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Zipper5

ARMA 2: OA beta build 78888

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It would be great if proper reloading animations could be implemented. Otherwise players very often get the wrong impression how long it takes to reload a weapon or launcher in combat/under fire. ;)

Some reloading times for AI + players that need a few changes are imho:

all heavy machineguns + heavy sniper rifles - add 2-3 seconds to reload the magazine

AA manpads and heavy AT's aswell as the static AA/AT - add 4-6 second to reload the missile

medium AT's (eg MAAWS) - add 2-3 second reloading delay

Maybe a userfriendly config tool could help here to find the "best" compromise for most players? :)

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Still a little problem with grenade throwing animation. Player will do the throwing animation twice if player click the mouse twice after the last grenade is thrown and the second time throwing just threw nothing.

What's more, rifle still moves away from player's hands when player is circling prone in the third person view.

AI still response slow in close combat who will wait for a while to indentify enemies in close distance.

Edited by ffur2007slx2_5

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* prone to stand is ok

Prone to stand is NOT OK. Not OK at all.

It feels like you are carrying a backpack full of feathers, BF2 animation speed.

Going from prone to stand should be slow with 20-30 KGs on the back and here you just jump up in a blink of an eye

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Not every unit has 20-30 KGs on the back.

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Actually the speed prone to stand is acceptable if the soldier is light armed, but I think it should slower when unit is heavy armed, for example the unit is carrying the rucksack of mini-tripod.

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Unfortunately the engine so far does not include weight as an element. As long as it does not,

it is obvious that compromises need to be made.

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These new animation speeds are in very good balance between the old and 1.58RC imho.

Also, the Defunkt's idea about always having to reload the AT launchers after switching to it sounds really good to me for balancing out the new faster weapon switching.

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Not every unit has 20-30 KGs on the back.

Most of them do, considering that backpack is on most of the time.

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do you coop players all play with 3rd on ALL the time?????

for a bunch of people that complain relentlessly about realism and animation speed you must be playing in 3rd to see the anims to complain about them.

jeesus H christ talk about hypocrasy

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do you coop players all play with 3rd on ALL the time?????

for a bunch of people that complain relentlessly about realism and animation speed you must be playing in 3rd to see the anims to complain about them.

jeesus H christ talk about hypocrasy

are your teammates and enemies invisible?????

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You see the AI and players around you, they have the same animations as you.

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In PvP play mostly there are no AI - even for players you do not focus on animations,

except they stand out clearly (looking wrong, too fast, too slow).

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The changes seem fairly subtle to me and I've not seen anything I dislike. As a couple of other people have posted I believe run could be a tad slower - this would endow sprinting with greater urgency than it has now.

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In PvP play mostly there are no AI - even for players you do not focus on animations,<br /><br />

except they stand out clearly (looking wrong, too fast, too slow).

<br />

In most other gameplays theres alot of AI so a balance must be found. If the animations have limitations (cant be interupted) we cannot only try to speed up anims for gameplay, it must still look good. Alot of players want immersion, not only functionality.<br />

With that said, I'm not against tweaking anim speeds. But to ignore the realism look for one gameplay style is wrong.<br />

The anims must be as fast as possible without braking immersion for all gametypes (pvp, pvp+ai, tvt, tvt+ai, coop, sp + whatever more there is).

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pvp, pvp+ai, tvt, tvt+ai

Just FYI, you're listing the same things twice. Well actually, tvt (team vs. team) is a term used especially in this community by people who mean pvp but want to make absolutely clear that they mean every pvp game mode ever invented except for deathmatch either to be specific when required or to signify that they too cool/mature/tactical to play the one specific game mode that doesn't make use of teams. Usually the latter.

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TrueMods is pretty much how animation speeds should be imho. Right now, especially the jogging/running looks and feels very unusual, as if the units are all in some video that is being fast-forwarded.

TrueGameplay_Animation_MovementSpeed

All movement speeds (Walk:Jog:Sprint) are now a balanced 1:2:3 ratio (rather then 1:3:4). Intuitive for player.

- Walk is faster for more agile movement & quicker CQB.

- Jog is slower for better player control, realism, & gameplay.

- Sprint is a tad bit slower for the same reasons as above.

* Speeds feel closer to OFP:WGL then default where it effects gameplay in a positive way.

* All changes give the player better anticipation & control of their unit, while retaining a realistic and natural feel.

TrueGameplay_Animation_TransitionSpeed

Increased transition speeds to be less burdensome and give the

player a quicker "battle-ready" response.

This includes..

- Stance changes (Stand/Crouch/Prone)

- Weapon changes (Rifle/Pistol/Launcher/Binocular)

- Grenade throw

- Over/Jump action

TrueGameplay_Animation_TurningSpeed

Limited turn speed when..

- Sprinting to simulate low agility/momentum and reduce the exploit of "zig-zagging".

- Running/Kneeling/Prone to simulate lower agility.

TrueGameplay_Animation_SwimFatigue

Lowered fatigue, so it is possible to swim up to ~5 minutes before loosing your gear.

Edited by AnimalMother92

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Did anyone say that too fast anim speed do not matter?

The difference lies in acceptable levels down to the personal opinion and preference.

BI asks you for specific feedback and wants to tweak them.

Here is your chance to provide this feedback no matter your background.

If people only want to rant and provide generic comments that provide no value to them,

how should they improve them?

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