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Dwarden

ARMA 2: Operation Arrowhead / Combined Operations / Reinforcements update 1.62

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I think for the first time since playing OFP CWC I gonna skip an ufficial upgrade from BIS. Don't like the idea of weaker weapon damage. I've downladed the patch but didn't installed it yet. Always waiting and reading feedback. the changes don't sound very good in certain perspectives. What about exporting missions and creating pbo's is that flawed or does it work? Saw someone mentioning he couldn't export missions anymore.

Well I guess I still wait a bit. What you guys think is it worth the upgrade?

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Yeah, that was more or less a direct quote from an interview about ArmA 3, I think. Something about how they had to cut out some features they initially wanted due to "lack of resources". I'll see if I can find the quote, it's somewhere in one of the ArmA 3 subforum stickies.

Thanks for the reply as it jogged the memory. I believe you're refering back to the gamestar.de interview translated on Armaholic a few days ago. Yes, here it is:

Q: How do you enhance the editor?

  • Dan: We've had to cut short our more ambitious plans regarding the editor recently. Due to missing resources, our goal in this area is currently to focus on improving the usability and experience of the classic mission editor from A2OA.

Put into the broader context that doesn't read all that well does it? I'm not going to make further comment on that as I've already had my fair share of drama on these forums.

Back on topic, I'd still love to hear BIS' official reasoning on the weapon damage changes. Maybe it's all some horrible mistake?

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When you Guys (BIS) released 1.62 LINUX Server, why you release only windows version? You Can't prepare all version before release full patch? :(

It's not normal work in your team!

+100500

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I was looking forward to installing this patch.

Then I saw the changes in damage. Guess I won't being do that after all.

I got a zillion zombie shooters already (and I love them), but nothing scratches the realism-itch like Arma. Why, oh why, is going BIS into this n00b pleasing dilution of core gameplay? Can't really get my head around AK headshots not being lethal :butbut:

I would really love a comment on, or better yet, a refutation of the supposed changes in damage.

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I've lost all faith in my favourite developers now. A game is a game, update it to fix issues. A mod is a mod, the mod-team can add new changes to the UI etc through their mod. The fact that you have added new changes to the base game to cater for a mod, really is infuriating.

ArmA was once called a mil-sim, after 1.62 its nothing short of run and gun sandbox. Activision may want a partnership with you. Sellout really springs to mind </3

Edited by VIPER[CWW]

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ARMA "the ultimate military simulator"... COMPLETE WITH ZOMBIES?!?!?!? :-s

Do we get to fly on dragons and shag leprechauns & fairies too?... Oh can we... Can we... lol

What a load of monkey P155

Please make DayZ a completely separate, detached 'GAME' from ARMA 3

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what is problem with dayz ? thousand copies more sold, thousand more players play mp at same time need respect them :) so we got patch :)

No, they don't. You do not simply move into a neighborhood en masse and assume that you are entitled. DayZ players did not give Arma 2 a fresh breath, they did not "save" the game, they did nothing other than add more sales (but between DLC and other sources it's not like BI was broke) and generate popularity by spamming endless youtube videos of "lets play's", attracting mindless fanboys throughout youtube via "celebrities" playing. The type that, despite the NAME BEING IN THE TITLE, has to ask "what game is this? what mod is this? can I pirate this?"

Edited by NodUnit

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Put into the broader context that doesn't read all that well does it? I'm not going to make further comment on that as I've already had my fair share of drama on these forums.

Yeah, it's not exactly damning, but I admit I was a bit annoyed to read that after hearing about the ridiculous sales boost due to DayZ. Where is all this extra income going?

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I must ask: Has anyone, aside from this website, checked that these figures are correct? Let alone that nothing else, like unit health, have been altered?

If it's true what they say, what is the purpose of changing them in ArmA 2? If, for any reason, this is due to DayZ. Why isn't a custom config used for the weapons in the mod itself? The game requires both ArmA 2 and OA, and such alternations has been done before by mods. It's this part that doesn't makes sense to me, which is why I'm skeptical to this being due to DayZ.

