thrush213 0 Posted May 29, 2006 i guess it's no suprise that i own all those games. Share this post Link to post Share on other sites
Chunder 0 Posted May 29, 2006 Thanks Dyslexic. Actually for a mis - spelt name to a dyslexic it's perfectly readable So I guess being one pays off sometimes for me! I thought your article was brilliant. Infact I think it should be stickied because of the 'realism' arguments that go on. I thought it quite comprehensive. Watching the Okinawa tape and hearing the .50 cal go off compared to the other m/g's was quite pronounced. Personally when viewing the Operation flashpoint video, I don't consider myself a good shooter in the least and I guess being a professional soldier and having better arm muscles would be able to keep a target within reasonable scope after physical duress. Personally I find it extremely hard to shoulder a rifle after finding balance and squeezing off a shot at all accurately. I Always where possible except for close range prefer a support. Ideally I prefer Prone with a support, with as little holding of the weapon as possible. I really agree on the 6 DOF. Enjoyed the Cobra track but HATED the disturbed inclusion lol. Share this post Link to post Share on other sites
GBee 0 Posted May 29, 2006 Very nice work Dslyecxi. BUT ... You've managed to depress me by reminding me of all the great things which we probably won't see in Arma. I was content to forget the 'fluid stance' of something like Raven Shield for example but now I'm going to be painfully aware that it's missing from Arma. OFP:E did have fluid leaning, so maybe there is hope on that aspect. After all the fluid stance isn't actually that hard to do, you just allow the player to move through the various animations frame-by-frame. There are lot of other things mentioned which I would love to see in Arma. Take the raising of the weapon when too close to an object in Vietcong, it would make maneuvering inside much better. I'm suprised you didn't mention Trespasser (1998) though. Though itself not a mil-sim game, for it's time it had some of the most realistic elements of any game. In regards to your article, Trespasser was the first game I saw with the abilility to use objects for support and it was not a scripted event where an icon tells you that you are now resting on that surface, but an incredible physics engine. Your mouse sensitivity didn't decrease but the physics and full arm control made such imitatation effects irrelevant. I'd be interested to have known how many of your rounds were on target during that AR-15 fast-walk. Share this post Link to post Share on other sites
dslyecxi 23 Posted May 29, 2006 I thought your article was brilliant. Infact I think it should be stickied because of the 'realism' arguments that go on. I thought it quite comprehensive. Stickied? That would be extremely cool, here's hoping. Very nice work Dslyecxi. Thanks. Quote[/b] ]I'm suprised you didn't mention Trespasser (1998) though. Though itself not a mil-sim game, for it's time it had some of the most realistic elements of any game. In regards to your article, Trespasser was the first game I saw with the abilility to use objects for support and it was not a scripted event where an icon tells you that you are now resting on that surface, but an incredible physics engine. Your mouse sensitivity didn't decrease but the physics and full arm control made such imitatation effects irrelevant. I didn't spend enough time with Trespasser to notice that, and really, I didn't want to include games that did something "first" but not best. Red Orchestra currently does the "resting weapons on the environment" thing better than anything else, so even if I had considered Trespasser, RO would've still "won" so to speak. Quote[/b] ]I'd be interested to have known how many of your rounds were on target during that AR-15 fast-walk. All of them. That really isn't hard to do at ranges below say 75 meters shooting at a man-sized target. EOtech sights are a breeze to aim with, and when you combine that with the AR-15's low recoil you can get impressive results beyond what you would expect to acheive via ironsights. I was shooting at a bucket, maybe 1 foot on each side, and probably started off about 25-30 yards away from it. It was extremely easy to hit, even on the move. I would've been farther away, but the camera I was recording that with was pretty crappy and thus I had to be close to get it on film. There's another clip I have where I'm shooting with my Glock 19 at the same target while moving both front/back and side to side, at ranges from 7-25 meters. Same basic story there, 95% of my shots hit the target, two of them landed just short but aside from that everything was a hit. Share this post Link to post Share on other sites
shadow 6 Posted May 29, 2006 Since this article is aimed at FPS games in general I'm moving it to OT. Share this post Link to post Share on other sites