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twisted

Wow.

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Recently i was able to buy ArmA online through Morphicon (http://www.morphicon.de/). and I really am enjoying nearly everything about it.

you probably have read many reviews of Arma, but there were some things that i saw that i had not heard of and was very pleasantly surprised to find.

things like:

the way the infantry moves is awesome. it feels more like a soldier and not an android or terminator than any game than i've ever played. doing things take time, and the good thing is that the AI takes the same time as a player.

view distance is awe inspiring. I like the way 'human sight' seems to have been replicated. part of this human is the HDR, but it's also the way you no longer have unnatural eagle eyes to pick out a prone enemy lying 500m or even 1km away. now you need binocs or a scope.

the AI is quite dangerous. They are not perfect, but do something stupid like run in front of a group of AI and chances are they'll shoot you down (for some reason especially on destroy bridge mission). When i first tried ArmA I got gunned down a lot, but once i started using cover and being generally careful then I started surviving much longer.

The landscape has more curves. sounds silly but in OFP the setting for terrain was best left on low if a person wanted good FPS. in Arma the terrain is much more flowing and i get good FPS on Normal setting. Makes using the terrain for cover more possible.

ArmA is not easy. One of the things i liked about OFP was that is was quite challenging. I find that ArmA ups the level of challenge a lot and takes a more tactical gameplay style to do well at. running around like a civilian in a warzone (which most of us really are) or trying to go Rambo style is sure to end badly for you. it's another mindset altogether, one where thinking like a soldier (or at least trying to think like one) gives you a better chance for survival. That's a type of immersion that ArmA really delivers.

Teamwork counts. For reasons mentioned above it helps to have AI or teammates with you, even if it's just to give the enemy something else to shoot at.

good one BIS. I like.

ArmA has been worth the wait. There are a couple bugs/tweaks (heli's, jets and sound bugs) that will make a big difference but overall it's a game i am enjoying a hell of a lot.

smile_o.gif

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Geez finally able to log in (forums have been giving me hell for weeks .. dumb Mozilla I guess) ... ANYHOW. I will agree with many of the points you made twisted, and I like ArmA a lot as well, but tbh with you the AI is one massive bummer to me.

I don't mean the bugs/scripting stuff for that matter btw. I will give an example. This mission in the campaign where you are supposed to blow up a bridge (which doesn't work all too well on a sidenote) ... well so I blow my satchels while hiding behind this wall. No way for the AI to spot me all too easy. In fact before I blow the charges, they could care less about the position I am in, don't notice me .. but AS SOON as I set off the charges, they INSTANTLY turn around to my position and about 24729472947 guys open up on me. WTF? I am sorry but that kind of AI uberness is not acceptable by one bit in ANY game in 2006, let alone a game that is supposed to be realistic. It was like this in OFP already and I am afraid to say nothing has happened ever since to make the AI more believable. It totally kills the immersion and at least for the singleplayer, to me it's gamebreaking.

About the rest .. yah I am having a lot of fun in mp despite a lot of issues (mentioned elsewhere on these boards) which I am sure will be ironed out sooner or later. I am not holding my breath about any sort of improvement on the AI though tbh .. cause I really hate to say this but it seems to me after OFP and now ArmA, BIS does not seem to be able to get it right. I might be eating my words and actually hope I will, but again, not holding my breath.

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Knowing a bit about how ofp AI works, I suspect that the AI knowing your position was scripted by the mission designer, and not a flaw of the AI code itself.

Detonating a charge should not give away your position. But a trigger scripted to the destruction of the bridge could easily force the AI to know it.

I'm hoping it was bad mission design, and not uber ai code...

Counting the days til my cz version arrives.

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Knowing a bit about how ofp AI works, I suspect that the AI knowing your position was scripted by the mission designer, and not a flaw of the AI code itself.

Detonating a charge should not give away your position. But a trigger scripted to the destruction of the bridge could easily force the AI to know it.

I'm hoping it was bad mission design, and not uber ai code...

Counting the days til my cz version arrives.

I highly doubt it was scripted in the mission. This bug was not in OFP so hopefully it will be fixed in a patch.

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Its not a bug, and it has been in OFP as well. I'm 99.9% sure its a mission script. There have been quite a few 2get player position" scripts in CWC/RH/Res (the spec ops missions in the forest for instance).

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