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I must ask: Has anyone, aside from this website, checked that these figures are correct? Let alone that nothing else, like unit health, have been altered?

here it is

A short test reveals...indeed thre Ak74 series got nerfed exclusively while the M16 remains as it was. A.I. will survive even headshots now.

tested myself ak74. it takes minimum 3 shots to kill enemy on 250 meters. no mods.

7 shots to kill with pp19 on 50 meters. same on close distace.

pp19 is completely useless atm.

2 shots aksu/cobra/sd 50 meters

Edited by n7snk

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here it is

tested myself ak74. it takes minimum 3 shots to kill enemy on 250 meters. no mods.

7 shots to kill with pp19 on 50 meters

Not only that, as it seems accuracy is also worse, the AK74s have more spread now. Well that alone would be right but its not right to nerf it and leave all other assault rifles as they are. AK-107 is good as before and that makes no sense at all. This is simply unacceptable for a MilSim Game. Edited by Beagle

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will be extremely pathetic to fuck up the only game in genre. what happens when devs want to please hardcore fanbase and casual players? ofp: red river. is this a future of arma? if so, just say so, so we will know that bis would not make milsimish games anymore.

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Bullet damages are indeed reduced. Few examples:

Full rifle cardidges wary between 9 an 12, This one I approve, rifle rounds should be still quite lethal, but not one-shot-kill regardless what bodypat was hit, like it was before.

Rifles don't look so bad, for example 5.45mm wasn't reduced much, was 8 now it's 7. Not sure why headshots became suddenly non-lethal.

But handguns lost A LOT of initial power and ballance don't honestly make any more sense that did before:

9mm Makarov was 6 not it's 4.

9mm NATO (M882?) was 5 (why? It has same diameter and TWICE as much initial energy as 9x18!) now it's also 4.

.45 ACP was 9 now it's 5. Yes, 5. Less than Makarov pre-1.62. Now it takes 6 rounds in chest, or 2 headshots to drop target.

Oh, and 12 gauge slug, 18.4mm in diameter, that IRL can drop friggin boar in one shot, was even more reduced, from 11 to 9. Same as 7.62x39 before 1.62

I understand BIS had to adjust values for fixed airdrag bug, but why for Pete's sake they're messing with damages rather than adjust what was broken before and now is fixed. Airdrag.

Edited by boota

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Bullet damages are indeed reduced. Few examples:

Full rifle cardidges wary between 9 an 12, This one I approve, rifle rounds should be still quite lethal, but not one-shot-kill regardless what bodypat was hit, like it was before.

Rifles don't look so bad, for example 5.45mm wasn't reduced much, was 8 now it's 7. Not sure why headshots became suddenly non-lethal.

But handguns lost A LOT of initial power and ballance don't honestly make any more sense that did before:

9mm Makarov was 6 not it's 4.

9mm NATO (M882?) was 5 (why? It has same diameter and TWICE as much initial energy as 9x18!) now it's also 4.

.45 ACP was 9 now it's 5. Yes, 5. Less than Makarov pre-1.62. Now it takes 6 rounds in chest, or 2 headshots to drop target.

Oh, and 12 gauge slug, 18.4mm in diameter, that IRL can drop friggin boar in one shot, was even more reduced, from 11 to 9. Same as 7.62x39 before 1.62

I understand BIS had to adjust values for fixed airdrag bug, but why for Pete's sake they're messing with damages rather than adjust what was broken before and now is fixed. Airdrag.

was there actually a problem with the air drag before? I never noticed this, is there a cit for it?

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Sad to see this, hopefully its a bug. AFAIK almost everything has wrong config value in some aspect or other so its nothing new.

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will be extremely pathetic to fuck up the only game in genre. what happens when devs want to please hardcore fanbase and casual players? ofp: red river. is this a future of arma? if so, just say so, so we will know that bis would not make milsimish games anymore.

If ARMA did turn into Rusty River and Sunken Dragon, I'd have to cry in a corner in fetal position and slit my wrist :(

But if Milsim were to die, that would suck. Well, all we can hope for right now is some quickfix patch to bring back the damage values which shouldn't be too hard.

