ArchangelSKT 0 Posted April 19, 2006 In OPF CWC I believe you can see the explosion before you hear the sound, very cool too send a tankshell into a valley Share this post Link to post Share on other sites
Guest Ti0n3r Posted April 19, 2006 Incidentally, does anyone know if this feature is in OFP:E?The recent videos of Armed Assault seem to imply they've taken this feature out, and that makes me sad, though it could just be the way the trailers were compiled. That feat is in Ofp Elite and it will be in ArmA too. Share this post Link to post Share on other sites
DBR_ONIX 0 Posted April 20, 2006 Uh? I was sure speed-of-sound simulation was in the current OFP.... Maybe it was a bit too fast to notice, but take something like the Javelin (in y2k3 mod, not sure what addon pack it comes with atm..), and hit a tank a few hundered meters, you'll see it explode, then a second or so later it'll explode.. - Ben Share this post Link to post Share on other sites
ReverendTed 0 Posted April 20, 2006 Uh? I was sure speed-of-sound simulation was in the current OFP.... That's correct - it's in the current OFP and I just wanted to make sure it wouldn't be omitted. It's one of my favorite aspects of the game. (Oddly enough, I suppose.) Share this post Link to post Share on other sites
Metal Heart 0 Posted April 20, 2006 I think OFP is the only game where you can: 1st: See the muzzle flash... maybe realizing you are being shot at... 2nd: get hit in the head... fall... 3rd and then hear the sound when you're already laying dead on the ground. Share this post Link to post Share on other sites
FCOPZ-illuminator 0 Posted April 20, 2006 I hope there will include a "spectator mode" or a "free cam" to make nice videos or watch the battlefield during a fight between two teams... Like in "Joint Operations". There is the ability to join as spectator and move around the battlefield only with mouse + keyboard Share this post Link to post Share on other sites
DBR_ONIX 0 Posted April 20, 2006 Uh? I was sure speed-of-sound simulation was in the current OFP.... That's correct - it's in the current OFP and I just wanted to make sure it wouldn't be omitted. It's one of my favorite aspects of the game. (Oddly enough, I suppose.) Ahh.. Yeh, theres no reason to drop something like that, atleast nothing that comes to mind.. And if it's been kept in OFP:E, I'd put money on them not removing it in ArmA... - Ben Share this post Link to post Share on other sites
punishment 1 Posted April 20, 2006 im hoping for more units not just ofp optimised, unusualy and interesting weapons like found here : http://www.enemyforces.com/artillery.htm Not just the bland old abrams v T72, T80 battles Share this post Link to post Share on other sites
AtR 0 Posted April 21, 2006 I've read that island is going to be 400square km. What I want more than ever is a more realistic range differance. In OFP 100m,200m,300m seem very close which ruins the feeling of reality because it's a pretty good range in real life. If in real life it will take you some time to kill a bastard 300m away because you simply won't see him that good then in Flashpoint it's easy. More realistic range would give snipers a bigger role, not just a guy with optics as it is in OFP. Just my wish I'd really like to see in game when it comes out. Share this post Link to post Share on other sites
scary 0 Posted April 21, 2006 I've read that island is going to be 400square km. What I want more than ever is a more realistic range differance. In OFP 100m,200m,300m seem very close which ruins the feeling of reality because it's a pretty good range in real life. If in real life it will take you some time to kill a bastard 300m away because you simply won't see him that good then in Flashpoint it's easy. More realistic range would give snipers a bigger role, not just a guy with optics as it is in OFP. Just my wish I'd really like to see in game when it comes out. 100m to 300m is not long range for a rifleman, in fact, 300m is a typical engagement range. Snipers typically shoot 600m to 1100m+. Machine guns are used from close range to around 1800m depending on the deployed role. Any soldier that took time to hit a target 300m away because of difficulty seeing it wouldn't pass an apwt, so wouldn't be seeing active service anyway. Engagement ranges in opf were much shorter than they would be in real life, but I guess they had to compromise to allow for the limitations of using a small screen. Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted April 21, 2006 I'd like it if the helo controls could be toggled as an option to be like those in the Desert Combat mod for BF1942, BF:Vietnam or BF2. They make for much more realistic bird movement and are a lot more exciting and challenging to fly (once you learn to stop crashing). I think that only those players who spend the 20 - 40 hours stick-time to learn to fly them should be able to do so. (Again, for whiners, it would be an option.) Share this post Link to post Share on other sites
