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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 07-10-2010, 06:48 PM
R@S R@S is offline
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Haven't I told you that I added a Claymore that has a 60 degree dispersal arch, and a MON-50 that has a 54 degree? What I can't do is add the option to throw them once they've been primed and I thought that was the issue here.

And I forgot to saay in my previous post, you can "lob" grenades with the UGL as long as you fire it from-the hip. Then you can adjust the arch while holding the shift button, just as with grenades.
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Old 07-10-2010, 07:08 PM
Ninja2dan Ninja2dan is offline
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No, nobody told me that Claymores and similar AP directional mines had been added. That's what I had been dying to see in the game, and it looks like my request had already been taken care of. Cool deal.

And no, I didn't mean to "throw" the mines in any way. Claymores are treated the same as any other mine: Deployed, Primed, and await detonation or removal. I guess it was just a misunderstanding of my question.


Once I have the game up and running again I'll have to give the UGL's another try. Before I had only been using them in "aimed" mode because I thought that would provide the best accuracy at such ranges. Now that I know they can be lobbed via hip-shot, with a fairly easy-to-see ballistics path, they might be a lot better than I remember. UGL's sound like they are actually effective now.


Damn, now you've really got me drooling over the game again, and it'll be at least another 3-4 weeks before my PC is fixed. If only I could play it on this crapper laptop.
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  #3  
Old 07-11-2010, 04:47 AM
safoolfool safoolfool is offline
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Don't get too excited, I find the hipshooting of UGLs pretty bad. Your merc ends up aiming it at close to 90 degrees, meaning it looks idiotic and takes a while to land. I also find that it's even less accurate than usual (probably because the game is thinking hipshoot means less accurate, instead of treating it as a different mode of firing), which means it's abysmal.
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Old 07-11-2010, 07:30 AM
R@S R@S is offline
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Quote:
Originally Posted by safoolfool View Post
I also find that it's even less accurate than usual (probably because the game is thinking hipshoot means less accurate, instead of treating it as a different mode of firing), which means it's abysmal.
I have a different experience than this, but I make sure the merc using GL's have high HW skill, at least above 50. And I also think the weapon familiarity is useful as well.
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  #5  
Old 07-14-2010, 01:06 PM
LovelyPencils LovelyPencils is offline
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Hi,

I cannot download from rapidshare, it is blocked by my ISP. Could someone please help?
I also believe that the link is dead.
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  #6  
Old 07-15-2010, 05:10 PM
R@S R@S is offline
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Sorry about the delayed reply, been terribly busy. Here's the MediaFire link, it's an updated version that includes all fixes I made so far, enjoy:

Blue Sun Mod 1.02

Don't forget to install the patch before you install the mod
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  #7  
Old 07-16-2010, 02:45 AM
Kyle Kyle is offline
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Question How will v. 1.02 interact with the Class Mod beta 6?

How will v. 1.02 interact with the Class Mod beta 6?

If there's no issues with build 6 of the Class Mod, then do I need to start a whole new game, or can I continue on from the last save?

Thanks in advance!
Kyle
July 15, 2010
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  #8  
Old 07-17-2010, 05:37 PM
Chortles Chortles is offline
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Just to check, does BSM v1.02 require that I uninstall-clean install-clean patch-then-apply-BSM, or do I just let it overwrite my existing v1.01 installation? (Ditto for wondering re: the class system v6 beta.)

Part of my wondering is because of ARMA II's "Six Updater Suite," which in contrast pretty much allows automated incremental patching of the ACE mod and of official Bohemia Interactive beta patches.
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