in TAOW will be inevitable we prioritize action and fluidity (in the Third Mega Update we'll explain that theme from a different perspective).

Good karma+1 vote
Snake_RR
Snake_RR @ US Base Camp

Nope, though there haven't been updates lately the mod is still rolling :)

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Snake_RR
Snake_RR @ Do you play for achievements?

Well played Jyffeh.

Good karma+2 votes
Snake_RR
Snake_RR @ Metal Gear Solid Fans

It's a lovely demo, I may create an article about it when I get the chance.

Good karma+1 vote
Snake_RR
Snake_RR @ The Art of War

Since we have expanded and have plans of expanding the mod to other sites (specially after the next big update) we use the forums as a central TAOW discussion point.

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Snake_RR
Snake_RR @ The Art of War

Nope, the mod is alive, the reason we haven't updated lately is because we're preparing something special for the next major update (Third Mega Update).
Like PathfinderGI said on the above comment we're mostly concentrated and active on The Art of War forums ( Taow.simulationboard.com ).

The next mini update will be immediately released after the last 3D models are ready.

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Snake_RR
Snake_RR @ Metal Gear Solid Fans

Heads up!
The new TGS-based special site now haves an English version with additional details about PW's demo!

Link: Konami.jp

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Snake_RR
Snake_RR @ The Art of War

5anfor wrote: Snake how many factions will be for chosing will there be GLA or a new rebel group or faction?


There will be numerous other "secondary" factions besides the three main Powers (many of the secondary factions are playable/controllable by the player under certain circumstances).

As for the GLA, it won't be included (since TAOW is based on a different "Universe" than Generals) but we will include multiple realistic rebel factions with their own armament and vehicles (the various rebel factions won't be necessarily always hostile, in fact, in certain situations we want to allow players to form alliances with local rebels after certain conditions are met).

The various rebel factions will appear primarily depending on their setting or the mission location.

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Snake_RR
Snake_RR @ Latest Metal Gear Updates

Thanks, I'll keep the article updated as new info comes up (hopefully about the PW demo).

One thing's for certain though, this TGS will be quite interesting.

Good karma+1 vote
Snake_RR
Snake_RR @ The Art of War

Here's the current sitrep regarding TAOW's Updates:

It's confirmed that the Third Mega Update (aka 'TMU') will indeed become the biggest update The Art of War ever had, we will reveal what the team's been plotting these last months and more :)

In the meantime, while the TMU is not released, we will (soon) reveal an "appetizer" - a Mini Update with extra info.

Think of now as the calm before the storm.

Good karma+1 vote
Snake_RR
Snake_RR @ The Art of War

Many Thanks! :)

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Snake_RR
Snake_RR @ The Art of War

Warlock_23 wrote: Well - the thing is with mods they're released when they've been finished and that date can never be given


Precisely, I'm afraid that at the moment TAOW's release date is unknown.

Good karma+1 vote
Snake_RR
Snake_RR @ Metal Gear Solid Fans

Anyone here play Metal Gear Online 2 (The one that comes with MGS4)


I used to (on the European Servers), but I eventually "retired".

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Snake_RR
Snake_RR @ Metal Gear Solid Fans

I hope some kind soul shares (aka 'leaks') it to us XD

I'm creating a new article about the latest Metal Gear media (new major PW trailer, new teaser sites, the demo, etc).

Good karma+1 vote
Snake_RR
Snake_RR @ The Art of War

Two mini updates were to be released before the next major (Mega) Update however, due to the important nature of the news we're to announce, all current mini updates were halted and the Third Mega Update was moved up the timetable.

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Snake_RR
Snake_RR @ The Art of War

Unfortunately we don't have an exact release date at the moment (the next update will reveal what the team's been up to).

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Snake_RR
Snake_RR @ The Art of War

Precisely, we've been silent lately because we're plotting something BIG :)

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Snake_RR
Snake_RR @ US Base Camp

Lol. Well, at the moment the infantry is fully operational.

TAOW's infantry is an overhaul from ZH (specially when it comes to battlefield effectiveness), infantry is to be the core of the player's forces (which pretty much means TAOW's infantry kicks ***).

Good karma+1 vote
Snake_RR
Snake_RR @ M4A1 SOPMOD with 'nade launcher.

I love that mini M203 XD
15mm, pinky finger-fired dart launcher at it's best!

Good karma+3 votes
Snake_RR
Snake_RR @ The perfect infantry weapon

6,5 wtf? I hear it was 2.5 - 3 kg


An M16A2 (main M16 variant) weights approximately 3.5 kg unloaded (with a thirty round 5.56 mag it weights approximately 3.9 kg).

We have to take in consideration that the OICW's 5.56 "Kinetic" module itself is considered the "lighter" part of the weapon, the heaviest being the 25mm airburst launcher (initially 20mm).

The final resulting XM29 prototype weighted 8.2 kg (loaded w/ 5.56 & airburst ammunition), the initial weight limit was less than 6 kg (empty) and 7 kg (loaded).

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