Guest Ti0n3r Posted April 23, 2006 I hope the AI of the soldiers in player controlled squads will be better than in Elite. Yepp, the AI in Elite is 100x better than in Ofp. But the AI of the soldiers under your command is HORRIBLE. If it's the same in ArmA... Well I'd take my cyanide First of all - In Elite you can't even use the Combat mode commands, and this makes the squad act like a bunch of retarded chickens. They don't stay in formation. They stand up even if they know there's a large amound of enemy infantry a few hundred meters away. They often walk right into you line of fire. Etc etc etc etc. You have to see it with your own eyes... Just had to get this out of my systäm. Share this post Link to post Share on other sites
somebloke 0 Posted April 23, 2006 The release is what i hope for. Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted April 23, 2006 You should see the RLI (real-life Intelligence) of HUMAN soldiers and what THEY will do in a training exercise. Quote[/b] ]100m to 300m is not long range for a rifleman, in fact, 300m is a typical engagement range. Snipers typically shoot 600m to 1100m+. Machine guns are used from close range to around 1800m depending on the deployed role.Any soldier that took time to hit a target 300m away because of difficulty seeing it wouldn't pass an apwt, so wouldn't be seeing active service anyway. Engagement ranges in opf were much shorter than they would be in real life, but I guess they had to compromise to allow for the limitations of using a small screen. Maybe in a desert, but in woodland and especially jungle climes the typical engagement range is much shorter, about 150 meters, I think. The fact that soldiers could hit a 300 meter target only about 10 - 15% of the time was what inspired the H&K G-11 design. Sure, a guy could get 600 meter hits with an M16A2 if he was firing from a sitting position, using an unorthodox firing method (eye practically on the peephole, nose to the SIDE of the charging handle), wearing a lead marksman's vest, and a shooting mitt, but if it was so easy to get 300 meter hits with iron sights on an M16A2, almost every soldier in the U.S. Army would be a "Hawk-Eye" (40 out of 40 targets). A red-dot optic makes the world of difference, but every time you re-weld your shoulder stock to your shoulder and your cheek to your shoulder stock on a weapon with iron sights, your weapon's zero has been thrown a bit off. Yes, engagement ranges can be a lot longer, if there isn't intervening concealment, you know that those distant figures aren't friendlies, and you aren't averse to spamming them with inaccurate lead projectiles. (Of course, 7.62 x 51mm NATO can reach out farther.) Soldiers on patrol won't be firing from prone supported positions (elbow in the dirt and hand holding up the foregrip is considered unsupported) and they will be under a lot more stress than they would be on a mere firing range. The qualification range in America's Army is a darn-near PERFECT simulation of how difficult it is to hit those 300 meter targets with iron sights on an M16A2, and as a support soldier, I got only ONE chance at it every 6 months. (I couldn't keep trying until I got a perfect score, as in AA) It takes me right back to the ranges at Fort Jackson, South Carolina. Share this post Link to post Share on other sites
ArchangelSKT 0 Posted April 23, 2006 I'd like it if the helo controls could be toggled as an option to be like those in the Desert Combat mod for BF1942, BF:Vietnam or BF2. Â They make for much more realistic bird movement and are a lot more exciting and challenging to fly (once you learn to stop crashing).I think that only those players who spend the 20 - 40 hours stick-time to learn to fly them should be able to do so. Â (Again, for whiners, it would be an option.) Well BF:Vietnam wasn`t really that hard, I think it was quite easy, as in to easy to fly choppers there. An option would be nice though so that side of the game doesn`t get neglected by gamers in general. Share this post Link to post Share on other sites