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was there actually a problem with the air drag before? I never noticed this, is there a cit for it?
Yes there was a problem prior to 1.59. The bullets did loose too much speed and energy over range. This was fixed and lethality went much to far up. This is fixed now and in addition the 5.62 and 5.45 have different properties now...I guess we were all used to the wrong depiction all the times...now it's time to embrace it and remind that the 5.45x39 never had the same power like a 5.56x45 and that we got used to somthing wrong.

The true problem is not with the assault rifles or pistols now by the way but with submachineguns. it does not take into accout that a 9x19 from a MP5 with 225mm barrel uses the full potential of the round while a pistol with 115mm can't.

---------- Post added at 21:54 ---------- Previous post was at 21:51 ----------

But if Milsim were to die, that would suck. Well, all we can hope for right now is some quickfix patch to bring back the damage values which shouldn't be too hard.
But the damage values were wrong for some rifles all the time, why should that be patched back again? it is simpyl true that a 5.56x45 delivers much more energy than a 5.45x39. It is correct to give the 5.45x39 only 75% of the power of the 5.56x45. The handguns and submachineguns are the onyl ones screwed now, not the rifles.

The missinterpretation that came up here was that only weapons used in DayZ were changes but thats not true. In fact this change should be welcome to every true MilSim Player because it depicts reality much better than before when all assault rifles were the same thing with just another model. it should have always made a difference if you wield a AK74 or a M16, now it does.

Only issue is that this should have been elaborated prior to official patch in a beta just the way the friction issue and the recoil issue before,

Edited by Beagle

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It's nice to see hand guns won't do as much damage, considering they don't have the same ballistic effects and other various properties that rifles have. There seems to be some over reaction, and over assumption that weakening a weapon=dumbing down as opposed to possibly changing to more authentic properties.

A-10 vs a tank for example, at first the A-10 is nigh unstoppable, the gattling gun will tear through a tanks armor from all directions and angles, even the front armor stands no chance. Later in a patch the gun is weakened so that only the rear, possibly side armor takes damage whereas the front mostly bounces. Is this nerfing or correcting a mistake.

Edited by NodUnit

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But the damage values were wrong for some rifles all the time, why should that be patched back again? it is simpyl true that a 5.56x45 delivers much more energy than a 5.45x39. It is correct to give the 5.45x39 only 75% of the power of the 5.56x45. The handguns and submachineguns are the onyl ones screwed now, not the rifles.

Fair enough. I just hope the SMGs and Handguns can be back to some use again then. Today I played I didn't notice anything about the rifles anyways. Haven't tried an SMG yet but sometimes I'd like to grab a Bizon. Had a pistol on me but I didn't pull it out because I never needed to.

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But the damage values were wrong for some rifles all the time, why should that be patched back again? it is simpyl true that a 5.56x45 delivers much more energy than a 5.45x39. It is correct to give the 5.45x39 only 75% of the power of the 5.56x45. The handguns and submachineguns are the onyl ones screwed now, not the rifles.

The missinterpretation that came up here was that only weapons used in DayZ were changes but thats not true. In fact this change should be welcome to every true MilSim Player because it depicts reality much better than before when all assault rifles were the same thing with just another model. it should have always made a difference if you wield a AK74 or a M16, now it does.

Only issue is that this should have been elaborated prior to official patch in a beta just the way the friction issue and the recoil issue before,

Okay, but what about your post above regarding PvP balance?

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Okay, but what about your post above regarding PvP balance?
It was based on the missinterpretation that only DayZ related values were changed but thats not the fact, the change is in deed a long overdue one into the right direction and I can say tis despite beeing a decdicated OPFOR side player. Not long ago the call was all about that balance should in a MilSim should not end up in same values for everything depite big differences in the real thing. Edited by Beagle

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I think there may be a "friendly fire" mechanism that gives an extra shot chance..example-

Using Guerilla rifleman I shot an OPFOR soldier in the head with an AKM, instant kill ,switching to Insurgent rifleman I did the same thing, but he told me to cease fire, another shot and he died, however when I changed him out to a BLUFOR soldier and was able to one again instant kill from a headshot.

Edited by NodUnit

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