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TriPro

BIS at the GC: Very kind!

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Didn't like "actions for everything", hope better controls come eventually as weapon customizations and gear stuff.

But the backyards... Oh holy hell! Awesome amount of details and interesting ground.

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  PuFu said:
game is still 1 year (at least) from it's release :) There will be better reloading animations (as well as some others).

fixed that for you ;)

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see..that means holding back information, and sharing is caring. damn it petka

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  PurePassion said:
fixed that for you ;)

Ye , i hope - those weapons needs more attention , mainly animations - mean like pulling charging handle/bolt etc

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  RobertHammer said:
Ye , i hope - those weapons needs more attention , mainly animations - mean like pulling charging handle/bolt etc

+ decoupling GL leaf sights from the zeroing hotkey and instead making it correspond to the elevation of the barrel by moving your mouse :turn:

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I can live with the preset positions. It's even better than the VBS shown trajectory I think (may be more inaccurate, but more immersion). Moving hands on the wheel, yay :p

Bouncing Betty's, Tripwires, and Claymores? Ooooookay, didn't expect that :) Any chance of setting up tripwires to pyrotechnics (rocket flares, smoke grenades, and so on)?

Call for fire wasn't exactly VBS2 quality, if you know what I mean (I've only seen pictures though, and liked what I saw) :) Didn't expect it to either. I hope with "better implemented" it means easier to implement for the fresh mission makers coming to the game.

Hmm, naval vehicles screen at 16:58 says "weather influence". I see waves driven by overcast yet again. I'd rather have possibility to dynamically choose in mission whatever height I want. You can have a full thundercell growing without either rain, wind, or heavy seas. You can also have a severe clear sky without a breeze, with waves from yesterday (although I'd typically use them with wind).

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OK well I already said i was very impressed by the new animation system and mainly the reload animations. I saw the GM6 Lynx reloading and what I saw was basically what RH asked for. I saw the reciever being pulled back, which revealed a view of the inside of the weapon, then inserting the magazine and pulling it forward again. It was a fully captured reload procedere.There even was a custom animation for every of the five weapon at the shooting range: Inserting single shotgun rounds etc :) Pettka also told me they want to continue this with the other weapons which means there will be a whole other level of reload animations quality in arma 3 with a new scope of motion captured animations

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@PP: you went to BIS booth without a video camera? we want proof (at least i do).

@jerry: have your lad confirm PPs info, pretty please :)

Edited by PuFu

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  PuFu said:
you went to BIS booth without a video camera? we want proof (at least i do).

@jerry: have your lad confirm PPs info, pretty please :)

i wasnt there...

i bribed someone with a presspass on Google+

(* i kinda pméd all people that used google+ which were located near the games convention... (the trick i did was : turn fake location to Koeln Messe and watch the nearby Google+ stream on android ) )

i'll see what i can do.

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It's very promising all the stuff that we saw on the last video. It will be hard for us to wait until the release day.

Less weapon but more reloading animation, it sounds fair to me.

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How much would such a ArmA2 and TOH banner ( attached to booth ) cost?

I WANT ONE! ( maybe 2! )

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  arigram said:

Thanks! its a nice addition for my comparison album!

https://plus.google.com/u/1/photos/112261660231681542383/albums/5634121540112966513

Edited by Foxhound
do not quote images please!

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  PurePassion said:
OK well I already said i was very impressed by the new animation system and mainly the reload animations. I saw the GM6 Lynx reloading and what I saw was basically what RH asked for. I saw the reciever being pulled back, which revealed a view of the inside of the weapon, then inserting the magazine and pulling it forward again. It was a fully captured reload procedere.There even was a custom animation for every of the five weapon at the shooting range: Inserting single shotgun rounds etc :) Pettka also told me they want to continue this with the other weapons which means there will be a whole other level of reload animations quality in arma 3 with a new scope of motion captured animations

Holy fecal matter.

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Respect to TotalBiscuit

Nice gameplay improvements, but AI does seem somewhat non-responsive (I guess this version was made before the improvements in recent beta)

Also my inner graphics whore is cuming so hard

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  Quote
but AI does seem somewhat non-responsive (I guess this version was made before the improvements in recent beta)

Agreed - it was a bit of a turkey shoot there at the end. I could almost hear the dev thinking "fire back, please, just fire back once!"

No biggie, though. I believe he stressed AI improvements to the point where we can probably expect decent increases in ability.

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  metalcraze said:
Respect to TotalBiscuit

Nice gameplay improvements, but AI does seem somewhat non-responsive (I guess this version was made before the improvements in recent beta)

Also my inner graphics whore is cuming so hard

I would guess that for basic testing, the devs (who won't necessarily be great gamers ;)) use a slower/less able AI. Mostly for just testing the flow of stuff without needing to be great at playing ArmA. Guessing on my part :)

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