funnyguy1 0 Posted April 23, 2006 Yepp, the AI in Elite is 100x better than in Ofp. But the AI of the soldiers under your command is HORRIBLE. If it's the same in ArmA... Well, that`s one of the weakest sides of the ai...your team mates...I don`t want to repeat myself but being the only non-opfor on the battlefield who is able to survive a mission is well, kinda sof:double helix-like... Things like spotting targets, being more suspicious during the firefight (trying not to expose on enemy fire and staring at the enemy instead of watching completelly different direction) need to be improoved. The AI to AI battles are still quite bad... Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted April 23, 2006 Compared to WHAT? I'd like to know what game's A.I. rivals OFP's squad Vs. squad combat. I have trouble just NAMING other tac-shooters that even have full squad Vs. squad combat! Share this post Link to post Share on other sites
bravo 6 0 Posted April 25, 2006 ARMA should have this: (better behaviour) Share this post Link to post Share on other sites
Guest Ti0n3r Posted April 25, 2006 Compared to WHAT?I'd like to know what game's A.I. rivals OFP's squad Vs. squad combat. I have trouble just NAMING other tac-shooters that even have full squad Vs. squad combat! Compared to Operation Flashpoint It was alot easier to lead a squad of AI soldiers in Ofp than in Elite. In Ofp you had more commands to use, like "Take cover", "Danger" "Stay alert" etc etc. And most important of all, the AI did stay in formation. To make it short. BIS, I hope you don't remove any radio commands in ArmA, since you did so in Elite. Share this post Link to post Share on other sites
Blanco 0 Posted April 26, 2006 I hope soldiers will raise the alarm (or simply change their behavior) when they detect a friendly body (they never saw before), without the use of scripting. A good more autonomous AI is my main concern... Share this post Link to post Share on other sites
kernriver 4 Posted April 26, 2006 I hope soldiers will call the alarm (or simply change their behavior) when they detect a friendly body (they never saw before), without the use of scripting. A good more autonomous AI is my main concern... I agree. I guess the first thing a soldier would do when he/she comes across a dead sodier (enemy or friendly) is to rase the alarm and inform CO, aspecially if the body is near the camp or the base, i would like to see that too. But, on the other hand, special forces soldiers (in OFP atleast) can hide the body...maybe it can be made so the grunts could do it too? So if you forget to hide the body, and enemy sodier sees it after a while, he raises the alarm and you are f****d, to say the least... Share this post Link to post Share on other sites
Guest Ti0n3r Posted April 26, 2006 Agreed. Soldiers should react to dead bodies. I always missed it in Ofp :/ I also hope they change the way you hide bodies. It would be better if you could drag away bodies instead of just make them sink into the ground. Share this post Link to post Share on other sites
kernriver 4 Posted April 26, 2006 [quote name=Ti0n3r,April 26 2006,09:43 I also hope they change the way you hide bodies. It would be better if you could drag away bodies instead of just make them sink into the ground. Yes, i would like that too. We would play OFP like Commandos in 1st person view Share this post Link to post Share on other sites
Timblesink 0 Posted April 27, 2006 For all the stealth stuff, it'll be VERY necessary to make the movement method better... I'll never forget the time I ran straight past a house and got blown up by about 6 T-80s, all because I didn't release the "w" key 1,000,000 years ( ) before I got to the house. It'd also help the Ai in close encounters. Share this post Link to post Share on other sites
phelican 0 Posted April 27, 2006 I really have my hopes up for the modding abilities. Mostly, I hope the script-commands work as they should this time. Like "publicVariable" (used to broadcast a variable) for OFP. This function broadcast, but doesn't consider packet-loss and such stuff. Implement string-handling functions and the ability to read and write files. Otherwise, OFP 1 is perfect... ;-) Share this post Link to post Share on other sites